The economics of energy vs ammo driven weapons
#341
Posted 18 May 2012 - 12:23 PM
Although, to post OT, if I'm running a heavy energy load out, I expect it to be hot. I expect to have to stagger my fire and be very wary of my heat scale. The upside is I have no ammo to explode and so long as I stay alive and so on, I have infinite ammo!
I've always played primarily energy based designs, but MWO has me excited because the heat might actually be real enough that I want to PLAY an ammo based 'Mech. THAT is pretty cool to me.
#342
Posted 18 May 2012 - 12:24 PM
Ravn, on 30 April 2012 - 05:27 PM, said:
Lasers have been show as causing damage over time, not instantaneously. This pretty much means that if anything, they'll be Underpowered in comparison to ballistic and missile weapons, and that their main attractions will be economic and for backup.
The problem with weapons that cause damage over time is that you (the user) have to remain vulnerable while using them.
All shooter games reward minimized risk strategies (ie leaving cover only when you have available firepower, staying in cover when overheated or rechanging weapons..
A lot of players only look at the offensive side of the game, the most successful players also play very defensively with minimized risk. (I know this was unpopular, but that's why poptarting in MW4 was so annoyingly successful, without 3rd person viewing, it is far less likely to be so in MWO.
Damage over time weapons mean you're vulnerable to the enemy for the entire time as well. I see ACs and Missiles being the main weapons, with energy being backups because of this. (Don't know how the PPC will perform as that's not been show AFAIK)
You will still want them (energy weapons) for the economic reasons and for backups, solid weapons look like they're better tactically however.
Risk minimization is the basis for success in play. Lasers are riskier IMO.
#343
Posted 18 May 2012 - 02:09 PM
Ravn, on 30 April 2012 - 09:04 PM, said:
I kind of like the idea of a financial cost for keeping Ballistic ... it reflect the roleplay side of the world
#344
Posted 18 May 2012 - 03:02 PM
Christopher Dayson, on 18 May 2012 - 11:45 AM, said:
...
Without those 10 free heat sinks then the balance between ballistic and energy weapons goes right out the window.
A) No they don't. It's based on engine rating.
UrbanMech UM-R60L: Engine rating of 60, 10(+1) heat sinks, 9 require allocation, so there are only *2* engine-internal heat sinks.
Charger CGR-1A5: Engine rating of 320; 10+3 heat sinks; 1 requires allocation, so there are 12 engine-internal heat sinks.
From the BattleTech Master Rules (C 2003), page 118:
"Every BattleMech comes equipped with 10 heat sinks that do not take up tonnage (but they may take up critical slots..."
"A number of heat sinks equal to the engine rating divided by 25 (rounded down) are assumed to be an integral part of the engine. These heat sinks are only destroyed if the engine is totally destroyed and so cannot take crucial hits."
The amusing part is that you an allocate less than the rating/25 to a minimum of 10 on a Mech with a very high-rated engine kind of killing the "integral part of the engine" fluff. Still, that's how it works. Or I suppose I should say "that's how it worked."
B) That's strikes me as somewhat like saying if you don't give ammo weapons free ammo, balance goes right out the window. /shrugs
Edited by William Petersen, 18 May 2012 - 03:02 PM.
#345
Posted 18 May 2012 - 03:03 PM
Without the 10 free heat sinks then the increased weight of the ballistic weapons makes it not compare favorably at all. Ballistic weapons are typically pretty friendly heat wise, energy weapons are not. You can thusly fire a lot more ballistics to generate 10 heat, than it takes firing energy weapons of the same range and comparable damage profiles.
That's why if you have the weight, it's easier to make heat neutral or heat negative ammo using mech's than it is to do comparable damage with energy.
4 Clan ER PPC's generates 60 Heat.
3 AC/20's generates 21 Heat.
See the difference?
Edited by Christopher Dayson, 18 May 2012 - 03:06 PM.
#346
Posted 18 May 2012 - 03:13 PM
Christopher Dayson, on 18 May 2012 - 03:03 PM, said:
Without the 10 free heat sinks then the increased weight of the ballistic weapons makes it not compare favorably at all. Ballistic weapons are typically pretty friendly heat wise, energy weapons are not. You can thusly fire a lot more ballistics to generate 10 heat, than it takes firing energy weapons of the same range and comparable damage profiles.
That's why if you have the weight, it's easier to make heat neutral or heat negative ammo using mech's than it is to do comparable damage with energy.
4 Clan ER PPC's generates 60 Heat.
3 AC/20's generates 21 Heat.
See the difference?
Yeah, I do. The Mech with 4 ER PPCs will kill the other before it even gets in range. <.< Also, that 3 AC 20 model is carrying enough ammo to make Independence Day in New York look like a fire cracker.
#347
Posted 18 May 2012 - 03:19 PM
William Petersen, on 18 May 2012 - 03:13 PM, said:
Yeah, I do. The Mech with 4 ER PPCs will kill the other before it even gets in range. <.< Also, that 3 AC 20 model is carrying enough ammo to make Independence Day in New York look like a fire cracker.
*facepalms* Way to completely sidestep the whole entire point.
