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My Two Cents About Game Balance


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#1 Feral Goose

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Posted 03 December 2012 - 09:28 AM

TT =
·One round is 10 seconds
·Broken down means one set of movements, one set torso twisting, one set of firing of weapons.
·If you had 22 heatsinks, (or equivilant to being able to sink 22 heat in 1 round with double heat sinks) if your alpha strike would cause 19 heat added to 3 heat from running that round, your heatsinks would soak all 22 heat from that round leaving you with 0 heat to start with next round.

MWO=
·triple the rate of fire to make the gaming experience more enjoyable and fast action (good! who really wants to be able to fire once every 10 seconds with any weapon?)
·If the rate of fire has been tripled (or better said, each firing round last roughly 3.33 seconds) then the rate of heatsinking must be tripled. If your 3 medium lasers cause 5 heat each (15) and your running (3), then your 18 heatsinks ought to be able to soak all 18 heat each firing round.
·Last, to keep battles from lasting a third of the time, armor ought to be tripled.

This all a 1 to 1 ratio if rate of fire is tripled to keep everything balanced. Individual weapon damage ought not be increased or reduced, when the reality is, that it has all been increased by x3 with the rate of fire. LRMs = 1pt of damage per missile in a spread of damage across the target mech, SRMs are 2pts of damage per missile in a spread of damage across the target mech. Gauss is 15 pts of damage with the big risk of the weapon exploding when firing or exploding when hit. ACs are good, UAC is good (needs to have option to single or double fire instead of how long you hold down the fire button or accidently fire again before it "cools down"), Lasers are great with having to hold the target for duration of the laser blast, and I see how Pulse lasers modification to the "to-hit roll" from TT has been accomplished with the shorter duration of having to hold to a target for the full blast from the weapon. (excellent)

I believe tripling heatsinking and the amount of armor to balance the tripled rate of fire, while keeping the true damage from individual weapons would bring this game to full balance and provide the experience most are looking for.

I don't believe this to be perfect and am interested is seeing critiques or even ways to even better these ideas.

#2 Icebound

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Posted 03 December 2012 - 09:52 AM

Or they could just make double heatsinks actually double.

#3 Adridos

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Posted 03 December 2012 - 09:59 AM

View PostIcebound, on 03 December 2012 - 09:52 AM, said:

Or they could just make double heatsinks actually double.

And noone would use SHS ever again... great game balance.

#4 Tickdoff Tank

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Posted 03 December 2012 - 10:09 AM

View PostAdridos, on 03 December 2012 - 09:59 AM, said:

And noone would use SHS ever again... great game balance.


How many people are using SHS now? I would expect that the only people still using SHS are the ones that would not switch to true doubles anyway, meaning assault pilots that have extra tonnage but not enough space.

#5 Feral Goose

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Posted 03 December 2012 - 10:09 AM

A point made by by MCXL in his/her forum thread "HEAT, AND WHY DHS ISN'T THE PROBLEM OR THE SOLUTION" has opened my eyes to apotenual issue with my idea.

" Ammo is a raw measurement of how much killing potential you have, so when you increase armor you reduce the maximum amount of mechs one can kill."

This is very true! Hadn't thought of that. So the simple solution would be to triple the amount of ammo per ton. *fixed*

#6 Conraire

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Posted 03 December 2012 - 10:16 AM

Think you just made the thread I've been considering making for a bit. It's a general game balance issue with all weapons except LRMs it seems. Though they have their own issues. To add to your post.

TT: Specific mech parts can't be directly targeted, it's random based on dice rolls.

Now in MWO they have doubled all armor already from base TT stats. For obvious reasons mechs were blowing up too fast. Obviously they couldn't have weapons using a 10second cycle time, or else the game would be boring. I finally took the time to hunt down my old Mechwarrior 4 Mercs CD. To check weapon and mech stats there. I noticed in MW4 they also doubled the armor, but, they also lowered the weapon dmg from TT values to counter out the faster firing time. Which also helps to counter the fact you can shoot specific parts of a mech. Think they only things they fudged there were the AC's especially the AC2. Seems that MWO uses the exact same stats, same for the MG. In TT the AC2 did 2dmg in a 10 second round. Here it does right around 20dmg in that same time frame if all shots hit. Granted you're also burning through ammo at an exponential rate as well. And it gets even worse with the UAC5 being broken right now, since the cooldown timer doesn't reset after every double shot.

The general weapon imbalance is also what has made the dual gauss and dual AC20 mechs unbalanced. They seem to have forgot, that with increased ROF, they have to lower the base dmg to counter out the ability to target mech locations and to keep things from being killed too fast. At which point you increase the ammo per ton to counter out the increased usage.

This has also caused the DHS issues. Though I can understand they needed to make heat an issue to manage, or else you'd have people running around spamming high ROF PPC's and Large pulses, which wouldn't be much fun either.

Edited by Conraire, 03 December 2012 - 10:21 AM.


#7 Windies

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Posted 03 December 2012 - 10:23 AM

You could triple heatsink dissipation and triple armor or you could keep heatsink dissipation and armor the same and reduce heat and damage on every weapon by 3 times. Either way you are keeping the inherent balance of TT while providing a faster paced real time experience. I honestly think it would be worth giving it a shot either way, because the current balance is extremely out of whack.

Edited by Windies, 03 December 2012 - 10:23 AM.


#8 Feral Goose

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Posted 03 December 2012 - 10:23 AM

@ Conraire makes sense.
2 avenues then:

triple rate of fire (balance equals) triple armor, triple heatsink rate, and triple ammo per ton

or

triple rate of fire (balance equals) standard TT amount of armor, triple heat sink rate, triple ammo per ton and cut all weapons' damage by 1/3 (the cutting of weapons' damage by 1/3 would be the key to keeping matches from only taking 30 seconds to complete after enemy contact has been made)

Edited by Wyld Goose, 03 December 2012 - 10:25 AM.






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