Jump to content

[Math] Theorycrafting For A Better Direct-Fire Balance.


  • You cannot reply to this topic
59 replies to this topic

#41 Stormur Herra

    Member

  • PipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 185 posts

Posted 09 November 2012 - 07:52 AM

View PostOrnonge, on 09 November 2012 - 03:37 AM, said:

Nicely written, and something to consider.

The Gauss cd seems a bit too high though, to still make it a viable choice, if you consider how small the maps are and how fast you can close the gap to be in range for other weapons. Around 6 seconds seems more reasonable, without me doing the math here, just personal feeling of a pilot : ) .


So, maybe it should be more situational or something you pack in addition to shorter range stuff. On some maps you can snipe people at about 1200-1500m if you turn on your thermographic vision and don't rely on the red triangles. I was doing that with a PPC until I remembered the non ER version was just making pretty lights and advertising my position at that range :)

I really like the PPC, but the numbers make it more than a little suboptimal :lol:. My dual PPC-pult with it's 10+8 DHS overheats way too easily even when I'm just taking potshots at people at range. The only benefit is that I'm not wasting ammo doing it.

#42 Apoc1138

    Member

  • PipPipPipPipPipPipPipPip
  • 1,708 posts
  • LocationUK

Posted 09 November 2012 - 07:54 AM

View PostVapor Trail, on 09 November 2012 - 07:30 AM, said:


So are you admitting the problem exists and are just quibbling about the scale of how I'm illustrating it?

OK.
Lets do one.


I haven't admitted anything, I've pointed out that demanding energy weapons be heat neutral whilst ammo based weapons are allowed to have limited ammo is a pointless fallacy... you've done part of what I asked you to, but not everything... it was a combined post that I made and you're just deliberately picking out the bits you think you can defend against without considering the whole

it's fine, please continue to believe that the gauss is a god mode weapon, I hope I meet you in game as frequently as possible

View PostStormur Herra, on 09 November 2012 - 07:52 AM, said:


I really like the PPC, but the numbers make it more than a little suboptimal :). My dual PPC-pult with it's 10+8 DHS overheats way too easily even when I'm just taking potshots at people at range. The only benefit is that I'm not wasting ammo doing it.


try a build with 22 DHS', it is alot more fun

Edited by Apoc1138, 09 November 2012 - 07:55 AM.


#43 Vapor Trail

    Member

  • PipPipPipPipPipPipPipPip
  • 1,287 posts
  • LocationNorfolk VA

Posted 09 November 2012 - 07:56 AM

View PostSilvaDraconis, on 09 November 2012 - 07:33 AM, said:

Balistics were intended to have higher DPS in general. Its balanced by the limitation of ammo load availability and the risk of having internal damage to a location containing that ammo.



It is easier for a Gauss to be set up to fire continuously for an entire match than it is for an ERPPC, and STILL the Gauss spits out a higher DPS.

900 seconds of fire = 15 minutes.

900/4 = 225 shots

225/10 = 22.5 tons.

Gauss system mass:
15 (weapon) + 3 (heat sinks, rounded) + 23 (ammo, rounded) = 41 tons.
or
15(weapon) + 2.5(heat sinks, unrounded) + 22.5(ammo, unrounded) = 40 tons

DPS 3.75

ERPPC System Mass:
7 (weapon) + 44 (heat sinks, rounded) = 51 tons
or
7 (weapon) + 43.333 (heat sinks, unrounded) = 50.333 tons

DPS 3.33

Either way the Gauss system is a minimum of ten tons lighter (and ten criticals smaller) than the ERPPC system.

Conclusion:
Ballistic Ammo Dependence is not a handicap vs the Energy weapons unlimited fire within the scope of a MWO match.

The risk of an ammo explosion (unless you're carrying AC ammo like an LRM boat carries LRM ammo) is truly miniscule compared to the advantage ballistics currently have. It wouldn't be that big even if the ballistics were better balanced. Plus, there's CASE.

