Medium Lasers are still OP (proposed final solution to the problem)

Discussion in 'Campaign - Skjaldborg Saga' started by MagnusEffect, Sep 8, 2013.

  1. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Solution: remove medium lasers from the game.

    ha. just joking.

    Let's be honest with ourselves. A couple medium lasers on any design is really not breaking anything. The problem I see with medium lasers is when they are heavily boated; they quickly outstrip the damage/ton capabilities of other weapons. I don't want to be a GM that says "you can't have that many because I said so". Rather, I would like to come up with a mechanic that can be equally applied to all designs.

    Generally speaking, energy based weapons are perhaps the most well rounded weapon for anti-mech warfare. Even against other non-mech targets, you really can't go wrong with them in most cases. When you also consider you can adjust their heat damage/output and the fact that they work fine in any environment, they quickly become far more attractive to more specialized weapons of which only a few are marginally more effective. Besides reducing the potential for boating medium/small lasers, my main goal here is to create an additional limiting factor to energy based weapons and make ballistics or missiles more attractive.

    With that, I introduce the "Power Output" mechanic. Simply put, much like your computer a mech's engine has a certain amount of power output that is used to run all systems... including energy weapons. Realistically speaking, since ballistic and missile weapons do not have nearly the same power draw as their energy counterparts, these are completely excluded from the mechanic. Theoretically, the amount of output needed to power 20 machine guns is much less than one PPC. The engine on the mech would be the only deciding factor to the power output of that mech. Here is the preliminary formula:

    ===========================

    For example, let's look at some classic energy based designs:

    ===========================

    Power Requirement: Damage vs Heat Based

    Now you may be asking "if the power requirement is damage based, but not heat based, doesn't that mean a PPC is roughly as energy efficient as two medium lasers? Shouldn't a PPC require significantly more power output?"

    Well, to be honest... on strictly lore terms I have a hard time arguing against this. However, remember that one of the main goals here is to discourage medium laser boating by implementing a fair system that can be applied equally to all. If the power output mechanic was heat based, we would still be reinforcing the boating of medium and small lasers.

    ===========================

    Canon Mech Issues:

    There is one other sticky issue that needs addressing. There are a few canon designs that specifically boat medium lasers. These are among the most popular and powerful canon designs available. They also fly in the face of what the PO mechanic is trying to fix. A classic example:

    Besides banning their use outright (something I am not enthusiastic about doing), the best solution I can come up with is to exempt all canon designs from the Power Output requirement. Any change at all to a canon design will void its exempt status. If this ruling causes problems, we will adjust accordingly. For lore purposes, consider these factory stock designs equipped with special "hardwired" power amplifiers that compensate for the increased energy draw requirements. Adjusting any internal components at all requires their removal.

    ===========================

    Clans:

    Due to their increased damage potential, Clan mechs will likely need relaxed PO limits. The most likely solution is that it will again be based on the engine rating but divided by a lower amount (such as dividing by 5 or 6 instead of 7 like for IS units). The final result should allow for about the same number of energy weapons as usual, but compensated for their increased damage values. Thorough testing will be required before I can rule further on this.

    ===========================

    Improving "Combat Role" Focus:

    The end result is that this mechanic should add a new and interesting layer to designing your mech.
    -Recon units require bigger engines and bigger engines allow for more energy based weapons; this is incredibly important for scouts since they are most likely to operate far from reliable supply lines. In essence, energy weapons will remain the primary choice for scouts and raiders.
    -On the other side of the spectrum, players that are interested in maximizing their firepower by taking a slower mech will have to get more creative in their choice of weapons; massive batteries of medium lasers will no longer be viable. Assault mechs in particular will need to rely more on missile and ballistics than smaller mechs (something they already mostly do).
    -As mentioned earlier, mechs like the Awesome will now be more attractive for their "siege weapon" capabilities; massive long range firepower, but requiring protection from enemies at short range.
    Questions, thoughts, suggestions? Remember that the above is just a preliminary plan and subject to change.
     
    Last edited: Dec 3, 2013
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  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Gauss Rifle:

    Something else to consider as well... it is well known that the Gauss Rifle is a power-hungry monster. It is also another very well rounded and efficient weapon. The ER PPC + Gauss Rifle + Medium Laser battery combo is one of the most efficient and common weapon combinations in Battletech (some of my favorite designs abuse this fact). Should the Gauss Rifle be included for the Power Output mechanic?

