Author Topic: Killing BV2  (Read 136333 times)

TigerShark

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Re: Killing BV2
« Reply #330 on: 05 December 2011, 17:20:54 »
I've thought about it a bit, and I think a modified tonnage system is the way to go. Some units will end up better than others, and that's just the way it goes. Hell, it's the way it is now!

Funny how things come full circle. ;-)
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Re: Killing BV2
« Reply #331 on: 05 December 2011, 17:43:15 »
That was tried. Keep in mind that I basically created the new errata system used by Catalyst. I, and many others, worked for YEARS to fix BV2 - just hundreds and hundreds of man-hours went into it. At this point I believe it simply cannot be fixed and starting over is the best bet. BV2 has delayed too many products and taken up far too many resources.

I've thought about it a bit, and I think a modified tonnage system is the way to go. Some units will end up better than others, and that's just the way it goes. Hell, it's the way it is now!

I still haven't seen this modified tonnage system.  Its easy to hide the warts if there's no actual system to point out the warts on.  We have people complaining large pulse, stealth and c3 are not valued correctly now?  How's modified tonnage going to come any closer than BV?
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Re: Killing BV2
« Reply #332 on: 05 December 2011, 18:03:19 »
I still haven't seen this modified tonnage system.  Its easy to hide the warts if there's no actual system to point out the warts on.  We have people complaining large pulse, stealth and c3 are not valued correctly now?  How's modified tonnage going to come any closer than BV?

Basically, by allowing the game's existing construction rules to balance those factors, as they already do.  Stealth armor is effectively a 11.5 ton piece of equipment when one accounts for the heat generated when it is active.  C³ networks, when one accounts for the probability of opposing ECM suites, aren't really worth more than 8 tons per lance.  As for the (Clan) large pulse laser, I find that it's value is roughly in keeping with it's weight, when adjusted for Clan technology.  The Clan large pulse laser, while obnoxious, isn't all that more broken than the Clan ER Medium, Clan ER PPC, or Clan LRMs.  The problem is that the majority of other Clan weapons don't perform to the standard of those mainstays.

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Re: Killing BV2
« Reply #333 on: 05 December 2011, 18:18:55 »
So how does that apply to an actual example?
Nowhere in there was tonnage modified.  So CN9-A and Nova are same?
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Re: Killing BV2
« Reply #334 on: 05 December 2011, 18:29:15 »
At this point I believe it simply cannot be fixed and starting over is the best bet. BV2 has delayed too many products and taken up far too many resources.
I've spent hours and hours implementing BV2 in MegaMek, and there are currently no ambiguities in it. There is nothing to fix with current BV2 calculation (apart from the FSM, but that's a different thing than the calculation of each unit's BV).

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Re: Killing BV2
« Reply #335 on: 05 December 2011, 18:40:05 »
@BeeRockxs, I think they mean the values generated, not how you get the number
As for tonnage, I think the system has moved beyond the point where that can work

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Re: Killing BV2
« Reply #336 on: 05 December 2011, 18:48:28 »
I'm not seeing how Stealth Armor could remotely qualify as an 11.5 ton system, given that Double Heatsinks are extremely widespread and so many Stealth mechs are built around low heat weapons like Gauss Rifles or only mount one or two high heat long range weapons, giving them the ability to bracket fire pretty easily.
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Thatguybil

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Re: Killing BV2
« Reply #337 on: 05 December 2011, 19:00:33 »
You know, since Herb said that it's all the minute calculations that are the real problem, I wonder if just rounding everything so that the numbers were in 25 or 50 point increments would be the easiest fix?

I don't understand that statement since bv 99.99% of the time is calculated in real time by multiple different software programs.  Saying it takes to long to calculate by hand might have made sence in 1986, but it makes no sense in 2011.

I can understand saying it takes to long to determin what the bv should be for NEW equipment.