#44 Apoc1138

    Member

  • PipPipPipPipPipPipPipPip
  • 1,708 posts
  • LocationUK

Posted 09 November 2012 - 08:14 AM

use the PPC instead of the ER PPC, and use DHS instead of SHS :)

as a clue, I can fit 22 DHS on my atlas - 10 at 2.0 and 12 at 1.4

also, gauss ammo doesn't explode, but the GUN does... and the gun is huge = large chance of crit

Edited by Apoc1138, 09 November 2012 - 08:18 AM.


#45 Tickdoff Tank

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 2,647 posts
  • LocationCharlotte NC

Posted 09 November 2012 - 08:25 AM

View PostApoc1138, on 09 November 2012 - 08:14 AM, said:

use the PPC instead of the ER PPC, and use DHS instead of SHS :)

as a clue, I can fit 22 DHS on my atlas - 10 at 2.0 and 12 at 1.4

also, gauss ammo doesn't explode, but the GUN does... and the gun is huge = large chance of crit


But an exploding gauss rifle does 20 damage. Which is equal to a single shot of AC20 ammo cooking off. A full ton of AC20 ammo will do 140 damage to your mech while a full ton of AC2 ammo will do 150 damage. And your exploding Gauss is still doing 20.

#46 Apoc1138

    Member

  • PipPipPipPipPipPipPipPip
  • 1,708 posts
  • LocationUK

Posted 09 November 2012 - 08:28 AM

I'm more worried about by massive main source of DPS flying off and leaving me bereft of damage output

#47 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 09 November 2012 - 08:35 AM

View PostApoc1138, on 09 November 2012 - 08:28 AM, said:

I'm more worried about by massive main source of DPS flying off and leaving me bereft of damage output

I know, th at sucks - but an AC20 can get both! First, you lose your gun. And sit on a ton of explosive ammo. After you flailed around for a bit without your main gun, someone hits your ammo and your mech is destroyed.

I am just waiting for Gausszilla.

#48 Apoc1138

    Member

  • PipPipPipPipPipPipPipPip
  • 1,708 posts
  • LocationUK

Posted 09 November 2012 - 09:13 AM

we're back on to why UAC5's are better for brawling again aren't we? :)

#49 Vapor Trail

    Member

  • PipPipPipPipPipPipPipPip
  • 1,287 posts
  • LocationNorfolk VA

Posted 09 November 2012 - 09:38 AM

View PostApoc1138, on 09 November 2012 - 07:54 AM, said:


I haven't admitted anything, I've pointed out that demanding energy weapons be heat neutral whilst ammo based weapons are allowed to have limited ammo is a pointless fallacy...

Either you've missed it, or you're presenting a strawman. I'll repeat, in case it's the former:
Heat neutrality is a benchmark.
Nothing more.
Please note, I did NOTHING to alter the ability to render the ERPPC heat neutral while performing my proposed changes.

View PostApoc1138, on 09 November 2012 - 07:54 AM, said:

you've done part of what I asked you to, but not everything... it was a combined post that I made and you're just deliberately picking out the bits you think you can defend against without considering the whole


Ok. lets consider the whole:


View PostApoc1138, on 09 November 2012 - 06:28 AM, said:

just to point out the massive glaring flaw in your work... you talk about assigning ammo to ballistic weapons based on firing continuously for 160 seconds... so why add enough heatsinks to make a weapon totally heat neutral... surely for an energy weapon to be comparable it only also needs to fire for 160 seconds... it gets worse than that because an energy weapon can cooldown and keep firing indefinitely where as a ballistic weapon can't reload ammo (it's also totally pointless to make and AC/20 heat neutral when it can only fire for 160 seconds)

yes, energy weapons have a downside... HEAT
so do ballistic weapons... AMMO

Yep. Both are accounted for in my calculation of DPSpT. Your quibble? 160 seconds fire too little? Too much?