    Here is a prime example of what I mean:

    So basically, if the Gauss Rifle is NOT included for the Power Output mechanic, this Zeus has far more flexibility in abusing medium laser boating. However, if the Gauss Rifle was included, the Zeus would either have to drop the PPC for a more traditional LRM launcher or would have to drop 2 medium lasers for something else (most likely an SRM launcher). After seeing this, I'm inclined to include the Gauss Rifle in the PO mechanic.
     
    Last edited: Sep 9, 2013
  3. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    In regards to custom designs that are not compliant with the Power Output mechanic:

    If we implement the rule, all players will have a ONE TIME opportunity to readjust their weapon loadout appropriately FOR NO COST TO THE PLAYER. ONLY WEAPONS, HEAT SINKS, AND SENSOR EQUIPMENT MAY BE CHANGED! You will not be able to add/remove endo steel, ferro fibrous, CASE, jump jets, or change your engine. You will not be able to change the type of heat sink you are using. As always, ultimate discretion is left up to the GM if an issue arises that is not already addressed above.
     
    Last edited: Sep 9, 2013
  4. Kith Kinda

    Kith Kinda New Guy Thrall

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    Id have to say the gauss needs to be included. To get that chunk of metal to go that fast takes a lot of power to charge those electromagnets.
     
  5. Orcinus

    Orcinus Veteran DovaOrca Berserker

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    While I understand why this mechanic is the way it is from a design point-of-view, I have a question:

    What if the Power Output of a loadout affected how many weapons the mech could fire in a round rather than how many weapons can the mech mount?
    I can't help but feel like that would make more sense (oh sure, you can mount your metric-fuckton of medium lasers, but do you have enough power in your engine to fire them all at once?) from a flavor perspective.
     
  6. belakor502

    belakor502 New Guy Thrall

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    I have to agree with Orcinus. Also another problem I think in your idea is the fact that bigger mechs usually use smaller engines since only few fit their atlas out to be fast for example. So basically what we get are slow mechs that cant fit many weapons because their engine is small, but if they put in a big engine they loose the room to fit said weapons. Maybe some would find this a very good thing, but I think it would be too much of a nerf to energy based assault mechs.

    What I am thinking is to use a similar approach. I dont know the lore so much but do mechs have some sort of equivalent of an car battery in them? I mean all this energy based weapons must use a LOT of power so I was thinking that maybe if you added in the option that the battery depleted slowly if you continuenly spam the laser weapons. Ofc the battery would fill up itself while youre moving just like a normal car battery. If you could choose the size of your battery too it would add an interesting new element since you could choose a smaller battery to gain a few tons in favor of a bigger engine or more ballistic weapons. I also think it would discourage camping out the whole battle especially if the battery does not recharge if you dont move.

    I do know that this is probably highly uncanon since maybe the mechs get all their electrical power from their engines in canon but then maybe it could be a fuel problem? However adding the element of fuel would rather encourage camping so I am against that. But I think it would be interesting to see how it would affect gameplay if the element of a battery was added.
     
  7. Trevnor

    Trevnor Tokin' Canadian Staff Member Jarl SC Huscarl

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    And there's also the point that those mechanics... well they probably can't be implemented in-game. This solution of Magnus's is a easy, simple fix to get rid of completely boating designs. In order to actually change it so that you can only fire so many weapons in a turn, well he'd have to re-write the code of MegaMek, so far as I know. Other than that, it's using the honor system, to expect your players to do that.
     
  8. Hunter Gamma

    Hunter Gamma Well Liked Viking

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    Hrmm... guess I've got to rethink my Hunchie. Some Mlazors with Gauss and mandatory BBQ flamer maybe...
     
  9. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    In a perfect world, that would be ideal, but in practice, it would be too hard to regulate effectively. What happened when someone fired too many weapons and the defending player is rightly upset over it? Nah.. that would just open up way too many problems and bog down an already relatively slow game.

    I also thought about tying it to the number of heat sinks you have instead instead, but that brings us back to the same problem that medium lasers are just too damn efficient for their own good.

