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Why the PPC and High Heat Weapons are BROKEN (Math as to why inside) - good read for a new player


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#101 Volthorne

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Posted 04 November 2012 - 11:32 PM

View PostIndoorsman, on 04 November 2012 - 11:04 PM, said:


He's just gonna say something along the lines of "You are wrong, Gauss + mathz. Why can't you understand?"

Not that you are 100% right, PPC do generate too much heat IMO. It's not as drastic as he makes it out to be though, good example!

Well, that would definitely be the most predicatable repsonse, and also most likely, because Abrahms is - at best - a one trick pony.

You could, in fact, apply my math to every other weapon with a tripled fire-rates. Hell, it even works with doubled fire-rates! This means that 'Mechs are effectively over-weaponized, and everyone should strip off half or a third of their armaments if they actually want heat-neutral stock 'Mechs like in TT.

Pair of MLas in TT? You only need 1 in MW:O to match their damage output per 10s (1s burn +3.25s recycle).

Mind. Blown. Problem. Solved.

#102 MustrumRidcully

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Posted 04 November 2012 - 11:32 PM

View PostVolthorne, on 04 November 2012 - 10:44 PM, said:

Oh, look, this thread. Again. Come on Abrahms, this is what, your 9001st attempt? And each time you look like a bigger tool... Here's something for you to mull over...

TT: PPC x 3 = 30 damage, 30 heat, 10 seconds

MWO: PPC x 1 = 30 damage, 27 heat, 10 seconds

LOOK! HEAT IS FIXED! YOU CAN ALL GO HOME NOW. No, seriously. This **** needs to stop.


TT: PPC x 3 = 30 damage, 30 heat, 10 seconds: 51 tons
MWO: PPC x 1 = 30 damage, 27 heat, 10 seconds: 37 tons

TT: Gauss x 2 (with 2 tons ammo) = 30 damage, 2 Heat, 10 seconds => 36 tons
MWO: Gauss x 1 (with 4 tons ammo): 30 damage, 2 Heat, 10 seconds => 21 tons

What should I pick? 36 tons for 30 damage or 21 tons for 30 damage?
Difficult decision...

Not.

#103 Keifomofutu

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Posted 04 November 2012 - 11:36 PM

View PostVolthorne, on 04 November 2012 - 11:32 PM, said:

Well, that would definitely be the most predicatable repsonse, and also most likely, because Abrahms is - at best - a one trick pony.

You could, in fact, apply my math to every other weapon with a tripled fire-rates. Hell, it even works with doubled fire-rates! This means that 'Mechs are effectively over-weaponized, and everyone should strip off half or a third of their armaments if they actually want heat-neutral stock 'Mechs like in TT.

Pair of MLas in TT? You only need 1 in MW:O to match their damage output per 10s (1s burn +3.25s recycle).

Mind. Blown. Problem. Solved.

Now take your 30 damage in 10 seconds PPC and halve it because of double armor. So now you've got 15 damage (relative to TT damage) 30 heat. Aww doesn't look like the problem is so solved after all huh?

Edited by Keifomofutu, 04 November 2012 - 11:37 PM.


#104 Indoorsman

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Posted 04 November 2012 - 11:45 PM

View PostKeifomofutu, on 04 November 2012 - 11:36 PM, said:

Now take your 30 damage in 10 seconds PPC and halve it because of double armor. So now you've got 15 damage (relative to TT damage) 30 heat. Aww doesn't look like the problem is so solved after all huh?


Awwww so you want people to die super fast, how cute.

#105 Kotrin

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Posted 04 November 2012 - 11:46 PM

PGI has no clue over metagame.

Metagame means people will optimize their 'Mechs in a rock-paper-scissors fashion, no matter the conditions. If metagame is a problem for you, then you can disable 'Mech garage altogether.

It seems PGI seems that DHS are "too powerful" - even if they've been in TT for years, even if they never made it to live server here. Thus PGI killed all ER weapons as well as most PPC builds.

Since laser and energy weapons have been nerfed, we'll all resorting to LRM / SRM / Gauss weapons now.