The tradeoff with the ammo fed weapon is that you have to plan ahead in the Mechlab. If you take too little ammo, you run out and you die. If you take too much, you might not have enough weapons/armor/speed as a result, and you die.

In TT, the fact that the Gauss was ammo fed was balanced by the fact that it did 1.5x the damage of the ERPPC, at the same rate of fire, for a similar (read 'slightly different but a close approximation to') tonnage as a Heat Neutral ERPPC system.

This comparison is completely broken by the Gauss having a 1 shot in 4 seconds RoF.

A stated goal of the Devs is to keep MWO as close to TT as feasible. I'm claiming that not only is weapon balance not currently sufficiently close to TT, but that it is feasible to get it closer.

View PostApoc1138, on 09 November 2012 - 06:28 AM, said:

you then just start using your invented DPSpT figure as if it's a cardinal unrefutable fact with no gameplay factors that balance it


Nope, Please note the word "Theorycrafting" in the thread title. The key word in that compound word is "theory". I've never claimed DPSpT as a measure of weapon balance is unrefutable. In fact, I believe that a better measure may exist. If you have math to refute my theory that DPSpT is a legitimate measuring stick to base weapon balance on you're free to present it. Likewise, you're free to present the math describing a better system. But proof is required for refutation. If you would like to present a theory (backed by math) as to why DPSpT is flawed as a measurement (even a slightly inaccurate one) i'll willingly poke holes in it, if I can.

Weapons balance should dictate gameplay. Not the reverse. If there is a specific problem with gameplay, then it should be addressed, and if it requires addressing through shifting weapon balance, then so be it. But it has to be pretty blatant that weapon's balance is at fault before you begin monkeying with it.

For example, maximum and optimum ranges of a weapon dictates maximum and optimum engagement range with that weapon.
You don't (or shouldn't really) start firing until the target is within your weapon's maximum range. The pilot's desire to open fire outside the maximum range of his weapon does not dictate that the range of the weapon should change.

I'm trying to show that weapons balance itself is flawed right now, and therefore gameplay is suffering. To torture the last example: The pilot's desire to fire the Gauss rapidly should not dictate that the RoF should be set artificially high.

View PostApoc1138, on 09 November 2012 - 06:28 AM, said:

go back and re-do all your calcs but with a DPSpT based on being able to fire constantly for 160 seconds before shutdown, rather than totally heat neutral... then try to assign a fair adjustment based on unlimited ammo vs. 160 seconds of ammo...

Did one.
May redo the spreadsheet... However all it proves is that a slightly heat positive weapon system is slightly more powerful than a heat neutral one. In the end, all that changes is a slight movement in the overall balance. The chart would get more accurate, the degree of the imbalance would slightly smaller, but the fact that there is an imbalance would still remain.

If you 'want them redone now,' so you can demonstrate something to support your end of the argument, you can do your own math.

View PostApoc1138, on 09 November 2012 - 06:28 AM, said:

also bear in mind that we have 2.0 engine sinks and 1.4 DHS' instead of DHS' all round (I'd much prefer 1.8's all round personally as that seems closer to the figure the devs intended and gives assaults the boost they need and lights the nerf that was intended)

Spreadsheet and charts was done before the 2.0 engine sinks, 1.4 outside sinks values were known. Regardless, engine sinks are not considered, and .14 Heat per Second sinks are considered elsewhere.

View PostApoc1138, on 09 November 2012 - 06:28 AM, said:

if anything a "popup" sniper with no ammo limit is just as or more dangerous than a pop up sniper with limit of 160 seconds... as long as he can keep range / cover when not firing

In this situation I'd say the weapon with the longer range and/or the greatest damage per shot would be the first weapon taken... wouldn't you? And if you're planning on this as your tactic when designing your mech, you're going to be taking as much ammo as you thought necessary.

Heat per salvo vs heat cap would be the prime factors to consider for this tactic, rather than DPSpT. However, this niche tactic (and yes, it's a niche tactic) simply takes advantage of a collection of factors in the jumpjet implementation. The weapons balance is not at fault.