    First off... yes, it would nerf all energy based assault mechs. But that is because (like I said in the original post) medium lasers are OP as fuck. Assault mechs can fit way more firepower than smaller mechs so, naturally, they are going to be hit the hardest. But you are overestimating the amount assault mechs will be nerfed by this change. As in the example of the zeus, the difference is 2 medium lasers (actually, it is ONE, but I will get to that in a minute). Let me remind you that the whole point of this is to discourage medium and small laser boating. If you want to take a 100 ton mech with a 300 rated engine and 3 ER PPCs (good luck fitting 4), have at it!... you can still do that. Just know that you can't then also fill the rest with medium lasers.

    The lore aspect I am really not overly concerned with right now. The simple fact of the matter is that medium and small lasers are broken as shit and need fixing... and I don't want to play the "5 is okay but 6 is too many" game anymore. We can find some "lore" explaination for it after we get the damn things fixed. Honestly, if you give it a fair chance, you will find you really won't have to alter your designs all that much. If you rely heavily on energy designs then I think a better question to ask is why is that? If that is the case, you are indirectly proving my point. I have built roughly 80 something designs for megamek and I'm fairly certain about 90% of them are still compliant without any changes... the rest are easily fixed with very minor alterations.

    For the record, mechs that use the higher engine ratings are usually 70-95 tons; the Flashman, Battlemaster and Banshee are a good examples. They are much more energy heavy and they can use 375, 340, and 380 engines respectively (i think)... when you run the numbers, it is actually pretty leniant in their power output reqs. Also, most 100 tonners tend to be heavy on the ballistics anyway. I don't know about you, but how many 100 ton all energy mechs are there? That sounds VEEEERY munchkin to me... and don't you dare bring anything Jihad era into this. :suspicion: Also, as mentioned previously, Clans will have to be addressed separately since their damage figures are much higher.

    I actually felt kind of bad about doing this knowing you had picked one of the most notoriously OP mechs as your starter mech. It honestly wasn't directed at you though. This whole thing actually started after people gave me shit for having 7 medium lasers and an ER PPC on my mech... and that got me thinking. They were right. It just took me awhile to get all this down on paper.

    There is more to Battletech than just batteries of medium lasers. I know the change will be harder for some, but try to focus on the opportunity this presents; weapons that you probably would have never used before are now a lot more viable. The change, I believe, will make energy, missiles, and ballistics more equally attractive.

    What he said. And while I like to use the Honor System fairly liberally, there is no "Back" button in Megamek. If someone Alpha Strikes someone else when they shouldn't have (and you can bet money it will happen), we can't do shit about it besides loading a previous save... and that is assuming the save file works correctly (they don't always). PASS.
     
    Last edited: Sep 11, 2013
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  10. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    After some more testing (and talking with Val), I agree that 15 power for the Gauss Rifle is too high. 10 (same as a PPC) I think will be much more appropriate... and since Gauss Rifles are mostly used by heavier mechs anyway, this will also help allow them a little more wiggle room in power output usage. :)
     
    Last edited: Sep 10, 2013
  11. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Please note that the following is not specifically directed at belakor502... just intended as a general statement to everyone:

    I'm perfectly happy with anyone suggesting tweaks/alterations to the core mechanic of this. However, if you are strongly opposed to this idea, I need you to come up with OBJECTIVE reasons as to why it should be different. Show me MATH. Give me some data to work with. I've given you multiple examples on why it works. I need more than "I don't like it because it nerfs energy weapons" (again... that is *sorta* the point... they need it). I welcome anyone who can build a better mouse trap than me, but I need you to SHOW me how you can do it better.

    I will help get the ball rolling:

    I'm 2 over... perfect. Since I'm less than 3 PO over, I don't acquire any heat penalties. The end result doesn't change the overall theme of the mech at all. All it does is discourage the abuse of small and medium lasers... which means the Power Output mechanic is WORKING AS INTENDED! :D
     
    Last edited: Dec 3, 2013
  12. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    [​IMG]

    Mastermind Bluetavius has come up with a brilliant compromise! All of the above applies, but if you exceed the power requirement, power output related weapons only incur a negative heat quirk (already available in Megamek). In other words, now you can still take as many energy weapons as you want, but the more you exceed your Power Output the more you will incur additional heat penalties.

    More specifically, this is my favorite solution so far:

    And now for something much more blatantly exploiting medium lasers:

    *Negative Quirks gained from the Power Output mechanic cannot be removed via the Upgrades Table. These can only be removed by lowering power requirement below maximum output.

