Topic: hit dispersion and light / mech balancing.

First off I openly admit I know very little regarding pvp in perp despite having been around for a long time. Yes i suck..

Now that is out of the way.  I see a lot of discussion right now regarding light bot and mech balance, between roaming, defense and pve.  It seems to me that a right now mechs are very suceptable to being mobbed by smaller bots.

I would like to bring up an idea that would increase the toughness of larger bots when combatting smaller.
Currently the only effect that Hit Dispersion has is that a hit dispersion greater than the surface hit size results in higher chance to land less hits, while as soon as you hit dispersion = the target hit size nothing changes.

The suggestion is that when hit dispersion is lower than surface hit size there is a decrease in damage at 1 - 1 100% damage 100% hit rate, the greater the delta between hit dispersion and surface hit size should reduce these in both directions.  The rate of loss of damage should be balanced completly independently ie. lower hit dispersion than hit size should in my opinion have less impact than than greater hot dispersion than hit size, missing should have more affect than hitting.


TL;DR
Small guns hitting big targets shoud have a harder time doing damage.


The only issue that I can see is that precsion firing now would be detrimental when shooting smaller targets.

Re: hit dispersion and light / mech balancing.

Hi,

did you know that currently, when hitdispersion is lower then the surface size - the dmg even is increased?

The thing is - currently this may seem unreasonable - but when the new targetingsystem with hitboxes is implemented - this extra dmg will prevent making the hitbox targeting OP and rather useful for special tactics.

Thats the problem with partially implemented ideas.


But apart from that - your change would make each class viable the most against its own class or bots similar to them, which could be a nice approach.

Unfortunately dmg isnt the key in pvp - but possible application and negation of dmg. Thats why speed and terrain usage is the thing that makes lighter bots much more versatile against anything and also gives them the ability to choose their fights.

Re: hit dispersion and light / mech balancing.

id rather see secondary effects on medium weapons then changing any of the current game mechanics.

once you see AoE damage on medium weapons (or multi-target-hits), you have to engage with mechs, just to be able to carry them.

another thing - one thing to balance this could be to implement a feature that negates damage completely if its below a certain ammount. It could be a feature on armor plates or hardener that doesnt add up.
could turn a mech immune to a weapon-fitted light ewar, but not against an skilled assault with tunings.

another approach could be buffing self-armor repair a little bit. A T4 medium armor repair fitted mech should be able to survive the attack of multiple smalls without ending with empty accumulator after a few cycles.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: hit dispersion and light / mech balancing.

ElGamal wrote:

Unfortunately dmg isnt the key in pvp - but possible application and negation of dmg. Thats why speed and terrain usage is the thing that makes lighter bots much more versatile against anything and also gives them the ability to choose their fights.

Exactly what my issue is, the benefits of mechs over lights are Range, DPS, HP and Accu.  DPS is countered by hit dispersion, and lights have a speed advantage that gives them the ability to kite using terrain countering the range advantage and again reducing the DPS difference.  HP and Accu while 1v1 are not a match it only takes a couple of lights to balance this and the lights also get the benefit of specalising each fit.


Annihilator wrote:

id rather see secondary effects on medium weapons then changing any of the current game mechanics.

once you see AoE damage on medium weapons (or multi-target-hits), you have to engage with mechs, just to be able to carry them.

Nice yes this would change things a lot, and things would need re-evaluating if somthing like this was implemented.

Annihilator wrote:

another thing - one thing to balance this could be to implement a feature that negates damage completely if its below a certain ammount. It could be a feature on armor plates or hardener that doesnt add up.
could turn a mech immune to a weapon-fitted light ewar, but not against an skilled assault with tunings.

I am all against all or nothing this turns mechs+ into IWin buttons vs caertian oppopents not good for a sand box, no all that is needed is a way to increase the mechs survivability against swarms of smaller bots with out making it invincible.

Annihilator wrote:

another approach could be buffing self-armor repair a little bit. A T4 medium armor repair fitted mech should be able to survive the attack of multiple smalls without ending with empty accumulator after a few cycles.

This is exactly what I was trying to avoide this just causes HP creep then mech vs mech balance changes mech vs pve etc.  Balancing needs to be done as much focusing on issues with out causing fallout and further rebalancing due to the changes made.