A better approach would have been to release Glaze armor (-50% damage received from energy weapon, 10 spaces) or new AC (Ultra) and alternate ammunition for AC weapons (armor-piercing for example). Better enlarge the game than restrict players, heh?

Either way, number crunching and optimization means player will make up the most of current conditions, 1.4 DHS or not.

The real underlying issue here are:
1. The lack of trust from PGI in the player base. If 2.0 DHS existed here, not everyone would use them anyway (Gaussapult does not need any, for a start).
2. The balance of official 'Mech designs is thrown out of the window because of this DHS change.
3. No 2.0 DHS data exist to back up PGI claims regarding "overpower". And weapons still have cooldowns.
4. ER weapons are now a dead-end.
5. 'Mech optimisation will ALWAYS happen, no matter how PGI decides to nerf or not to nerf DHS.
6. The community is upset over what is essentially perceived as a non-essential diversion from TT.

Making a community upset is rarely a good move.

PGI is basically wasting people's support and enthusiasm on a game point that is ultimately not worth it at all.

#106 Indoorsman

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Posted 04 November 2012 - 11:52 PM

View PostAsatruer, on 04 November 2012 - 11:09 PM, said:

Agreed, but a lot of the solutions proposed or problems demonstrated either in this thread or linked threads clearly demonstrate that the problem is not reliant on TT for proving the imbalances nor providing the solution. To blow the thread off as QQing that MWO is not TT enough demonstrates that you either have not bothered to read or comprehend the contents of the thread and supporting threads.

I've read all kindsa threads like this. Started a few as well. I comprehend and agree that weapons are imbalanced. TT values or ratios are not the solution and TT shouldn't be referenced HEAVILY in balance issue threads.

#107 Volthorne

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Posted 04 November 2012 - 11:52 PM

View PostMustrumRidcully, on 04 November 2012 - 11:32 PM, said:


TT: PPC x 3 = 30 damage, 30 heat, 10 seconds: 51 tons
MWO: PPC x 1 = 30 damage, 27 heat, 10 seconds: 37 tons

TT: Gauss x 2 (with 2 tons ammo) = 30 damage, 2 Heat, 10 seconds => 36 tons
MWO: Gauss x 1 (with 4 tons ammo): 30 damage, 2 Heat, 10 seconds => 21 tons

What should I pick? 36 tons for 30 damage or 21 tons for 30 damage?
Difficult decision...

Not.

Let me show you the error you made....

s = seconds, h = heat, r = recycle

FIRST 10 SECONDS:
9h/1s (x1 PPC) - 2.5h/s (10 engine HS + 15 extra) = 1.5 h/r. After 3r (10s), h = 4.5.

SECOND 10 SECONDS:
9h/1s - 2.5h/s = 1.5 h/r. After 3r, h = 4.5 + 4.5 = 9.

THIRD 10 SECONDS:
9h/1s - 2.5h/s = 1.5 h/r. After 2r, h = 9 - 2.5h/s = 1.5h.

Look familiar? It should. Tonnage spent? 22. Now how about that.

Edited by Volthorne, 04 November 2012 - 11:54 PM.


#108 MustrumRidcully

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Posted 04 November 2012 - 11:55 PM

View PostIndoorsman, on 04 November 2012 - 11:45 PM, said:


Awwww so you want people to die super fast, how cute.

If that becomes genuinely a concern again - they can triple armour. Or reduce the damage of all weapons across the board. But their current system ruins future stock mechs even worse than they are now. (Look at the Awesome 9M case study - shutdown after 3 seconds.). And it makes ballistics and missiles the superior choice to energy weapons.

So we have imbalanced weapons and mech configurations that won't work. And they claim they want heat to matter and still don't have a heat scale with movement penalties and all the beautiful thing the table top game had.
Is there method to this madness?

#109 Abrahms

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Posted 04 November 2012 - 11:56 PM

View PostIndoorsman, on 04 November 2012 - 11:04 PM, said:


He's just gonna say something along the lines of "You are wrong, Gauss + mathz. Why can't you understand?"

Not that you are 100% right, PPC do generate too much heat IMO. It's not as drastic as he makes it out to be though, good example!


