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Hmm I Think The Devs May Have Missed Something Important To Balance


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#1 Sarevos

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Posted 09 November 2012 - 03:49 PM

If they set out to balance the game on TT rules we missed something very important: the TT values of weapons are over a 10 second round meaning currently all our weapons are too powerful and too heat intensive as their DPS/HPS should be based on damage/heat over 10 seconds.

In TT all the values were what the weapon was capable of over 10 seconds.

Currently the ac20 does 28 damage per "round" as it can fire 2 times in 10 seconds but it creates 2 rounds worth of heat in that time.

This gave a high probability of being bursted before the offender shut down with TT armor values so they doubled them.

This was not the correct course of action as it made some weapons under powered and the gauss the best choice for heat/dmg efficiency.

The weapons should have been balanced on a TT value/10 seconds =dps/hps and then factored in dps/hps to recycle time to achieve real time values and we would've had a perfectly balanced game from the start XD

Now yes the 10 second round was to include moving and aiming and such but as players we substitute the RNG with our personal skill so all those things are taken into account

Idk i may be missing something major as im rather tired and just go off of work but let me know what you guys think

but these points present a problem because all other equipment like HS and DHS are balanced on TT values still

Edited by Sarevos, 09 November 2012 - 03:49 PM.


#2 Tickdoff Tank

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Posted 09 November 2012 - 03:49 PM

Been discussed a lot. And I mean A LOT.

#3 Sarevos

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Posted 09 November 2012 - 03:52 PM

but why havent they dealt with it then? lol it seems like a very simple math goof up

like honestly its like go take some white out and fix the values problem SOLVED

#4 Yigyam

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Posted 09 November 2012 - 04:01 PM

Not to mention they based it off the solaris rules in which a turn represents a much shorter period of time.

#5 Sarevos

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Posted 09 November 2012 - 04:06 PM

View PostStavros Mueller, on 09 November 2012 - 04:01 PM, said:

Not to mention they based it off the solaris rules in which a turn represents a much shorter period of time.

is that so? never used those do they affect damage?

#6 BlackSquirrel

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Posted 09 November 2012 - 04:07 PM

No everyone is quite aware of this change...

#7 LogicSol

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Posted 09 November 2012 - 04:10 PM

Weapon balance is actually very well done. There are some minor tweaks to be done, for example
Gauss could use a slightly longer cooldown, and PPCs could be a little cooler but everything feels about were it should.

They also doubled armor values.

It lends to multiple intense engagements, while allowing for survivability.
Personally I like how it plays out.

#8 Sarevos

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Posted 09 November 2012 - 04:12 PM

View PostLogicSol, on 09 November 2012 - 04:09 PM, said:

Weapon balance is actually very well done. There are some minor tweaks to be done, for example
Gauss could use a slightly longer cooldown, and PPCs could be a little cooler but everything feels about were it should.


I just feel like they took a very round-about path to get here alot of people find DHS useless and many are disappointed in the lrm nerf (not me i thought it was about due)

#9 Dakkath

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Posted 09 November 2012 - 04:15 PM

IMO: lasers duration needs to be tweaked. (Large laser duration is terrible). it should be like this per say.

Large Laser - high heat, 8 damage, low DoT duration (long recycle)
M. Laser - med heat, 5 dmg, med DoT duration (medium recycle)
s. laser - low heat, low damage, longest DoT duration (but faster recycle)

Edited by Dakkath, 09 November 2012 - 04:15 PM.


#10 Sarevos

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Posted 09 November 2012 - 04:15 PM

View PostLogicSol, on 09 November 2012 - 04:10 PM, said:


They also doubled armor values.

It lends to multiple intense engagements, while allowing for survivability.
Personally I like how it plays out.

me too i prefer things not to be single shot losses but they doubled armor values due to the fact weapons pretty much dealt double damage they could have achieved the same end by using the correct ratio of dps/hps to round time i think

Edited by Sarevos, 09 November 2012 - 04:18 PM.


#11 Stone Wall

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Posted 09 November 2012 - 04:18 PM

Can someone explain something to me:

Is this game supposed to follow TT, or Battletech rules, or just be a sequel to previous online games? serious question

#12 LogicSol

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Posted 09 November 2012 - 04:18 PM

View PostSarevos, on 09 November 2012 - 04:12 PM, said:


I just feel like they took a very round-about path to get here alot of people find DHS useless and many are disappointed in the lrm nerf (not me i thought it was about due)

DHS are far from useless. Most mechs I use have been about to get a higher heat efficiency, while saving 4-6 tons on average. That's a bigger bonus than FF and ES combined for less critical.
Heck my CN9-AL went from 19 SHS, 4x mlas 2x SRM6 to 15 DHS(8x2+7x1.4=25.6 dissipation) 1x LL, 3xmlas 2xSRM6.
They just aren't the no brainer upgrade they were in TT.