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Re: Killing BV2
« Reply #338 on: 05 December 2011, 19:06:42 »
I've spent hours and hours implementing BV2 in MegaMek, and there are currently no ambiguities in it. There is nothing to fix with current BV2 calculation (apart from the FSM, but that's a different thing than the calculation of each unit's BV).
I personally take exception to the BV value of the Dire Wolf Prime! I swear that thing will almost always destroy more than it's BV worth!  Being able to flip arms on that thing is obnoxious, and doesn't seam to be accounted for in its BV  >:D

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Re: Killing BV2
« Reply #339 on: 05 December 2011, 19:12:42 »
So how does that apply to an actual example?
Nowhere in there was tonnage modified.  So CN9-A and Nova are same?

Gods no.  I'll post my current version a little later on.

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Re: Killing BV2
« Reply #340 on: 05 December 2011, 19:15:23 »
I'm not seeing how Stealth Armor could remotely qualify as an 11.5 ton system, given that Double Heatsinks are extremely widespread and so many Stealth mechs are built around low heat weapons like Gauss Rifles or only mount one or two high heat long range weapons, giving them the ability to bracket fire pretty easily.

Trust me, as a fanatical stealth armor player, between infernoes, plasma rifles, and your own heat generating systems, +1 to hit at medium and +2 at long is worth no more than 11.5 tons.  A Gauss Rifle is a bomb for a reason.

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Re: Killing BV2
« Reply #341 on: 05 December 2011, 19:48:40 »
I don't think you can balance that sort of thing in the unit point generation stage though.  It's up to the player to decide to go with a balanced or specialised unit and accept the consequences.  Look at games like Warmachine or 40K: there's plenty of close combat units that could be slaughtered by ranged combat units of similar point values - but they'll do the same to the ranged combat unit if they get lose.  A balanced force will have something to protect the melee/short range units while they close.

That was my point actually. In the extreme example I had with LRM/SRM carriers, if we looked at the BF stats (i.e. the S/M/L/E damage brackets), we would see the imbalance, where you
wouldn't in BV2 if one was unfamiliar with the units in question. A problem I've seen many times, by newish players not getting a grasp on how different weapon systems interact. This isn't
something that is magically going to make new players competent in BattleTech overnight, but it's a quicker and simpler way than have them run the brackets in their head as they're still
trying to learn game mechanics.

As for dealing with the imbalance itself, well that's why we're here. A lot of the talk so far has been about trying to get accurate number(s) on a single unit, and not a lot on what do we do
when there is actual imbalance at the force selection stage, which I think is a problem. And also why I posed those questions up thread, as I'm of the growing opinion that throwing more
units (or tweaking piloting/gunnery skills) at a force imbalance isn't always an elegant or effective solution.


Okay, so using battleforce stats, how do you have the equivalent of "bring 4-6 units, no more than 8000 BV" for organizing a game?  I don't honestly know how BF stats work since I've never used or played, hence the question.


Well Peter Smith used the points method from actual BF play, but I wouldn't advocate it, as has been said, it's been based off of BV2. What's being messed around with is using
the actual BF gameplay stats as the force balancer.

At the very least I would use the weight class number, which is a kind of abstract modified weight system, but where a heavy 3025 'Mech could see itself against three points of Elementals,
instead of say a whole star going by unmodified tonnage. Be aware of course that the weight class concept breaks down when you look at Droppers and Warships, but that could be fixed
for those problems (i.e. small craft get size 4, small droppers go 5 to X, etc.).  Also, I'd go off of a summary of either the move, firepower, or armor to bounce off of, to handle tech and other discrepancies.

A Basic Form:

Say instead of a heavy lance sized fight in 3025 (approx. 5-6k BV), you'd go with a maximum weight class of 12, and a total firepower (adding up the ranged brackets) of no more than 32.
To clarify a bit on the weight class a bit, each 'Mech weight class is equivalent to one (i.e. lights are class 1 along with PBI's and BA, mediums 2, etc.).

A little more Advanced Form:

Keep the weight class of 12, but let's do a simple composite of guns/armor/speed by adding up the brackets, say I want to take 4 -6R Warhammers as a baseline:
4 move + 8 total firepower + 11 armor and structure x 4 Warhammers = 92 total stat points. So weight class 12, 92 maximum stat points.