Naw, "any low heat weapon + mathz = you are wrong, why cant you understand"

Why? because in TT the damage (which we are still using) was based on a weapon's tonnage and other factors like range. The PPC was 7 tons + 10 tons of heatsinks for heat neutrality. You dont have to be neutral, but its a good base point to start from. Gauss is 15 tons + 4 tons of ammo + 1 ton heatsink.

In the end, for 30 dmg alpha with heat neutrality, the PPC and Gauss are THE SAME in tabletop. This makes the PPC very good in TT still.

MWO by tripling ROF threw that TONNAGE to DPS ratio entirely off. If you want to keep the weapons DPS proportional by firing on cooldown, the heatsink requirement is tripled. Because some weapons under the 10 second turn were more based on heatsinks for weight than others, the DRAMATICALLY harms these weapons. With heatsink requirement for the same effect being tripled, a weapon that needed 1 heatsink gained 2 tons, and one that needed 10 gained 20 tons. THIS IS WHY HIGH HEAT WEAPONS ARE SO HORRIBLY BAD IN MWO.

#110 Indoorsman

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Posted 05 November 2012 - 12:05 AM

View PostAbrahms, on 04 November 2012 - 11:56 PM, said:

Because some weapons under the 10 second turn were more based on heatsinks for weight than others, the DRAMATICALLY harms these weapons. With heatsink requirement for the same effect being tripled, a weapon that needed 1 heatsink gained 2 tons, and one that needed 10 gained 20 tons. THIS IS WHY HIGH HEAT WEAPONS ARE SO HORRIBLY BAD IN MWO.

Tripled in reference to what? TT? Why not compare LL to ML and not MWO LL TO TT LL. Compare Gauss to PPC like you like to do so often for all the wrong reasons. But don't compare Gauss to TT Gauss and PPC to TT PPC.

#111 Kmieciu

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Posted 05 November 2012 - 12:14 AM

Abrahms & MustrumRidcully - I fully support your fight for more weapon diversity!
I had a dream where Awesomes and K2s were actually used as a energy direct fire support. PLayers had the option to spam 2 PPCs without gaining heat, and the fights did not end in a 100-meter brawl, like they always do now.

The Devs say they can`t make double heatsins work as intended, because it would make the heat a non - issue. REALITY CHECK! It already is a non- issue for the most succesful builds: Gausscat, Streakcat, LRM boats, small laser boats. I run a Jenner with small lasers and I can fire them pretty much as I want. I tried the Gaussapult for a while and I forgot about heat meter for a week. And with a Streakcat you just lock the target and chainfire till they`te dead or you fall asleap. A Hunchback with Gauss and 5 small lasers is a perfect brawler with 30 Alpha and direct fire support capability. Even a Dragon with Gauss, 2xSSRM and 2xSL is nice.

I say:
Less heat generation across the board - but - more penalties for heat level! (due to reactor working less efficient):
  • slowing down
  • slower turning
  • slower arms movement
  • slower weapon recharge
  • frequent ammo explosions at higher heat
  • chance of ticking of automated shutdown on alpha striking with multiple high heat weapons
It would add so much depth to the game: you could go fast and fire seldom, or risk going full alpha strike, and putting yourself into a disadvantage.


In my opinion if the devs go on ignoring this issue, it will come back with a vengeance when Clan mechs are introduced. Do you imagine how hot a Timber Wolf Prime will run? Imagine it as a trial mech!
But don`t despair! there is a solution: 2xClan Gauss + 2xClan LRM20s :-)

Edited by Kmieciu, 05 November 2012 - 12:17 AM.