#13 Sarevos

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Posted 09 November 2012 - 04:19 PM

View PostStone Wall, on 09 November 2012 - 04:18 PM, said:

Can someone explain something to me:

Is this game supposed to follow TT, or Battletech rules, or just be a sequel to previous online games? serious question

well the problem is no one knows =/ the fact is we have alot of our gameplay values based off of TT which leads to some balance issues when the devs take creative license

#14 Dakkath

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Posted 09 November 2012 - 04:19 PM

View PostStone Wall, on 09 November 2012 - 04:18 PM, said:

Can someone explain something to me:

Is this game supposed to follow TT, or Battletech rules, or just be a sequel to previous online games? serious question



They have stated that they are following the TT rules, but they can't follow everything to the letter because it doesn't translate into a first person game well.

#15 Sarevos

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Posted 09 November 2012 - 04:21 PM

View PostLogicSol, on 09 November 2012 - 04:18 PM, said:

DHS are far from useless. Most mechs I use have been about to get a higher heat efficiency, while saving 4-6 tons on average. That's a bigger bonus than FF and ES combined for less critical.
Heck my CN9-AL went from 19 SHS, 4x mlas 2x SRM6 to 15 DHS(8x2+7x1.4=25.6 dissipation) 1x LL, 3xmlas 2xSRM6.
They just aren't the no brainer upgrade they were in TT.

of course especially if you only use engine hs you see quite a large increase in efficiency i said some not me lol but like i said theyre breaking first fixing later when i think they couldve started in working order and tweaked slightly

View PostDakkath, on 09 November 2012 - 04:19 PM, said:



They have stated that they are following the TT rules, but they can't follow everything to the letter because it doesn't translate into a first person game well.

this too

Edited by Sarevos, 09 November 2012 - 04:22 PM.


#16 LogicSol

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Posted 09 November 2012 - 04:26 PM

View PostStone Wall, on 09 November 2012 - 04:18 PM, said:

Can someone explain something to me:

Is this game supposed to follow TT, or Battletech rules, or just be a sequel to previous online games? serious question

based off TT rules, modified to work in a realtime format. Meant to be closer to earlier MW games rather than MW4.

#17 Stone Wall

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Posted 09 November 2012 - 04:28 PM

View PostLogicSol, on 09 November 2012 - 04:26 PM, said:

based off TT rules, modified to work in a realtime format. Meant to be closer to earlier MW games rather than MW4.


i appreciate that

#18 Vapor Trail

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Posted 09 November 2012 - 04:33 PM

View PostSarevos, on 09 November 2012 - 03:52 PM, said:

but why havent they dealt with it then? lol it seems like a very simple math goof up

like honestly its like go take some white out and fix the values problem SOLVED


Because it was apparently a deliberate choice. One we've tried showing the math for on several occasions.

The choice was made because wating 10 seconds for weapons to cycle was "too long." This part I understand.

So they gave weapons faster rates of fire. This part I support, in principle.

But when they did that, they did not increase heat dissipation (and movement heat generation) in proprotion. They just kept the basic figures. And this is where it got screwed up.

So, for the same heat sink tonnage, high heat weapons are limited to their TT heat neutral rates of fire as an average rate of fire.

If you would like to USE the greater Max Rate of Fire... you have to invest more mass in heat sinks than in TT.

ErPPC and PPC have been beaten to death as examples of this... lets use... the Large Laser.

The LL generates 7 heat per shot, and has a duty cycle (burn time + cooldown) of 4.25 seconds.

It requires 7 heat sinks to operate heat neutral @ a TT's RoF as an average RoF. To increase the average RoF toward the max RoF, you have to take heatsinks. One heat sink raises the heat dissipation to .8 per sec. Therefore
7 heat / .8 heat per second = 8.75 second average Duty Cycle. This means you can now fire the Large Laser an average of once every 8.75 seconds.


If you take 2 extra heat sinks, the dissipation rises to .9 per sec. This reduces the duty cycle to 7.77778 seconds.
Taking 3 extra heat sinks, the dissipation rises to 1.0 per sec. This reduces the duty cycle to 7 seconds.
Taking 6 extra heat sinks, the dissipation rises to 1.3 per sec. This reduces the duty cycle to 5.38 seconds.
Taking 7 extra heat sinks, the dissipation rises to 1.4 per sec. This reduces the duty cycle to 5 seconds.