Realy as I can see all that is needed is a way to increase the lightbot zerg numbers that are needed to take down a mech easily (focus on the easily).  Right now a small gang of light bots can completly neutralise a solo mech very simply with reletively low numbers.  My thoughts are that a zerg should need to bring a lot more value in bots + fittings to counter larger opponents, the individual cost being a lot less but individual losses being a fraction of the mechs. 

In an attack by smaller bots that will overwhelm the larger surley the loss inflicted by both sides excluding exectuion, mistakes and skill should be equal.  Ie on balance all things being equal the mech should be able to destroy as much in value as itsself.  The xergs strength is that they in total bring more value to the field.  This of course excludes tactics, fits and stupidity / mistakes.

Re: hit dispersion and light / mech balancing.

If we just focus on this point and let aside possible future changes wghich might interfere here: youre right.

I just wanted to point out taht the current system isnt like you thought: 100 dmg when hitsize is bigger then dispersion, but its even 110% in some occasions which tends to show the liking of the designers - or a fail at restricting the calculation.

Correctly fit - even 3 EWs can take down any mech - demobbing him constantly, ecming him and needlepinning him to death. In some rare cases even less are sufficient - because the EW can mostly evade any direct fire because of its speed, hide and come out and shoot - hide ... etc.

So, to have any effect - the change would need to be noticable.

Light weapons should be effective against light ones and also, reduced against bigger targets whereas bigger weapons are of course most effective against small targets, normal against equasl targets and again reduces against bigger targets.

This would maintain the bot progression according to their progression in research, value and EP requirement.

The fact that now big weapons arent useful against small targets but small are viable against bigger targets - is a reminicense from a, thanksfully, other game.

Re: hit dispersion and light / mech balancing.

Annihilator wrote:

once you see AoE damage on medium weapons (or multi-target-hits), you have to engage with mechs, just to be able to carry them.

Actually, just this afternoon I put a Med lazer on my Baph assulat bot. I had to spend about 10k EP in reactor and get a coreactor module, but the only thing I had to remove was the plate to clear up a leg slot and remove 1 small lazer. This was with standard med lazer and coreactor. If I had access to t3 small and med lazers I would probably be able to get (2) med and (3) small lazers fitted.

During field testing the Med laser was still missing +30% against other assualt bots because precision is still only 6, but once I get that toto 10 that should be negliable.

But on topic, light bots dont even have med slots, so yeah.

Re: hit dispersion and light / mech balancing.

I think its obvious that hit dispersion/ surface size needs to be revisited by the devs, Im sure its on there to do list somewhere..

And last time I checked, light bots  do in fact have medium slots.

Re: hit dispersion and light / mech balancing.

Greenleaf wrote:

I think its obvious that hit dispersion/ surface size needs to be revisited by the devs, Im sure its on there to do list somewhere..

And last time I checked, light bots  do in fact have medium slots.

The robopedia doesn't give slot specifics, so I apologize if the Prometheous and Intakt does indeed have Med weapon slots... however they both only have 175/170 RP and even with EP skills I don't think a 200 RP Med lazer is going to fit, and certainly never 2.

Your sure they aren't Med industy slots?

Re: hit dispersion and light / mech balancing.

No its weapons slots. You can have a trojar with 2 medium launchers.

Re: hit dispersion and light / mech balancing.

theoretically - yes. practically....well good luck with that.

Have a productive day, Runner

Re: hit dispersion and light / mech balancing.

That was all this was about Line... try to read and comprehend next time...

Re: hit dispersion and light / mech balancing.

Dromsex wrote:

I just wanted to point out taht the current system isnt like you thought: 100 dmg when hitsize is bigger then dispersion, but its even 110% in some occasions which tends to show the liking of the designers - or a fail at restricting the calculation.

Correctly fit - even 3 EWs can take down any mech - demobbing him constantly, ecming him and needlepinning him to death. In some rare cases even less are sufficient - because the EW can mostly evade any direct fire because of its speed, hide and come out and shoot - hide ... etc.

So, to have any effect - the change would need to be noticable.

Light weapons should be effective against light ones and also, reduced against bigger targets whereas bigger weapons are of course most effective against small targets, normal against equasl targets and again reduces against bigger targets.


So the Balancing point needs to be closley investigated possibly right now swung in the wrong direction purposfully through mechanics, at what point should a mech be succeptable to smaller weapons, should they be able to out rep 5 small guns 10? any.  But that is another discussion realy my aim here was to identify a possible method of balancing lights vs mechs.

