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Heat, and why DHS isn't the problem or the solution


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#221 MustrumRidcully

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Posted 11 November 2012 - 12:11 AM

View PostArmyOfWon, on 10 November 2012 - 11:28 PM, said:

This.... this post was everything I had ever hoped to convey on the subject of heat efficiencies.... and I didn't even have to do anything!

Cheers, MCXL! Very well written and articulated! Hopefully the devs won't go "Meh, tldr"

Let's hope so!

View PostAntony Weiner, on 10 November 2012 - 11:13 PM, said:


Here is a reason why you should provide an Abstract for your work: so the reader knows that it is worth his time to read your work. I do not have endless time, and I am not going to take a gamble that your stuff might be good.

If the thread title doesn't make you interested, I am not sure how much more an Abstract can do.

This isn't actually a 10-20 page whitepaper submitted for a Mechwarrior Online Theoretical Research Conference. But if it was, maybe it would look like this:

Quote

"It was common opinion that Double Heat Sinks would fix the well known heat and weapon balance problems in Mechwarrior Online, once they were properly implemented. In this thread, we analyze the observed heat-related weapon balance problems in more detail. Our findings raise question to the common opinion and we suggest an alternative approach to the problem and provide an holistic view on game balance concerns for Mechwarrior Online."

Edited by MustrumRidcully, 11 November 2012 - 12:12 AM.


#222 Kat3E3

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Posted 11 November 2012 - 12:41 AM

theres 1 problem... this is based off of the pc game version not the table top version. oh theres more actualy. this is a more realistic veriant than the tt version. the style of play is different. about the only thing the same is the battletech universe... if u can get the rights to create a battletech universe tt version of the game for the pc power to you. however this is the game I, and the other players that were playing the pc version, have been waiting for since... hold on let me google it. drum role please... 2002. however if you like the tt but want it on the pc try mech comander. its an rp rts with set characters at the launch of a match. and is quite fun.

#223 Kat3E3

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Posted 11 November 2012 - 12:48 AM

heres a simple fact... you can put anything on anything if u have the waight and or slots... heat midigates the possibilities by forcing a shutdown if you get to hot. however after a certain point it doenst really matter since ever shot/alpha will force a shutdown. this is one of the best parts about this game and most balancing parts since it means you can oneshot much larger mechs with a smaller* mech only to be put down by is comrades. aditionaly there can be mechs set up to fire continous rounds almost propetualy doing damage to whatever is in the way (and possibly getting a killshot in the process by hitting the head with a powerful enough burst) of course a balance between them is the best set up under normal cercomstances.

Edited by Kat3E3, 11 November 2012 - 12:49 AM.


#224 Thomas Covenant

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Posted 11 November 2012 - 02:15 AM

How did MechWarrior 4 Mercenaries do it?

Off the top of my head, I'd say mechs go down faster in that game, but I'm not totally sure.

#225 MCXL

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Posted 11 November 2012 - 10:18 AM

Kat3e3 obviously didn't read or understand the thread.

Thomas, MW 4 has a completely different set of design rules. No crit slot system (some other slot thing) Ongoing heat penalties, mostly hit scan weapons etc etc.

#226 VoidConductor

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Posted 11 November 2012 - 11:41 AM

Well in my opinion PGI is trying to tweak around here and there ... this makes things more complicated and not solved properly.
There were so many proper suggestions many month ago ... and still this forcing of BT values to recognize oh well this doesn't work as expected or intended etc. ...
Many said copy appearance not stats and fusy bugy BT rule book explanations ...

If I look back to MWO and all stories from the community (true or false, who cares, we need balance):
  • DPS increased (faster reload /= 10 sec.) => mechs died to quickly
  • => PGI: doubling armor.
  • Nice armor doubled, ammunition not (nerf). Heat is broken (nerf), Gauss is broken due too fast reload (no adjustment towards broken heat system),
  • DHS tweaking etc. 2 =! 1.4 etc.

I really asking myself atm, does this game still have something to do with BT? Or at least with BT appearance that we know from books and TT?

This PGI's exorbitant fear against energy based boats lead to current MWO state.
- brawl rush tactics, SLAS boats (Jenner, Hunchy, Atlas ... glad SSRM is fixed (looking at streak Cat)), Übergauss, crappy long range energy weapons ...

Edited by VoidConductor, 11 November 2012 - 11:50 AM.