So by taking double the number of heat sinks you would need in TT for a heat neutral weapon, you halve the average Duty Cycle, and therefore double the average RoF.

To get the Large Laser to fire at Max RoF, you have to have a heat dissipation of 1.647 which is 16.47 heat sinks. This would round to 17 in practice. Total tonnage required for the Large laser to be heat neutral: 22 tons.

Now lets look at something with a little less heat build up. Lets do the old standby, the Gauss Rifle.

To get the Gauss Rifle Heat Neutral in TT, you needed 1 heat sink.

In MWO 1 heat sink dissipates .1 heat per second, and therefore the average duty cycle is 10 seconds and the average RoF is one shot per ten seconds. However, since the heat is so low, you can pretty much fire five tons of ammo, at max rate of fire, on a single heat sink before worrying about shutting down.

Don't believe me? Here's the math.
Spoiler


Back to max Rof.
To double the Gauss's average RoF from TT heat neutral, you need to double the # of heat sinks.

So, 2 heat sinks = average RoF @ 1 shot per 5 seconds.
2.5 heat sinks raises the average RoF to max RoF @ 1 shot per 4 seconds.

Total tonnage involved for this 18 tons + ammo.
By using the same tonnage you would for a Heat Neutral @ Max RoF Large Laser System, (ie 22 tons) you get 5 tons of ammo. In practice this is usually enough to last a match.

The Heat Neutral @ Max RoF Large Laser System's DPS is 9/4.25 or 2.1176 at an equal tonnage investment to the Gauss System.
The Heat Neutral @ Max RoF Gauss Rifle System's DPS is 15/4 or 3.75 at an equal tonnage investment to the Large Laser System.

The Large Laser System's critical space requirement is 19 criticals.
The Gauss System's critical space requirement is 15 critcals.

What REASON is there to take a Large Laser?
"I can has Blue flashy light?" coolness factor?

In comparison, the ERPPC's numbers are ludicrous.

Edited by Vapor Trail, 09 November 2012 - 04:40 PM.


#19 LogicSol

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Posted 09 November 2012 - 04:37 PM

As for the heat value vs the faster firing rates... There have been endless fights about it in the CB forums but I've always felt that the higher fire rate along with the doubled armor values and TT dissipation rates(well sub TT now with DHS) do something rather cool.

They encourage fast and hard firefights, with periodic with-drawls and regroups.
Of course some builds can keep firing forever, but are lower DPS. Other are higher but ammo limited.
Very high DPS builds will over heat at max fire rates and need to cooldown.
Take Gauss for example, a GK2 build can get 7 DPS nearly infinitely until it runs out of ammo. However a Dragon 5N with 3x AC/2 can manage 12 DPS, but will overheat after 5 or 6 seconds of firing.


The overall effect is a chaotic ebb and flow that is a blast to play in, that also fits many different playstyles.

Edit: also, nearly every heat is broken math thread i see likes to totally ignore, or greatly diminish the importance of range.

Edited by LogicSol, 09 November 2012 - 04:40 PM.


#20 Sarevos

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Posted 09 November 2012 - 04:44 PM

View PostLogicSol, on 09 November 2012 - 04:37 PM, said:

As for the heat value vs the faster firing rates... There have been endless fights about it in the CB forums but I've always felt that the higher fire rate along with the doubled armor values and TT dissipation rates(well sub TT now with DHS) do something rather cool.

They encourage fast and hard firefights, with periodic with-drawls and regroups.
Of course some builds can keep firing forever, but are lower DPS. Other are higher but ammo limited.
Very high DPS builds will over heat at max fire rates and need to cooldown.
Take Gauss for example, a GK2 build can get 7 DPS nearly infinitely until it runs out of ammo. However a Dragon 5N with 3x AC/2 can manage 12 DPS, but will overheat after 5 or 6 seconds of firing.


The overall effect is a chaotic ebb and flow that is a blast to play in, that also fits many different playstyles.

Listen i agree with you lol, but i just felt it was odd to start with a "does it work yet?" rather than dialing it in from a relatively working baseline. I thought we had started somewhere decently balanced in the first place. I recently read through some of the other dhs and TT posts and realized we had only gotten there just before I joined the closed beta (apparently i missed the flamer nonsense XD)





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