As you note there is another balance point that is available increasing the damage that med guns / mechs do vs. light bots.  However altering this would have wider ranging balance effects particularly in pve.

There is another option I have thought of following your point re damage output balancing. That is to alter the weapon mechanics so that light guns on a mech have a bonus to dmage vs light frames?  again though very likely that to cause unbalance else where.

hat I would like to see is mechs thoughend up some what vs lights / assualts, as well as a new mech frame introduced.  This would be an escort bot, geared up especially to deal with lights / assualts and under powered vs mechs.  The suggested hit dispersion changes would also support this if the design used a number of small wepaon fittings.

Re: hit dispersion and light / mech balancing.

Yes - you will not find an overall balance when there are always different scenarios. Effectivity depends on the objective.

Defending or sieging clearly favors mechs/heavies becasue there is a static goal and if the attackers flee the defence or attack was successful.

Now in roamings or open pvp - there is no such static element and thus always the fastest movers will be in advantage. They pick the fights, attack or retreat.

So pvp in its most natural form - is currently dominated by small and fast bots and so makes a lot of other bots obsolete in roamings.

To change this - and make a variety of bots viable in roamings without crippling light bots, they either need A) to be even less capable in offensive means - or B) their permanent advantage needs to become a temporary advantage used on purpose but not always granted - their max speed should be a temporary boost with slower base speed - so that they cannot attack/run/away/dodge/hide/attack/run away for ever.

Re: hit dispersion and light / mech balancing.

Dromsex wrote:

Defending or sieging clearly favors mechs/heavies becasue there is a static goal and if the attackers flee the defence or attack was successful.

Does this combat favour mechs/heavies? it does remove some of their disadvantages and play to some of their strengths, prepared positions and early awareness of the attacks direction.  However it still does not reduce the fact that on the whole the ammount of nic and EP investment is not balanced, yes they may help increase the combat effectivness of each individual player but this is only an issue where they turn out is a limiting factor and resources are not.  More players in general will = more resources and if the cost per loss is also added into the mix this seems to favor zerg light bots in every economical way.

Re: hit dispersion and light / mech balancing.

Sure - im not saying usage of bots is balanced becasue of this. Esp. in the romaing part its obvious that mechs are obsolete.

Re: hit dispersion and light / mech balancing.

Tailn wrote:
Dromsex wrote:

Defending or sieging clearly favors mechs/heavies becasue there is a static goal and if the attackers flee the defence or attack was successful.

Does this combat favour mechs/heavies? it does remove some of their disadvantages and play to some of their strengths, prepared positions and early awareness of the attacks direction.  However it still does not reduce the fact that on the whole the ammount of nic and EP investment is not balanced, yes they may help increase the combat effectivness of each individual player but this is only an issue where they turn out is a limiting factor and resources are not.  More players in general will = more resources and if the cost per loss is also added into the mix this seems to favor zerg light bots in every economical way.

New patch notes state armor on mech/heavy are getting raised, hopefully that extra minute or so of armor will be the boost we've been waiting for... servers are down, fingers are crossed.

"You're living in a parallel universe." ~Syndic

Re: hit dispersion and light / mech balancing.

ppl said its about 200hp - kinda 5%

Have a productive day, Runner

Re: hit dispersion and light / mech balancing.

multiply that with resists and that is a HUGE boost.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: hit dispersion and light / mech balancing.

Annihilator wrote:

multiply that with resists and that is a HUGE boost.

I don't call a barely 5-10% hp boost a huge boost.

20 (edited by Redline 2011-02-17 18:22:48)

Re: hit dispersion and light / mech balancing.

Since EW still dictate and do instead of dictate or do - the change will have no noticable effect.

Re: hit dispersion and light / mech balancing.

regardlless of ewars i've expected something about 50%

Have a productive day, Runner

Re: hit dispersion and light / mech balancing.

200 Hitpoints * extension 1 bonus * extension 2 bonus * resists = allot more hitpoints per mech.

problem with it: no change of the self repair. more hitpoints means just a longer buffer. unlike shields a bigger buffer doesnt mean your are more effective tank.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: hit dispersion and light / mech balancing.

I could be wrong, but I would guess that only giving the remote RR extension a bonus to rep cycle time was a conscious design decision, so as to encourage group work.

The Blind Bot -- watch your six, my aim aint so good these days!