#227 Farmer

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Posted 11 November 2012 - 08:04 PM

View PostDraco Argentum, on 10 November 2012 - 11:10 PM, said:



Part of that is because its powerful. The other part is that there aren't any ballistic weapons that are comparable. Even the AC2 weighs 6 tons. So if you want a small backup weapon of some kind its either a low end laser or perhaps an SRM.

Not just that. It's also efficient. The MLAS wasn't perfect. It had a limited effective range, so you needed a gunboat to get into play in most situations. They were used, grouped, on medium chassis because they could be supported on medium chassis best. Light chassis were often built around an engine (for fast scouts) or one big gun (for skirmishers.) That's why you see lights with a MLAS and two SLAS that run like a bat out of hell or more sedate ones with a LLAS and maybe a small SRM pack. They were balanced by what they were used for, how they were used, and how you had to get them into play.

This game isn't a symetrical balancing act. It shouldn't be. Assymetric gameplay like this NEEDS an abstract matchmaking system, which is something PGI has hinted at having "plans"for, but they haven't outlined their ELO system, nor have they outlined what it will be taking into consideration. And that gets right down to to crux of the problem. No one w=knows what PGI considers balanced or why. They won't tell us. So all we have to go on is TT and past games, against which this game game is like chess, where one side has assault rifles and the other is using muzzle loaders. Yes, if you take your time with PPC's you can get the job done, but those guasskats have your number, and they don't have to wait.

#228 Smoke Dancer

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Posted 13 November 2012 - 02:19 PM

The content and argument in this thread is fantastic. It appears that through logic and maths we as a community have banded together and figured some of the issues that the current incarnation of MWO has. As a bit of a puritan I've tried to keep my mechs in line with the canon so I have a K2 Cat rocking PPCs and 19 double heat sinks. I know I'd kill more stuff if I had gauss cannons but that isn't what a K2 was designed to do so I don't do it. Like the rest of you reading this I know that the weapons in the game are not well balanced and in some cases are made worse by addition effects such as screen shake which is heavily exploited by the streak and AC/2 stackers. I'm sure I'm not alone when I say that this is a pretty game with a lot of potential but the weapons need to be balanced for the sake of the wider community. Taking weapons should be a matter of personal preference. it should be a choice based on how you want to play the game. Hobson's choice is no choice at all.

Edited by Smoke Dancer, 13 November 2012 - 02:22 PM.


#229 Lazy Eye

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Posted 13 November 2012 - 02:29 PM

Reading this thread really lifted my spirits as it's clear that there are people out there who both care and are saying the same sorts of things that I am. To echo the sentiments of Smoke Dancer (who also happens to be my brother...) logic and mathematics are the way to "the truth" of where MWO has gone wrong.

Okay, so I ran out of time at about page 9, so apologies if I restate anything...

Three Laws of Good Gaming

I want to offer the following observations about gaming (that "they" don't put in the manual, but "experienced" gamers know instinctively):

1. Games do not need to be complex to be fun
  • It is a matter-of-fact that some of the most popular games in the world are the most simple
    • Texas hold 'em, anyone?
2. Any game with a 'random' element is an exercise is statistical analysis
  • The primary requirement for a games designer at Games Workshop is "understanding of statistics and the ability to use a spreadsheet".
  • Where games have have a random element the games that people enjoy the most and consider "good" stand up best to statistical analysis.
    • In computer science, Backgammon is a "solved problem"; even though it contains a random element, it is possible to write a computer program that, partly through statistical analysis, can beat a human player consistently.
3. One of the reasons games are fun is that they offer a highly constrained environment, that is isolated from reality
  • In REALITY about 75% of the population of the world would lose games against me because I could JustKillThem™ and win by default (I'm big, strong and reasonably intelligent). In a game of dice, where killing is explicitly ruled out, anyone has an equal chance of beating me (cheating excluded etc, etc.).
  • Cheating breaks fun, because it then becomes about real life, rather than about a constructed situation with clear constraints.
    • This is why exploiting unclear constraints is also often considered 'cheating', although it may be called something else; "bearding" or "being beardy" is the one I use (think man with grey beard poring over rulebooks to find every little loophole...)
To steal from Asimov, I shall call these my 3 laws of Good Gaming (you actually need a couple more, but 3 will do for this post).

First thing I want you to do, is to consider why BattleTech (the table-top game) is so popular. While it certainly doesn't satisfy the 1st law, I would assert that it absolutely satisfies the 3rd (there are even different "levels" of rules for use in organised tournaments).

What about the 2nd law? I would argue that, based on my personal experience, the 2nd law is an absolute requirement for any game that uses dice; that the table top game continues to be played and continues to be considered fun, anecdotally, points to that it satisfying the 2nd law.