Whole considered.


View PostApoc1138, on 09 November 2012 - 07:54 AM, said:

it's fine, please continue to believe that the gauss is a god mode weapon, I hope I meet you in game as frequently as possible


Nope, not "god mode," sorry. Never used the term. Simply unbalanced. I've killed my fair share of Gauss toting mechs, as I'm sure you have. A killer mech not does a Gauss Rifle make. However, it's a lot easier to do well when you're able to spit out three times the damage over time at the same tonnage investment as your closest long range competitor, and 1.5 times the damage per shot.

And the whole "my gun is gone... but I still have ammo" problem is the entire reason the "dumping ammo" rules were written for TT.

They just have to be implemented in MWO.

#50 Apoc1138

    Member

  • PipPipPipPipPipPipPipPip
  • 1,708 posts
  • LocationUK

Posted 09 November 2012 - 01:06 PM

I don't want any math done to support an argument, I'm not arguing math, I'm arguing that arbitrary figures like 160 seconds mean nothing in game play terms... I can fight a gausscat on my terms and win, 2 ppc's vs 2 gauss... so regardless of what your math says, the live telemetry tells pgi that gauss aren't op

when I say pop up I mean stepping in and out of cover... the sniper with no ammo can take a risk snap firing

I don't think there's much point balancing single weapons against each other either, you need to consider the whole... and AC/20 might look like the perfect brawler weapon, but for similar tonnage and slots you can mount 2 AC/5s

an atlas can only mount 1 gauss, but can mount 2 ppc's... so more damage and much higher DPS, so as long as I can kill a single gauss user in less time that it takes him to kill me it doesn't matter if he has 1 or 100 tons of ammo, because he's dead and I'm not

a gauss cat has less armour than me and I have other weapons on top of the 2 ppcs... so as long as I can consistently kill him (which I can) I am quite happy to call us balanced and not OMGZ!!!11one! Gausscat is OP!!

Edited by Apoc1138, 09 November 2012 - 01:14 PM.


#51 Draco Argentum

    Member

  • PipPipPipPipPipPipPipPip
  • 1,222 posts

Posted 09 November 2012 - 04:50 PM

View PostMustrumRidcully, on 09 November 2012 - 07:12 AM, said:


Also, a cautionary tale: You cannot make any "endurance" based calculations just with a single weapon. You want to consider how much heat capacity a mech has, and if you grant a single weapon a heat capacity for itself of 30 + heat sinks, then you may be giving it way too much. My above calculations are based on weapon groupings of 4 to have a "reasonable" amount of weapons for a mech. (it's a bit much for some, and not so much for others...).
If you equip one weapon with enough heat sinks so it alone would overheat the mech in 20 seconds, adding a second weapon with the same number of heat sinks doesn't give you a 20 second duration anymore. The two have to "share" the heat capacity of the mech, and now they'll heat it up much faster.


What if we based it on a fixed DPS? Say 10 DPS, a bit more than a gauss kitty. Then we fit exactly enough weapons to produce 10 DPS, fractional weapons if needed. Now we can calculate the TET weight of 10DPS worth of weapons and get a fair comparison since the heat capacity is shared. Its very abstract since you can't actually mount half a gun but its probably a better baseline than anything else we have yet.*

*For assault mechs at least. 10 DPS is way too high for a light. They won't mount that many guns so they have more heat capacity per gun to play with.

#52 MCXL

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 465 posts
  • LocationMinneapolis, MN

Posted 09 November 2012 - 05:11 PM

Interesting thread.

#53 Nuisance Value

    Member

  • PipPip
  • Bad Company
  • Bad Company
  • 20 posts

Posted 09 November 2012 - 06:16 PM

I don't think anyone will argue ballistic weapons aren't very good. However the math doesn't survive the reality of the game for several reasons.

a) heat neutrality is not a goal. all battles have downtime which in terms of your calculations increases the dps of energy weapons.