    *Interestingly enough, this solution could easily be applied to canon mechs without changing any of their loadouts.

    Finally, a very special "thank you" to Ghizmo and Cyko for their valuable input in coming up with this.
     
    Last edited: Dec 3, 2013
  13. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    List of Power Output reliant weapons (so far)
    -power requirements for all weapons are the same as their damage except where specifically noted.

    Inner Sphere Weapons
    Heavy PPC
    ER PPC
    PPC
    Light PPC
    ER Large Laser
    Large Pulse Laser
    Large Laser
    Medium Pulse Laser
    Medium Laser
    Small Pulse Laser
    Small Laser
    Flamer
    Heavy Gauss Rifle = 15 power
    Gauss Rifle = 10 power
    Light Gauss Rifle = 5 power
     
    Last edited: Jun 1, 2014
  14. Hunter Gamma

    Hunter Gamma Well Liked Viking

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    OP? Yeah, slow medium mech without JJ's that is vulnerable to sniping and more mobile mechs. Must have been why I did so "well" in it for some time.
    *sigh* Nevermind...
    I'm making Gauss, 3xMLASER + Flamer Hunchie. May work or not. Case closed.
     
  15. belakor502

    belakor502 New Guy Thrall

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    Sorry nevermind my post, I should consider what forum I am in this obviously wasnt the MWO forum. Was a bit surprised you found medium laser boating OP in context to MWO but I do think they are quite powerfull in MWO too, so I took it for possible, and answered. Now I noticed its about MegaMek which I have no Idea how it works so yeah sorry for that.
     
  16. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    well... you make a good point there (maybe just OP for 3025 mechs). and please forgive me if it sounded like i was implying anything. i'm not worried about you doing it specifically, but if left unchecked it is only a matter of time before someone makes a fully upgraded Hunchback medium laser boat. That thing would be ridiculous.

    also, you can still keep the build you have if you want. i think all you would need to do is maybe convert a few medium lasers to an SRM rack and you are golden.

    oh.. haha! yeah... isn't it funny how context can change everything? no worries. :) if you ever get the impulse to play where it all started, look us up. we are doing drops at least once a week on saturdays.... hopefully more so we can accomodate some other people who cant make saturday.
     
    Last edited: Sep 11, 2013
  17. Catch

    Catch New Guy Thrall

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    I have another proposal:

    Level 1 tech only (No cheesy DHS for you!)

    Energy weapons tend to be a lot less tonnage-efficient to boat with only Standard Heat Sinks to work with (and is why I prefer Level 1).

    That said, the Power Output restriction seems like a reasonable proposal Magnus. I'm not a fan of adding additional systems to solve what current systems should address (MWO parallels here), though PO is relatively straight forward.
     
  18. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Yeah.. I am sympathetic to the Tech 1 rules-only crowd. I definitely enjoy it myself from time to time, especially when most of the TacOps rules are active such as the autocannon bonuses and energy weapon dialing (makes things very interesting). That said, I can also understand why a lot of players prefer the expanded weapon set (Gauss Rifles are, admittedly, pretty cool).

    And you are absolutely right about the need to keep it straightforward. I knew from the start that whatever I did, it had to be easy to understand and implement. With the new refinements made recently, I think we are hitting pretty close to a solid compromise. :)
     
    Last edited: Sep 11, 2013
  19. Catch

    Catch New Guy Thrall

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    One of these days I'm going to get TacOps. Those additional rules sound like a cool way to expand the capability of existing weapons, and frankly, the limited weapon and equipment selection of Level 1 tech leads to fairly repetitive designs generally. I really wish more electronics and special munitions for autocannons and missile systems were available earlier in the timeline (or rather never went extinct).
     
  20. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Amen, brother. Yeah... repetitiveness is the only thing that keeps me from going pure Tech 1. Megamek allows for many of the TacOps rules, but sadly not all of them (I REALLY want to have punching-with-arm-weapons-and-firing in the game, but alas...). I have a pdf copy of TacOps if you want it, but much respect if you want to throw real money at the game for a hard copy. Stay tuned, though! I can't reveal anything yet, but I have something in the oven that I think you will really like. School + work has put it on the backburner though... Expect to hear more after the December holiday season is over. ;)
     
    Last edited: Sep 11, 2013