We can get even more involved from there, but that's the gist of it.
« Last Edit: 05 December 2011, 20:15:30 by Blackjack Jones »

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Re: Killing BV2
« Reply #342 on: 05 December 2011, 19:53:56 »
I don't understand that statement since bv 99.99% of the time is calculated in real time by multiple different software programs.  Saying it takes to long to calculate by hand might have made sence in 1986, but it makes no sense in 2011.

I can understand saying it takes to long to determin what the bv should be for NEW equipment.

All those different programs have to be, you know, programmed.  And you've got to make sure that they're all providing the same answer, which not all of them do.  And when you get two numbers that don't agree with each other, you've got to figure out which one has the problem.  When TRO 3050 Upgrade was being produced, there weren't any programs available that could calculate BV 2.  When TRO 3075 was produced, there weren't any that could calculate it for ASFs, Protomechs, Industrialmechs, or Battle Armor.  Catalyst employees had to do all that by hand, according to Herb, Randall, and various other people who work there.

Catalyst does actually strive to be accurate with their numbers, which means that simply running them once and calling it good isn't sufficient.  By Herb's own admission there were numerous products that got multiple month delays simply due to the amount of time it took to get Battle Values calculated correctly.

Trust me, as a fanatical stealth armor player, between infernoes, plasma rifles, and your own heat generating systems, +1 to hit at medium and +2 at long is worth no more than 11.5 tons.  A Gauss Rifle is a bomb for a reason.

My point was that few mechs spend that much tonnage for Stealth Armor.  Generally it seems to only require about 6 tons to make it work.  And how much is 1 ton worth, anyway?

Also, as a fanatical user of Gauss Rifles, I can say with absolute certainty that any time I'm fielding a Gauss mech the likelihood of my opponent's COD being listed as "shot with a Gauss Rifle" is much greater than my COD being "Gauss explosion."
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Dread Moores

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Re: Killing BV2
« Reply #343 on: 05 December 2011, 20:11:08 »
I don't understand that statement since bv 99.99% of the time is calculated in real time by multiple different software programs.  Saying it takes to long to calculate by hand might have made sence in 1986, but it makes no sense in 2011.

Except there aren't current, up to date programs that handle BV calculations for WarShips. Or aerospace fighters. Or battle armor. Or conventional infantry. Or DropShips. Additionally, I think a lot of the issues with BV is the overall complexity of the system. Take a look through the errata/ask the developer forums sometimes and see how many questions deal with a specific interpretation of the BV rules. Each of those potential grey areas only slows down the process more.

Thatguybil

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Re: Killing BV2
« Reply #344 on: 05 December 2011, 20:24:32 »
Except there aren't current, up to date programs that handle BV calculations for WarShips. Or aerospace fighters. Or battle armor. Or conventional infantry. Or DropShips. Additionally, I think a lot of the issues with BV is the overall complexity of the system. Take a look through the errata/ask the developer forums sometimes and see how many questions deal with a specific interpretation of the BV rules. Each of those potential grey areas only slows down the process more.

So perhapse....  They, CGL, should develope one in house.   Spend 200 man hrs once to develope the software.  You are then good to go and spend minimal time going forward.  Codify the rules as a mathematical algorithm and then there are zero grey areas.


monbvol

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Re: Killing BV2
« Reply #345 on: 05 December 2011, 20:35:55 »
For Jim1701 yes I meant the actual stats not the values of BattleForce.  The whole shows at least weight class, durability, movement rate, firepower at rough ranges, and includes little letter codes for special abilities.

Except there aren't current, up to date programs that handle BV calculations for WarShips. Or aerospace fighters. Or battle armor. Or conventional infantry. Or DropShips. Additionally, I think a lot of the issues with BV is the overall complexity of the system. Take a look through the errata/ask the developer forums sometimes and see how many questions deal with a specific interpretation of the BV rules. Each of those potential grey areas only slows down the process more.