;) alpha strikes matter. a laserboat hunchback can pump out more damage over a short period of time
than a gauss cat. whole match dps matters for nothing when your gauss is sitting useless in your corpse

c) ammo explosions pose some level of risk.

d) projectile speed matters.

e) all mechs include engine heatsinks, depending on the build of your mechs these may or may not
increase the calculated dpspt of your weapons substantially.
in your above example heat neutral erppc vs gauss, the tonnage is the same when you allow for 10
free engine heatsinks.

f) concentrating the majority of your firepower in a single location is a serious liability. yen's
mounting gauss or ac20 are a joke.

#54 Vapor Trail

    Member

  • PipPipPipPipPipPipPipPip
  • 1,287 posts
  • LocationNorfolk VA

Posted 09 November 2012 - 06:17 PM

View PostApoc1138, on 09 November 2012 - 01:06 PM, said:

I don't want any math done to support an argument, I'm not arguing math, I'm arguing that arbitrary figures like 160 seconds mean nothing in game play terms... I can fight a gausscat on my terms and win, 2 ppc's vs 2 gauss... so regardless of what your math says, the live telemetry tells pgi that gauss aren't op

The 160 second figure isn't exactly arbitrary. It's based on personal experience. 160 second CBBal gives the minimum tonnage of ammo I would consider taking, per weapon, for a Gauss Rifle in MWO. (Just because I haven't run anything with a Gauss since Closed Beta ended is no reason for anyone to assume I haven't run my share of GaussKitty).

It's probably a tad low for the AC/2 due to the massive fire rate it has now, but the tonnage figure is probably useable.

View PostApoc1138, on 09 November 2012 - 01:06 PM, said:

when I say pop up I mean stepping in and out of cover... the sniper with no ammo can take a risk snap firing


True, but the only time you really get a "snap shot" is when a target is slipping into cover. For a Heat Neutral or close to Heat Neutral mech, sure, you can spend the shot on "spray and pray". If you're not close to heat neutral though, firing that shot could have implications through heat.

Ammo management is as important as heat management. On occasion, not taking a shot is the right course of action, in both cases.

View PostApoc1138, on 09 November 2012 - 01:06 PM, said:

I don't think there's much point balancing single weapons against each other either, you need to consider the whole... and AC/20 might look like the perfect brawler weapon, but for similar tonnage and slots you can mount 2 AC/5s

And this is actually a problem of individual weapon balance. The AC/5's duty cycle is less than half that of the AC/20's, and the damage to heat ratio of firing the AC/5 is about 75% better. The end result is a weapon that has a much higher DPSpT as well as a better range. So the end result is that doubling up on the AC5 is a better choice than taking the AC/20 in almost every circumstance. Nothing germane to this example remains outside the nutshell.

View PostApoc1138, on 09 November 2012 - 01:06 PM, said:

an atlas can only mount 1 gauss, but can mount 2 ppc's... so more damage and much higher DPS, so as long as I can kill a single gauss user in less time that it takes him to kill me it doesn't matter if he has 1 or 100 tons of ammo, because he's dead and I'm not

a gauss cat has less armour than me and I have other weapons on top of the 2 ppcs... so as long as I can consistently kill him (which I can) I am quite happy to call us balanced and not OMGZ!!!11one! Gausscat is OP!!

You're right, you're probably carrying close to as much armor on your CT alone as the Gauss Kitty has on his entire torso. The fact you can kill him first isn't the issue. The fact that it's a race at all is the issue. He's 65% your mass, and devotes a lower percentage of his mass to armor. In a toe to toe fight, you should win. However, if he gets four salvos in (twelve seconds elapsed from the time the first shot leaves the barrel to the last) before he dies, he would have been mulching your CT internals with the next shot.