Damage for Damage, Ballistics are more heat friendly than energy. There's no getting around that. Even tonnage for tonnage they're comparable.
Ultra AC 5, 9 tons, 2 heat, for 5-10 damage. +1 ton of ammo = 10 tons and 2 heat total.
PPC 7 tons for 10 heat for 10 damage. +3 heat sinks to = 10 tons and 7 heat.
With stock 10 heat sinks the Ultra AC 5 is /far/ more efficient than a PPC, but runs the risk of ammo explosion.
One of the factors that the ballistic is so efficient is because it can run 4 Ultra AC 5's and Run for neutral heat. Even if you put 4 tons of ammo one for each ultra AC 5.
4 PPC's is 28 tons + 12 tons of Heat Sinks to get to 40 tons and you're still running at +18 Heat, without even running.
Ballistics are more heat efficient per tonnage. This is how they're balanced, and the stock 10 heat sinks make up a large chunk of how that balance works.
EDIT: To clarify +12 Tons of what for the PPC's
Edited by Christopher Dayson, 18 May 2012 - 03:20 PM.
#348
Posted 18 May 2012 - 03:33 PM
Christopher Dayson, on 18 May 2012 - 03:19 PM, said:
Let's do a thought experiment. Let's assume all engines have no heat sinks and that running and walking no longer generate heat.
A PPC requires 17 tons to fire and remain heat neutral, and 13 crits.
To keep our comparison apples-to-apples, we'll stick with Tech 1 guns. An AC 10 matches it for damage and an AC 5 matches it for range, so let's look at both.
An AC 10 requires 15 tons to fire and remain heat neutral, and 10 crits. Without ammo (10 shots/ton).
An AC 5 requires 9 tons to fire and remain heat neutral, and 5 crits. Without ammo (20 shots/ton). But it does half the damage of the PPC.
I'm sorry, but I don't see how you can claim that the inherent heat sinks in a BattleMech are different than giving ballistic weapons free ammo, nor how they are "needed" for balance when the weapons look pretty well balanced when you have to pay for all your heat sinks.
NOTE: I wish to make it clear that I'm not really arguing for their removal (I'm not stupid, they've been an integral part of BattleTech since inception, and such a dramatic change would incur the wrath of whole hundreds of QQers on the forums), I'm arguing against your assertion that they are 'needed' for 'balance'. They are not.
#349
Posted 18 May 2012 - 03:47 PM
It's like you're going: You have no point, because I say so, here, I'll even put up my own statement that completely agrees with you, but then say my own statement doesn't matter. Because I say so.
It's like you're trying to use the Chewbacca defense.
#350
Posted 18 May 2012 - 05:34 PM
I still wouldn't say ballistics *need* those free heat sinks. Their "increased weight" is countered by the need of the energy weapons to pack extra heat sinks. In fact, that energy weapons *don't* need to add those heat sinks up to their first 10 heat is a good reason to shy away from ballistics, especially on lighter chassis (though most lighter chassis can't even mount a ballistic weapon; I'll come back to this idea).
Specifically the AC/10 example above, with two tons ammo it breaks even on tonnage and saves a crit space, gives up one hex on the range increment, but has no min range. 20 shots is probably plenty for a company-sized engagement.
I don't really think the point of the free heat sinks is to balance weapons against one another. It's to effectively give a BattleMech space to use. As above, without them a single PPC takes 17 tons.
The panther wouldn't even exist because it can't reasonably devote that much tonnage to weaponry, in fact, most light mechs would be completely impotent because they just wouldn't have enough tonnage to mount beyond a couple MLas if they also had to pay for the heat sinks.
Another reason I don't believe it is a point of weapons balance is that once you reach that 10 heat, weapons *still* have to be balanced against one another.
#351
Posted 18 May 2012 - 06:31 PM
I also agree that energy weapons are generally better on lighter chassis because you aren't trying to get as much damage into the chassis as you are with the heavier tonnage. It's the trade off.
I personally prefer Energy Weapons, but that's because I'm a trigger happy nutcase who hates running out of ammo. I build heat neutral designs so I can just shoot at will. That doesn't mean I don't respect Ballistic weapons. They have great efficiency when you have the weight available to use them freely.
I do think that 10 heat sinks free is definitely a part of balance even still because it is so much easier to overwhelm those 10 heat sinks with energy weapons. There is still balance once heat reaches 10 as well, because ballistics are still very heat efficient.
Honestly, the thing that ruins balance (Said this before, sayin' it again) is double heat sinks. Those thrash balance massively because the free heat sinks are double as well. So 1 ton suddenly becomes 22 heat dissipation. /THAT/ skews the balance immensely. In the end though, I still think a combined weapons platform is going to be more overall formidable than any single weapon type. Though with Double Heat sinks it becomes a lot more viable to go energy only than it did.
Edited by Christopher Dayson, 18 May 2012 - 06:31 PM.
#352
Posted 18 May 2012 - 11:18 PM
Christopher Dayson, on 18 May 2012 - 06:31 PM, said:
A point upon which we can both agree! Huzzah! B-)
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