Despite the patches that update Heavy Metal to BV2.0 legally speaking there could be too much liability in using the software programs to generate the values as well.

So perhapse....  They, CGL, should develope one in house.   Spend 200 man hrs once to develope the software.  You are then good to go and spend minimal time going forward.  Codify the rules as a mathematical algorithm and then there are zero grey areas.

If this were an acceptable approach I'm reasonably sure that it would have been taken by Catalyst a long time ago and we'd probably still have just as much complaining how the values don't always mean what they say.  Keep in mind there are not just technical hurdles to overcome but legal ones as well.  From my understanding of the current agreements even something as simple as a BV2.0 calculator has to be approved by Tinker&Smith, not Catalyst or Topps.

TigerShark

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Re: Killing BV2
« Reply #346 on: 05 December 2011, 20:45:54 »
I don't understand that statement since bv 99.99% of the time is calculated in real time by multiple different software programs.  Saying it takes to long to calculate by hand might have made sence in 1986, but it makes no sense in 2011.

I can understand saying it takes to long to determin what the bv should be for NEW equipment.

The new equipment uses a basic formula as Herb had said earlier, just as the Standard tech level equipment does. The only difference is its availability. However, I believe the formula itself to be flawed.

Take the AC/5 and Light PPC, for example. Both have very similar profiles, but one requires 9 BV of ammunition, while the other can be used under all conditions. AC/5 is affected by wind conditions and gravity (under TacOps rules), where Light PPC is not.  If we're going purely by Total Warfare rules, it still has a disadvantage; it's 9 tons (with ammo) vs. 3 tons for the Light PPC. Regardless of the fact that it only causes 1 heat, a Light PPC + the necessary heat sinks (4 SHS, 2 DHS) would still put its total cost at 5 tons or 7 tons, depending on which type you use. It also has no explosion capabilities or need to install CASE.

In the end, the Light PPC is vastly superior to the AC/5 in performance yet is only 9 BV less (again, including ammo) than the Light PPC. To say this is a disservice to the Auto Cannon is an understatement. This same scenario repeats itself across the board, even in Total Warfare equipment. The Medium Pulse is only 2 BV less than the Medium Laser, despite doing more damage and giving a -2 TN mod for its Short bracket.

"But it's 3 hexes shorter in range!" That's the usual argument against the weapon I hear. But tell that to a Venom, Wraith, Nightsky or Sagittaire. These are extremely useful designs whose BV in no way reflects their actual damage potential on the battlefield. A NGS-4S, for example, is just shy of 20 BV more than a WVR-6R, yet will mop the floor with that 'Mech 9 times out of 10. The next logical argument I hear is about "tech level" being different. Should a numerical "value" accommodate such limitations? Or does BV only work within a single tech level? Either way, it has failed in its purpose, even for TW rules.
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Re: Killing BV2
« Reply #347 on: 05 December 2011, 21:00:01 »
So perhapse....  They, CGL, should develope one in house.   Spend 200 man hrs once to develope the software.  You are then good to go and spend minimal time going forward.  Codify the rules as a mathematical algorithm and then there are zero grey areas.

It's been tried several times behind the scenes, but they never worked out right and only dragged man-hours away from actually creating new products.
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Re: Killing BV2
« Reply #348 on: 05 December 2011, 21:27:49 »
The new equipment uses a basic formula as Herb had said earlier, just as the Standard tech level equipment does. The only difference is its availability. However, I believe the formula itself to be flawed.

Take the AC/5 and Light PPC, for example. Both have very similar profiles, but one requires 9 BV of ammunition, while the other can be used under all conditions. AC/5 is affected by wind conditions and gravity (under TacOps rules), where Light PPC is not.  If we're going purely by Total Warfare rules, it still has a disadvantage; it's 9 tons (with ammo) vs. 3 tons for the Light PPC. Regardless of the fact that it only causes 1 heat, a Light PPC + the necessary heat sinks (4 SHS, 2 DHS) would still put its total cost at 5 tons or 7 tons, depending on which type you use. It also has no explosion capabilities or need to install CASE.