From my own, limited, analysis I can demonstrate that BattleTech DOES satisfy the 2nd law (at least in terms of the basic IS weapons) and that the elements (weapons) that don't are exactly the things that experienced players recognise as being flawed (the AC/2 and AC/5 are specific examples). This is important as it means that it doesn't really matter what you have, only how you use it.

Where the Dev's went Wrong

Firstly, it is obvious that the developers are NOT applying rigourous, accurate statistical analysis to the game design. Many of the posts on this topic make that clear (or that they are analysing the wrong things). This is at the heart of most complaints and this thread particularly. Someone (I think it was MCXL) talked about perceptions and made some absolutely accurate observations - perceptions can be a problem, which is why you need to be able to show that things are balanced.

They forgot the 1st law. The best games of BattleTech I've had were using stock IS 'mechs, with only basic technology (NO Gauss, CASE, DHS, etc.). If they had done it right, the game would be equally fun with stock 'mechs or customised ones. I would argue that this is exactly where they should have started; get the game working & fun/balanced with stock IS 'mechs then add customisation.

They also SPECTACULARLY failed to adhere to the 3rd law: Gaussapult, anyone? While it's not 'cheating' it is most definitely not 'in the spirit of the game'; it's beardy. People know it. Even the people who use them and would rather quit than admit it, know it.

Never Discuss a Problem Without Offering a Solution

What would I do?

First and foremost, the development process needs to shift to a Scrum/Kanban approach, specifically, you put in one feature at a time and only when it's ready. The dev's need to stop adding half-finished features that don't work. It's inefficient and destructive for a long-lived project like MWO.

They also need to step-back and re-analyse (or just analyse?) what is needed (a.k.a. Minimum Marketable Feature Set). If they did it properly, I'm pretty sure they'd quickly find that 'mech customisation is actually low down on the list (yes, it is something you'd want, but it's actually not as important as things like diverse game modes and the basic balance that this thread is about).

They need to just work with canonical universe etc. until they have introduced game modes that require a change. I'm sorry, but basic take & hold does NOT need you to break-away from the basics of the BT universe (360° sensor, etc.)

On the same lines, it would help if they understood the basic, fundamental premises of the universe. For example, ALL 'mechs are about 12m tall. This is a fundamental principle, departure from which, just breaks everything.

What am I talking about? In MWO the Atlas is at least 4 to 6 times larger than the Jenner (in volume), yet a medium laser takes up the same amount of space... Huh?!? A Hunkback is twice the size of a Jenner (at least) and yet a standard 200-rated engine takes up the same amount of space... WTF?!? Did you also wonder why Jenners are so hard for larger 'mechs to kill? This is your answer.

Doubling armour was absolutely the wrong decision. The whole point of the AC/20 is that it's a scary weapon - most stock 'mechs under 55 or 60 tons will only be able to take a hit (and have armour left) on their CT... but it also weighs a ridiculous amount and has a really short range. And gets 5 ammo per ton. And the ammo explodes if you take a critical...

Doubling armour in and of itself, makes the AC/20 redundant, because it can no longer do the job it was designed for; it no longer has that fear-factor. Others have pointed out the effects of doubling armour, but this is the one they always forget. It would have been far better to have reduced weapon damage (except for the big-hitters, like PPC and AC's, as that's they're whole reason for being). You could simply have doubled (or more) their cycle times to compensate... and that's assuming that you don't have accuracy problems...

And before you start, please don't talk about fractional accounting and all that, it's a myth. 100000 - 10000 takes just as long to work out as 100 - 1 and once you add fractional accounting (which they already have) adding a factor of 2 doesn't do anything meaningful.

That said, I fundamentally disagree with the point about it being "boring" having a 10 second cycle. There are very few 'mechs with only one weapon and those that do were designed as skirmishers, where fire-move-fire is what it's all about and where having a 10 second cycle time wouldn't be a problem. All other 'mech designs have multiple or a variety of weapons, where skilled pilots would just chain their weapons at intervals, both to sustain their fire and manage heat.

Above all else, they should stop "tweaking" and only make changes that are considered and balanced against everything else. Remember: damage goes down, as well as up!

Edited by Lazy Eye, 13 November 2012 - 03:49 PM.


#230 MCXL

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Posted 14 November 2012 - 04:36 PM

Hey all, been really busy so I haven't had a chance to add part 2 yet, but it will come, (soonish).