#112 SpiralRazor

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Posted 05 November 2012 - 12:20 AM

View PostStabbitha, on 04 November 2012 - 08:39 PM, said:

Until you meet more than one mech... Besides, Abrahms isn't talking about heat nuetrality as if it's the golden ratio for gameplay here, you can choose to drop heat sinks for greater alpha. The problem is hot weapons are not balanced against cool weapons demonstrated by heat neutrality. The Awesome you cite typically carries 3x ER PPC's and yet you've got it built with MPLas... If that doesn't light up a few of your synapses then nothing will, you're opting for a cooler weapon that you can keep closer to heat neutral than the original weapons fitted to the mech, ie. You know exactly what the problem is, which is why you min/max away from it... Lol, so the devs step away from canon on DHS and that makes you sad, but heat efficiency errors don't exist? You continually describe situations that show exactly why the game is broken and not understand that the game is broken... A-mazing... Yes, let's make your laser boat even more OP... :lol: Put your 9M back to original spec (which was a monster on TT) and let us know how you go okay... X D And if you're not prepared to do so, please explain why. If I had to guess it would be something like: -too slow -too easy to focus -runs too hot -doesn't do enough damage -but heat neutrality as a method of balancing weapons still doesn't matter :) But according to you, heat neutrality doesn't matter. You'll just run a bit hotter and do less alpha's and spend more time cooling down after flitting around like a butterfly. X D Since it hasn't sunk in yet, despite the evidence in your own posts that you won't use the very weapons that are most borked by the current setup, I'll say it one more time. Heat neutrality is not about actual gameplay, it's about the value of a weapon relative to other weapons. It's battlevalue, if you will. It is most grotesquely demonstrated by the fact you don't use the Awesome with it's original 3 ERPPC's but have to spend 35 mill to make it capable with a build that would be ludicrous on TT. Or the fact that most people who own a K2 can't wait to ditch the PPC's for gauss. If I put your mech against any trial mech, I wouldn't be risking anything by betting that your build would win most if not all encounters (assuming both pilots are of equal skill). It demonstrates why heat scaling is broken. End of story.




Vlad Ward = owned in the face so hard lol...

#113 Abrahms

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Posted 05 November 2012 - 12:25 AM

View PostIndoorsman, on 05 November 2012 - 12:05 AM, said:

Tripled in reference to what? TT? Why not compare LL to ML and not MWO LL TO TT LL. Compare Gauss to PPC like you like to do so often for all the wrong reasons. But don't compare Gauss to TT Gauss and PPC to TT PPC.


I compare both to each other and across.

My original posts says how in TT, Gauss v PPC was roughly 40 tons for close to heat neutral/a lot of ammo 30 dmg alphas on cooldown. In MWO however its 40 to 90ish.

You talk as if you didnt read my post, as if you have bad reading comprehensions, or lack of short term memory :lol:.

#114 Vapor Trail

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Posted 05 November 2012 - 12:26 AM

View PostVlad Ward, on 03 November 2012 - 04:11 PM, said:


Yes. Except that people like the OP reference it as if it's impossible to use weapons without running heat neutral. They replace weapon tonnage with "Effective tonnage" that makes a boatload of gameplay assumptions that are nowhere close to sound.

If we were to ask the OP, PPCs would weigh 37 tons.


MWO values used hereafter.

For all weapons:
The Devs set 'max Rate of Fire'
Your 'average Rate of Fire' is how fast you can fire those weapons.
For a given number of heat sinks: Weapon heat limits 'average Rate of Fire'.
The more heat sinks you have, the higher your 'average Rate of Fire' can, and will, be.

ERPPC's 'max RoF' is once every 3 seconds.

An ERPPC system with 1 heat sink fires once every 130 seconds or it builds up heat.
If you fire @ max RoF it till just before shutdown (2 shots, heat cap is at 31):
You will be sitting at 25.4 heat as the weapon cycles ready.
If you wait to cool enough so you can fire a third time, you will be waiting 74 seconds more.
After that, you can only fire once every 130 seconds, or shut down.

An ERPPC system with 2 heat sinks fires every 65 seconds or it builds up heat.
If you fire @ max RoF till just before shutdown (2 shots, heat cap is at 32)
You will be sitting at 24.8 heat as the weapon cycles ready.
If you wait to cool enough so you can fire at third time, you will be waiting 29 seconds more.
After that, you can fire once every 65 seconds, or shut down.

An ERPPC with 3 heat sinks fires every fires every 43.333 seconds or it builds up heat.
If you fire @ max RoF till just before shutdown (2 shots, heat cap is at 33)
You will be sitting at 24.2 heat as the weapon cycles ready.
If you wait to cool enough so you can fire at third time, you will be waiting 14 seconds more.
After that, you can fire once every 43.333 seconds, or shut down.