In the end, the Light PPC is vastly superior to the AC/5 in performance yet is only 9 BV less (again, including ammo) than the Light PPC. To say this is a disservice to the Auto Cannon is an understatement. This same scenario repeats itself across the board, even in Total Warfare equipment. The Medium Pulse is only 2 BV less than the Medium Laser, despite doing more damage and giving a -2 TN mod for its Short bracket.

"But it's 3 hexes shorter in range!" That's the usual argument against the weapon I hear. But tell that to a Venom, Wraith, Nightsky or Sagittaire. These are extremely useful designs whose BV in no way reflects their actual damage potential on the battlefield. A NGS-4S, for example, is just shy of 20 BV more than a WVR-6R, yet will mop the floor with that 'Mech 9 times out of 10. The next logical argument I hear is about "tech level" being different. Should a numerical "value" accommodate such limitations? Or does BV only work within a single tech level? Either way, it has failed in its purpose, even for TW rules.

The system *shouldn't* take tonnage into account.  Because the unit with the AC5 is also going to be able to mount less gear, it will make the unit as a whole cheaper.

monbvol

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Re: Killing BV2
« Reply #349 on: 05 December 2011, 21:33:40 »
Well I believe even in the era of the single heatsink as the only heat dissipation option all the autocannons are at least two tons and one crit too big but that isn't BV2.0's fault and an entirely different discussion.

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Re: Killing BV2
« Reply #350 on: 05 December 2011, 21:48:02 »
Well I believe even in the era of the single heatsink as the only heat dissipation option all the autocannons are at least two tons and one crit too big but that isn't BV2.0's fault and an entirely different discussion.

.....so the AC/2 needs to be o-crit equipment. good to know.  :D
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Re: Killing BV2
« Reply #351 on: 05 December 2011, 23:07:27 »
"But it's 3 hexes shorter in range!" That's the usual argument against the weapon I hear. But tell that to a Venom, Wraith, Nightsky or Sagittaire. These are extremely useful designs whose BV in no way reflects their actual damage potential on the battlefield. A NGS-4S, for example, is just shy of 20 BV more than a WVR-6R, yet will mop the floor with that 'Mech 9 times out of 10. The next logical argument I hear is about "tech level" being different. Should a numerical "value" accommodate such limitations? Or does BV only work within a single tech level? Either way, it has failed in its purpose, even for TW rules.

One problem here is the assumption that one on one fights determine how effective a mech is.  I realize I used the same type of example previously in this thread, but it's not something that's going to be accurate with any unit.  Many units, especially Inner Sphere machines that rely on LRMs as their main armament, do extremely poorly when fighting by themselves.  So they can seem particularly weak compared to other possible choices.  But put them into a group and they can be dramatically more effective than the duelist, especially if they can take advantage of things like C3 or spotters for indirect fire.  Using the Nightsky/Wolverine comparison above, the Wolverine is going to be a bit more effective against vehicles, especially if it uses Inferno missiles.  It's also a much tougher machine, packing a standard engine and a medium laser in the head, meaning that it can last longer in a fight than the XL engined Nightsky can, barring ammo explosions, of course.

There's just too many ways to use different units, any method of comparison that only looks at one possible situation and makes all judgements based on that specific situation is going to be wildly inaccurate.
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monbvol

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Re: Killing BV2
« Reply #352 on: 05 December 2011, 23:13:01 »
Well obviously there has to be a minimum of 1 crit.  :P

But that aside I do understand why people want a single number.  It makes it much easier to have a pickup game and makes official events more workable.