And what about when the Annihilator (or something like it) shows up and starts carting four Gauss around? Thats a mech DPS of 14. Sure, it's going to take sixty-some-odd tons to mount the Gauss rifles... and the mech is going to be fairly lightly armored, for an assault, and slow as molasses in January in deep space, but the ability to one- or two-salvo-CT core mechs lighter than 65 tons is rather nuts to start with... being able to do it every eight seconds until you run out of ammo borders on insane.

With one of these and a decent sniper on the stick, an opposing assault mech's expected lifetime while exposed is twenty seconds or less.

Edited by Vapor Trail, 09 November 2012 - 06:21 PM.


#55 bobthebomb

    Member

  • PipPipPipPipPip
  • 192 posts

Posted 09 November 2012 - 06:21 PM

It's good +1 !

ps : maybe if you could clarify a bit the weapon tweaking section if would be great.

#56 Vapor Trail

    Member

  • PipPipPipPipPipPipPipPip
  • 1,287 posts
  • LocationNorfolk VA

Posted 09 November 2012 - 06:28 PM

View Postbobthebomb, on 09 November 2012 - 06:21 PM, said:

It's good +1 !

ps : maybe if you could clarify a bit the weapon tweaking section if would be great.

What would you like clarified?

#57 ollo

    Member

  • PipPipPipPipPipPipPipPip
  • The Merciless
  • The Merciless
  • 1,035 posts

Posted 10 November 2012 - 02:49 AM

View PostApoc1138, on 09 November 2012 - 06:28 AM, said:

also bear in mind that we have 2.0 engine sinks and 1.4 DHS' instead of DHS' all round (I'd much prefer 1.8's all round personally as that seems closer to the figure the devs intended and gives assaults the boost they need and lights the nerf that was intended)


How did you come to the conclusion they intended to nerf lights? They pretty much have only engine heat sinks, so in comparison all values above 1.0 for EHS is a buff.

#58 Chemie

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 2,491 posts
  • LocationMI

Posted 10 November 2012 - 06:43 AM

Having AC20 do 40 damage in the time a gauss does 15 is not balanced ballistics.

Edited by Chemie, 10 November 2012 - 06:43 AM.


#59 Vapor Trail

    Member

  • PipPipPipPipPipPipPipPip
  • 1,287 posts
  • LocationNorfolk VA

Posted 10 November 2012 - 07:21 AM

View PostChemie, on 10 November 2012 - 06:43 AM, said:

Having AC20 do 40 damage in the time a gauss does 15 is not balanced ballistics.


AC/20 has less than half the range of a Gauss. (.409090 to be precise, this applies to both optimum and Maximum).

If you want the AC/20 to be scary up close to anyone running a Gauss, it has to deal significantly more damage in the same amount of time... That said, there should probably be a point when a set of small lasers starts scaring someone running an AC20, for much the same reason.

The AC/20 also generates seven times the heat per shot of the Gauss. That 40 damage represents (or should represent) a noticeable bite out of even an assault mech's heat budget.

The exact value probably needs tweaking, as I said, I set the numbers that generated the curves for the altered set by eye. (Basically by changing the numbers and observing the change on the curve).

I'm not emotionally attached to the changes I made, and tweaks to them would probably have to be made if they or something like them were implemented.However, I still think that something needs to change.

#60 Terror Teddy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,877 posts
  • LocationSweden

Posted 12 November 2012 - 12:43 AM

View PostChemie, on 10 November 2012 - 06:43 AM, said:

Having AC20 do 40 damage in the time a gauss does 15 is not balanced ballistics.


At the same time:
30% less critical space
+1 Tonnage
700% LESS heat...

Range of gauss is 660 meters so you can start firing at 660 meters. If the range was the same thing as fire rate the Gauss have time for 2,44 shots as the AC/20 shooter have time for 1.

During those 2,44 shots the gauss suffer 2,44 heat while doing 36 points of average damage and the AC20 guy does 20 when he comes within range and takes 7 heat.

Superior range and heat makes the gauss a wee bit unbalanced.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users