Just wanted to post this, since it was this thread linked in the original question:

View PostGarth Erlam, on 14 November 2012 - 01:09 PM, said:

Q: As covered in this thread, there has been some debate as to heat generation and the balancing issues for energy vs. ballistic vs. missile weapons. I'm aware that "balancing of weapons is being constantly looked at", but has this specific post been discussed as to validity? Rather than tweaking, has the heat/weapons interactions been or are they going to be reviewed as a whole? [Lanessar]
A: 99% of the time these threads are used in discussions, yes. We try to balance our developer experience against what the players are saying vs. what we see in game. [Garth]


I think this answer would be more satisfactory if PGI was talking about the games design more openly. I've said it many times, that while I hold many and varied opinions, this thread is mostly about the various design relationships that exist in the game. And while in a design sense I'm expressing an opinion on 'proper design' (which is loaded, and no one should take my word as gospel).

Of course at this point most of the PGI posts are about trivial things, locking attack threads, or official bug reports. The ask the devs threads are great, but for the most part they don't seem to foster the enlightened discussion on game design, system balance, and how the game plays. I'm not saying I dislike the communication we have now, I just want MOOOOORE!

Edited by MCXL, 14 November 2012 - 04:36 PM.


#231 MustrumRidcully

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Posted 15 November 2012 - 06:19 AM

View PostLazy Eye, on 13 November 2012 - 02:29 PM, said:


Doubling armour in and of itself, makes the AC/20 redundant, because it can no longer do the job it was designed for; it no longer has that fear-factor. Others have pointed out the effects of doubling armour, but this is the one they always forget. It would have been far better to have reduced weapon damage (except for the big-hitters, like PPC and AC's, as that's they're whole reason for being). You could simply have doubled (or more) their cycle times to compensate... and that's assuming that you don't have accuracy problems...

I will say this - that the AC20 in a single shot doesn't deal enough damage to kill most (all?) mechs with a single head shot is a feature of MW:O and whether you lower damage or double armour - it needed to be done.

If this game had cone of fire, I could see it as not so necessary. But it hasn't, and Dual Gauss, Dual PPCs or single AC/20s.

But the AC/20 could definitely have been kept scary compared to other weapons. If we used the approach of using ROF as divisor to damage ((TT Damage / 10) * (Shots/Sec) = damage), then an AC20 with a recycle time of 6 would be very scary when most other weaons have a recycle time between 2-5 seconds. It already has a big base damage, and then it fires only very rarely - AC20s would hurt considerably.

Edited by MustrumRidcully, 15 November 2012 - 06:19 AM.


#232 Lefty Lucy

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Posted 15 November 2012 - 06:24 AM

View PostMustrumRidcully, on 15 November 2012 - 06:19 AM, said:

I will say this - that the AC20 in a single shot doesn't deal enough damage to kill most (all?) mechs with a single head shot is a feature of MW:O and whether you lower damage or double armour - it needed to be done.

If this game had cone of fire, I could see it as not so necessary. But it hasn't, and Dual Gauss, Dual PPCs or single AC/20s.

But the AC/20 could definitely have been kept scary compared to other weapons. If we used the approach of using ROF as divisor to damage ((TT Damage / 10) * (Shots/Sec) = damage), then an AC20 with a recycle time of 6 would be very scary when most other weaons have a recycle time between 2-5 seconds. It already has a big base damage, and then it fires only very rarely - AC20s would hurt considerably.


I actually find with the current implementation of DHS the AC20 is pretty scary again, because it can actually fire frequently enough to kill you :rolleyes:

#233 MustrumRidcully

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Posted 15 November 2012 - 06:30 AM

View PostLefty Lucy, on 15 November 2012 - 06:24 AM, said:


I actually find with the current implementation of DHS the AC20 is pretty scary again, because it can actually fire frequently enough to kill you :rolleyes:

But why would you kill me? :lol:

#234 Vapor Trail

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Posted 15 November 2012 - 06:31 AM

View PostLefty Lucy, on 15 November 2012 - 06:24 AM, said:


I actually find with the current implementation of DHS the AC20 is pretty scary again, because it can actually fire frequently enough to kill you :rolleyes:

For a Splatapult (dual AC/20s) I think:

It should be "OH god... kill it, kill it now, and kill it with FIRE before it gets in raaaaaaaaange!"

Now it's more like: "Is it in range? No... good I can worry about something else at the moment."

...

I guess it's just me who hears the enemy's radio chatter in my head...

Edited by Vapor Trail, 15 November 2012 - 06:32 AM.