{This pattern continues... eventually the heat cap rises enough to fire more than 2 shots at max RoF before having to wait to cool.}

An ERPPC with 13 heat sinks fires every 10 seconds or it builds up heat. This is TT RoF.
If you fire @ max RoF till just before shutdown (4 shots, heat cap is at 43)
You will be sitting at 36.4 heat as the weapon cycles ready.
If you wait to cool enough so you can fire at third time, you will be waiting 4.9 seconds more.
After that, you can fire once every 10 seconds, or shut down. (Remember this, there's a test later.)

An ERPPC with 14 heat sinks fires every 9.2857 seconds or it builds up heat...

{and so on... until...}

An ERPPC with 44 heat sinks fires every 3 seconds. Heat dissipation is now higher than heat generation.
Average RoF cannot exceed max RoF.
The weapons system is heat neutral. It can fire @ max RoF without shutting down.


Gauss is a lot shorter.
Gauss' 'max RoF' is one shot every 4 seconds.

A Gauss with 1 heat sink fires every ten seconds or it builds up heat. This is TT RoF.
If you fire @ max RoF till just before shutdown (50 shots, heat cap is at 31)
You will be sitting at 30 heat as the weapon cycles ready.
If you wait to cool enough so you can fire at third time, you will be waiting a tiny fraction of a second more.
After that, you can fire once every 10 seconds, or shut down.

A Gauss with 2 heat sinks fires every 5 seconds or it builds up heat.
If you fire @ max RoF till just before shutdown (150 shots, heat cap is at 32)
You will be sitting at 30 heat as the weapon cycles ready.
If you wait to cool enough so that you can fire a third time, you will be waiting a tiny fraction of a second more.
After that, you can fire once every 5 seconds, or shut down.

A Gauss with 3 heat sinks fires every 4 seconds. Heat dissipation is higher than heat generation.
Average RoF cannot exceed max RoF.
The weapon system is heat neutral. It can fire @ max RoF without shutting down.

The points where 'average RoF' equals TT RoF is where the Gauss rifle and the ERPPC were balanced in TT.

Basically the Gauss' TT DPS was 1.5x the ERPPC's TT DPS at a somewhat equivalent tonnage.
IE.
Gauss massing 15 tons, + 1 ton in sinks + a minimum of 1 ton of ammo = 17 tons.
ERPPC massing 7 tons + 13 tons in sinks (modified for MWO figures) = 20 tons.

You could even add three more tons of ammo to the Gauss system and the masses came out equal.

As long as both weapons keep roughly the same masses, and stick to 'average RoFs' equivalent to TT RoFs, then the balance is preserved.

A Gauss system with a single heat sink can operate at at its average RoF indefinitely (until it fires itself dry, with 4 tons of ammo that happens in 160 seconds) and deals 1.5 times the DPS of an ERPPC operated similarly.

An ERPPC system with an equivalent tonnage (20 tons) can operate at its average RoF indefinitely. It deals 75% of the damage that the Gauss system does when operated similarly.

It takes the ERPPC system 1.5 times as long to deal the same amount of damage as the Gauss system.

This disparity in damage output is part of the balancing. The Gauss does more damage per shot, because it can run out of ammo. However, every ton of ammo you take is 40 seconds of continuous fire. This means if you build the system with enough ammo, it will not run out under normal operation. In TT it is much easier to take an extra ton of ammo for the Gauss than it is to increase damage output on the ERPPC.

Not quite so in MWO.
However.

The ERPPC's 'average RoF' is heavily enforced by heat.
The Gauss' 'average RoF' is enforced by nothing whatsoever until you hit 'max RoF' or empty your ammo bin.

A Gauss system with a single heat sink can operate at max RoF for two minutes and twenty seconds before worrying about shutdown. In short, a Gauss system with four tons of ammo fires itself dry at max RoF without ever having to look at the heat scale.
It deals 600 damage in 160 seconds while doing so. System average DPS is 3.75.
(so much emphasis, so few ways to express it...)