One problem here is the assumption that one on one fights determine how effective a mech is.  I realize I used the same type of example previously in this thread, but it's not something that's going to be accurate with any unit.  Many units, especially Inner Sphere machines that rely on LRMs as their main armament, do extremely poorly when fighting by themselves.  So they can seem particularly weak compared to other possible choices.  But put them into a group and they can be dramatically more effective than the duelist, especially if they can take advantage of things like C3 or spotters for indirect fire.  Using the Nightsky/Wolverine comparison above, the Wolverine is going to be a bit more effective against vehicles, especially if it uses Inferno missiles.  It's also a much tougher machine, packing a standard engine and a medium laser in the head, meaning that it can last longer in a fight than the XL engined Nightsky can, barring ammo explosions, of course.

There's just too many ways to use different units, any method of comparison that only looks at one possible situation and makes all judgements based on that specific situation is going to be wildly inaccurate.

I rather agree but to offer my own food for thought I find in practice rather than theory for the Inner Sphere while I din't entirely dislike the Medium Pulse Laser I often find myself better served by the greater range brackets of the standard and Extended Range models.

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Re: Killing BV2
« Reply #353 on: 05 December 2011, 23:18:37 »
The new equipment uses a basic formula as Herb had said earlier, just as the Standard tech level equipment does. The only difference is its availability. However, I believe the formula itself to be flawed.

The basic idea of the formula is fine, some of the underlying assumptions simply need to be tweaked.

Take the AC/5 and Light PPC, for example. Both have very similar profiles, but one requires 9 BV of ammunition, while the other can be used under all conditions. AC/5 is affected by wind conditions and gravity (under TacOps rules), where Light PPC is not.  If we're going purely by Total Warfare rules, it still has a disadvantage; it's 9 tons (with ammo) vs. 3 tons for the Light PPC. Regardless of the fact that it only causes 1 heat, a Light PPC + the necessary heat sinks (4 SHS, 2 DHS) would still put its total cost at 5 tons or 7 tons, depending on which type you use. It also has no explosion capabilities or need to install CASE.

Scenario: you have a Scorpion tank and a spare Light PPC. Swap the AC/5 with the L-PPC, tell me how much tonnage you're going to need now.

In the end, the Light PPC is vastly superior to the AC/5 in performance yet is only 9 BV less (again, including ammo) than the Light PPC. To say this is a disservice to the Auto Cannon is an understatement.

In one scenario, yes. In another the autocannon comes out ahead. If you're going to get into a discussion about weapon systems in a Battle Value conversation you're going to have to take all approaches into account.

This same scenario repeats itself across the board, even in Total Warfare equipment. The Medium Pulse is only 2 BV less than the Medium Laser, despite doing more damage and giving a -2 TN mod for its Short bracket.

The Medium Pulse Laser is also, under TW rules, incapable of striking a target past the Medium Laser's Medium Range bracket.

"But it's 3 hexes shorter in range!" That's the usual argument against the weapon I hear. But tell that to a Venom, Wraith, Nightsky or Sagittaire.

Your first two 'Mechs are light enough that a solid hit is going to do serious damage, and a Sagittaire is a unit begging to be smacked around from range. The last time I killed one I used a Locust IIC with an ER Large Laser. Danced at range the entire time, basically fought it outside of its comfort zone. In the end this proves...?

These are extremely useful designs whose BV in no way reflects their actual damage potential on the battlefield.

Actually...it does.

A NGS-4S, for example, is just shy of 20 BV more than a WVR-6R, yet will mop the floor with that 'Mech 9 times out of 10.

This assumes the players skills are matched. Not always the case, and that's not something you can quantify. Which leads me to the following:

The more I see you post, the less I feel you understand what Battle Value actually is. It's an artifical value that eliminates all aspects of a battle that cannot be quantified. Player skill? Doesn't apply. Terrain? Nope. Luck? Partially, and not in a manner that I find acceptable. If you played a match on a featureless surface with two identical players then you would have something approaching what BV is. It's also not an end point, it's a place to start. If all you're going to do is set a target BV and target number of units and play, you're probably going to get frustrated with the system. But if you're going to make adjustments to your forces based on additional information you know after you set your values then you're going to start seeing the strength of the system.
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Re: Killing BV2
« Reply #354 on: 05 December 2011, 23:33:39 »

But if you're going to make adjustments to your forces based on additional information you know after you set your values then you're going to start seeing the strength of the system.