#235 Squidhead Jax

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Posted 15 November 2012 - 06:52 AM

View PostMustrumRidcully, on 15 November 2012 - 06:30 AM, said:

But why would you kill me? :lol:


Because your triangle is red, duh :rolleyes:

#236 Shredhead

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Posted 16 November 2012 - 11:18 AM

View PostVapor Trail, on 15 November 2012 - 06:31 AM, said:

For a Splatapult (dual AC/20s) I think:

It should be "OH god... kill it, kill it now, and kill it with FIRE before it gets in raaaaaaaaange!"

Now it's more like: "Is it in range? No... good I can worry about something else at the moment."

...

I guess it's just me who hears the enemy's radio chatter in my head...

No it's not. If it's in range, it is definitely target #1 for us.

#237 Tuhalu

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Posted 16 November 2012 - 12:44 PM

View PostMCXL, on 14 November 2012 - 04:36 PM, said:

Hey all, been really busy so I haven't had a chance to add part 2 yet, but it will come, (soonish).

Just wanted to post this, since it was this thread linked in the original question:



I think this answer would be more satisfactory if PGI was talking about the games design more openly. I've said it many times, that while I hold many and varied opinions, this thread is mostly about the various design relationships that exist in the game. And while in a design sense I'm expressing an opinion on 'proper design' (which is loaded, and no one should take my word as gospel).

Of course at this point most of the PGI posts are about trivial things, locking attack threads, or official bug reports. The ask the devs threads are great, but for the most part they don't seem to foster the enlightened discussion on game design, system balance, and how the game plays. I'm not saying I dislike the communication we have now, I just want MOOOOORE!

Unfortunately, the largest effect of going from a closed beta to an open one is always less dev chat, not more. Because it takes that much longer to read everything that everyone is saying.

There is also the consideration of the Dev Uncertainty Principle. The discussion surrounding a concern changes the moment it is observed that the Devs are aware of it. A Dev posting about a topic will have a significant affect on player discussion of a topic. Sometimes this is a good thing because it dampens dissatisfaction. Sometimes it is a bad thing because it merely dampens or constrains the discussion of the topic, resulting in poorer information for the resolution of a problem.

Having said all that, it would certainly be nice if the designers could explain the reasoning behind their design decisions a little more. Because as you have said, sometimes it isn't the design that is wrong, it's perception of the design that is wrong.

#238 Redoxin

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Posted 16 November 2012 - 12:54 PM

So much text and I still didnt get what the issue of the OP is.

I can just say that I like the heat system and that being forced to manage your heat adds an additional layer of complexity and enriches the game. I really hope there will never be a heat neutral energy build with good DPS.

edit.
Could maybe someone summarize in 2 sentences what the problem with the heat system is?

Edited by Redoxin, 16 November 2012 - 01:00 PM.


#239 MustrumRidcully

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Posted 16 November 2012 - 12:59 PM

View PostRedoxin, on 16 November 2012 - 12:54 PM, said:

So much text and I still didnt get what the issue of the OP is.

I can just say that I like the heat system and that being forced to manage your heat adds an additional layer of complexity and enriches the game. I really hope there will never be a heat neutral energy build with good DPS.

Gauss Catapult. That battle was already lost a few months ago.

Heat Neutrality is not a terrible thing to have. Heat Neutrality usuallycomes with a trade-off in the form of losing burst potential. That will never change, until your engine heat sinks can cool any type of build out there. THere is almost never a reason to be perfectly heat neutral. Heat Neutrality is more of a weapon benchmark (to determine how "expensive" this weapon will be for you to equip in total tonnage), than a mech design goal.

In practive, the experience in MW:O suggests that that being able to last for 10-30 seconds without overheating while maximizing your DPS is the thing to optimize for. In this time, you can kill an enemy in a direct engagement, and you really want to avoid overheating before the enemy is dead.

But weapons are not even balanced under this time limit - which is very far removed from heat neutral. That's a problem. The Gauss Rifle can manage this time limit easily just with engine heat sinks. The PPC can only do it with Engine Double Heat Sinks (which operate at the real double rate, not the 1.4 rate).

Edited by MustrumRidcully, 16 November 2012 - 01:04 PM.


#240 Lanessar

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Posted 16 November 2012 - 01:05 PM

Glad I (hopefully) brought this post further to the Devs attention. I'm very glad that they started the balancing post in the command chair section, this clarity is much-needed.

Several posters don't understand or just don't read what the problem is. I do understand it's a lot of reading and difficult maths.





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