An ERPPC system with 20 tons, equivalent to that of the above Gauss system's, dedicated to its operation can operate at max RoF for twelve seconds before worrying about shutdown. It deals 40 damage while doing so.

To deal 600 damage that ERPPC system would have to fire continuously for 60 shots.

That's 180 seconds because the ERPPC shoots every three seconds.
So that's a DPS of 3.333.
And all is right with the world.
Right?

Answer:
Spoiler


Conclusion:
(for all you TL;DNR people... you really should read more, you might learn something).

TT had a certain weapon balance. It might not have been perfect but it was what we had.
The Devs have said they want to make a fun game. They've also said they want to stick to TT as close as is feasible to do so.
The Gauss' increase in max RoF (chosen by the Devs) has utterly destroyed that balance in favor of the Gauss Rifle. Maybe not intentionally. But intentional or not it happened. It is mathematically proveable that the Gauss enjoys a massive advantage over what are supposed to be it's closest competitors.

Anything "balanced" with regards to the Gauss Rifle just serves to throw the system farther out of whack. Example: AC/2. The worst performing AC is suddenly the best AC, and what's the comparison that springs to mind? "How does it stack up against the Gauss."

Gauss über alles! is not fun for anyone but people using the Gauss. And that's exactly where we're at.
And it's been that way for MONTHS!




"Comparing TT Gauss to MWO Gauss is like comparing apples to oranges."

No.
It's comparing one version of an artificial reproduction of a certain fruit, to another version an artificial reproduction of the same fruit, to see if they both have qualities that should be demonstrably similar.

To compare Gauss from either to ERPPC from the same IS comparing apples to oranges. But you're comparing them to see how they are alike, and how they are different. This is useful to see how one the interpretation changes in relation to each another as the different systems represent the individual items.

TT's fakeApple is red.
TT's fakeApple is round.
TT's fakeOrange is orange.
TT's fakeOrange is round.
MWO's fakeOrange is round.
MWO's fakeOrange is orange.
MWO's fakeApple should be red and round.
Or Carnelian and Spherical.
Or Cardinal and an oblate spheroid.
or #ec2a2a with a volume ~ 4/3 pi R^3.

MWO's fakeApple is a green effing CUBE.

#115 SpiralRazor

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Posted 05 November 2012 - 12:27 AM

View PostKmieciu, on 05 November 2012 - 12:14 AM, said:

Abrahms & MustrumRidcully - I fully support your fight for more weapon diversity!
I had a dream where Awesomes and K2s were actually used as a energy direct fire support. PLayers had the option to spam 2 PPCs without gaining heat, and the fights did not end in a 100-meter brawl, like they always do now.

The Devs say they can`t make double heatsins work as intended, because it would make the heat a non - issue. REALITY CHECK! It already is a non- issue for the most succesful builds: Gausscat, Streakcat, LRM boats, small laser boats. I run a Jenner with small lasers and I can fire them pretty much as I want. I tried the Gaussapult for a while and I forgot about heat meter for a week. And with a Streakcat you just lock the target and chainfire till they`te dead or you fall asleap. A Hunchback with Gauss and 5 small lasers is a perfect brawler with 30 Alpha and direct fire support capability. Even a Dragon with Gauss, 2xSSRM and 2xSL is nice.

I say:
Less heat generation across the board - but - more penalties for heat level! (due to reactor working less efficient):
  • slowing down
  • slower turning
  • slower arms movement
  • slower weapon recharge
  • frequent ammo explosions at higher heat
  • chance of ticking of automated shutdown on alpha striking with multiple high heat weapons
It would add so much depth to the game: you could go fast and fire seldom, or risk going full alpha strike, and putting yourself into a disadvantage.




In my opinion if the devs go on ignoring this issue, it will come back with a vengeance when Clan mechs are introduced. Do you imagine how hot a Timber Wolf Prime will run? Imagine it as a trial mech!
But don`t despair! there is a solution: 2xClan Gauss + 2xClan LRM20s :-)



Indeed....you would ACTUALLY see K2s used as something other then ballistic platforms....

gah.....stupidity from PGI yet again.