Ehh.. no reply.
« Last Edit: 05 December 2011, 23:47:48 by TigerShark »
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acemarke

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Re: Killing BV2
« Reply #355 on: 06 December 2011, 01:07:52 »
I don't entirely get all the hate for BV2.  Yeah, some of the numbers should probably be adjusted, and in Herb's case I can understand that trying to calculate BV for experimental mechs has become a real problem.  But, as a mechanism for balancing two opposing forces, it does a decent job.  Kinda brings to mind the quote about "worst X, except all others".  It certainly beats the existing options of tonnage or cost.

If Herb and company can come up with a simpler method for balancing forces that works at least 90% as well as BV2 does, great - I look forward to seeing the new system.  Until then, BV2 is here, and it (mostly) works.

monbvol

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Re: Killing BV2
« Reply #356 on: 06 December 2011, 01:14:34 »
According to Megameklab the Scorpion replacing it's AC-5 with a Light PPC actually gains 1.2 to devote to something else.

Give me a tick to do it by hand because I don't trust it is handling the engine/power amplifier stuff correctly.

Okay I figured out why I was screwing up my hand calculations.  I forgot to reduce the turret weight because there is now only a 3 ton weapon instead of an 8 ton weapon there.  So for the AC-5, 1 ton of ammo, plus turret mechanism totaling 10 tons replaced with Light PPC, 5 heat sinks, power converters, and turret mechanism totals 8.8 tons so yup Megameklab's result of 1.2 tons to toss at something else is correct.  So why is the AC-5 supposed to be better in this situation again?

That said though maybe the balance of the equipment is more at the crux of the matter than any of us suspect.  After all if a weapon is clearly inferior to another it should have a lower rating than the better weapon.  I myself find the difference between a Light PPC and an AC-5 with one ton of ammo to not be big enough for the disparity in the performance of the two.

I don't entirely get all the hate for BV2.  Yeah, some of the numbers should probably be adjusted, and in Herb's case I can understand that trying to calculate BV for experimental mechs has become a real problem.  But, as a mechanism for balancing two opposing forces, it does a decent job.  Kinda brings to mind the quote about "worst X, except all others".  It certainly beats the existing options of tonnage or cost.

If Herb and company can come up with a simpler method for balancing forces that works at least 90% as well as BV2 does, great - I look forward to seeing the new system.  Until then, BV2 is here, and it (mostly) works.

BV2.0 actually works reasonably well for fights involving the same types of units, even in number, at least close in tonnage, and at least close in technology.  Any of those change though and it does start breaking down.
« Last Edit: 06 December 2011, 01:32:55 by monbvol »

willydstyle

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Re: Killing BV2
« Reply #357 on: 06 December 2011, 01:22:23 »
Dicounting tonnage (because BV is about balancing total capabilities, not weight efficiency), the AC5 performs better than the light PPC because it is more heat efficient, but has the downside of explosive ammo.

iamfanboy

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Re: Killing BV2
« Reply #358 on: 06 December 2011, 03:07:47 »
Scenario: you have a Scorpion tank and a spare Light PPC. Swap the AC/5 with the L-PPC, tell me how much tonnage you're going to need now.
He already said that - 8 tons (8.5 with a power amp, 9 for being mounted in a turret), versus the 10 tons that the AC/5 + ammo + turret occupies in a standard Scorpion. I think the LPPC Scorpion wins, especially when you take into account ammo reliance...

But that's comparing one of the better weapons available to one hands-down the worst, just barely above OS launchers.


But I agree with the rest of your post.

 

Goose

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Re: Killing BV2
« Reply #359 on: 06 December 2011, 03:35:46 »
If Herb and company can come up with a simpler method for balancing forces that works at least 90% as well as BV2 does, great - I look forward to seeing the new system.  Until then, BV2 is here, and it (mostly) works.
[thinks there will be 15~20% moar carping, seeing the current reception for ballpark figures as is]
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