Also, i would say the AC/2 is the best AC...sure you can hit with it easily, but boy does is spread the damage all over the place. UAC/5 imo was better, before the horribly implemented jamming thing.

Edited by SpiralRazor, 05 November 2012 - 12:31 AM.


#116 Abrahms

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Posted 05 November 2012 - 12:27 AM

View PostKmieciu, on 05 November 2012 - 12:14 AM, said:

Abrahms & MustrumRidcully - I fully support your fight for more weapon diversity!
I had a dream where Awesomes and K2s were actually used as a energy direct fire support. PLayers had the option to spam 2 PPCs without gaining heat, and the fights did not end in a 100-meter brawl, like they always do now.

The Devs say they can`t make double heatsins work as intended, because it would make the heat a non - issue. REALITY CHECK! It already is a non- issue for the most succesful builds: Gausscat, Streakcat, LRM boats, small laser boats. I run a Jenner with small lasers and I can fire them pretty much as I want. I tried the Gaussapult for a while and I forgot about heat meter for a week. And with a Streakcat you just lock the target and chainfire till they`te dead or you fall asleap. A Hunchback with Gauss and 5 small lasers is a perfect brawler with 30 Alpha and direct fire support capability. Even a Dragon with Gauss, 2xSSRM and 2xSL is nice.

I say:
Less heat generation across the board - but - more penalties for heat level! (due to reactor working less efficient):
  • slowing down
  • slower turning
  • slower arms movement
  • slower weapon recharge
  • frequent ammo explosions at higher heat
  • chance of ticking of automated shutdown on alpha striking with multiple high heat weapons
It would add so much depth to the game: you could go fast and fire seldom, or risk going full alpha strike, and putting yourself into a disadvantage.



In my opinion if the devs go on ignoring this issue, it will come back with a vengeance when Clan mechs are introduced. Do you imagine how hot a Timber Wolf Prime will run? Imagine it as a trial mech!
But don`t despair! there is a solution: 2xClan Gauss + 2xClan LRM20s :-)


Im basically saving my MC for the iconic Timber Wolf, and thats the first thing Im doing t its loadout if the game doesnt change haha. Oh, and you expect it to be available for cbills? Not with PGI! maybe Im wrong, but, with their current track record I can almost guarantee the Clans will be a cashgrab and pay2win, nothing less.

#117 Indoorsman

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Posted 05 November 2012 - 12:30 AM

View PostAbrahms, on 05 November 2012 - 12:25 AM, said:


I compare both to each other and across.

My original posts says how in TT, Gauss v PPC was roughly 40 tons for close to heat neutral/a lot of ammo 30 dmg alphas on cooldown. In MWO however its 40 to 90ish.

You talk as if you didnt read my post, as if you have bad reading comprehensions, or lack of short term memory :lol:.


You realize that what you just said was: I am not comparing MWO(A) to TT(A), I am comparing MWO(A+C) to TT(A+C). You are still making a bad comparison since they aren't similar games.

Edited by Indoorsman, 05 November 2012 - 12:30 AM.


#118 Volthorne

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Posted 05 November 2012 - 12:30 AM

View PostAbrahms, on 05 November 2012 - 12:27 AM, said:


Im basically saving my MC for the iconic Timber Wolf, and thats the first thing Im doing t its loadout if the game doesnt change haha. Oh, and you expect it to be available for cbills? Not with PGI! maybe Im wrong, but, with their current track record I can almost guarantee the Clans will be a cashgrab and pay2win, nothing less.

Show me this "track record" and how PGI is making a cash-grab, and I will show you a report form that's free of charge to fill out.

Edited by Niko Snow, 05 November 2012 - 05:47 PM.
Redacted


#119 Kmieciu

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Posted 05 November 2012 - 12:36 AM

Let`s wait for the "golden clan heatsinks" for MC-only mechs :-)

#120 Volthorne

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Posted 05 November 2012 - 12:37 AM

View PostKmieciu, on 05 November 2012 - 12:36 AM, said:

Let`s wait for the "golden clan heatsinks" for MC-only mechs :-)

Inb4 "PGI is (generic company that produces P2W games) in disguise".





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