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On Removing Group Fire


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#1 AndyHill

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Posted 12 July 2013 - 09:05 AM

The motivation for this post is to explain my thoughts a bit and, although it's going to be a fair bit of trouble and I don't expect it to affect anything anymore really, I think I owe it to the thoughtful people who have in vain discussed different options for improving the gameplay and especially those who bothered to read and even comment on my own ideas.

This is especially frustrating time, because all of our efforts seem to be doing no good and bad, desperate "fixes" to the issue are getting implemented despite heavy resistance and good reasons given by the community. In fact, I only decided to go forward with this since Garth's response to a similar thread made me think at least someone might actually read and even care about our vews and suggestions, so kudos to you if you're reading this. So, if you're one of the interested, this is me explaining my views a bit.

In the following I will go through a few points and ideas, focusing on gameplay design. I will mention things like canonity, realism and history, but the main point in this post as in my mind in general is always the gameplay and any feature's effect on it.

Part 1: Why is pinpoint alpha strike such an issue.
Spoiler


Part 2: How about other options to counter high damage pinpoint alphas?
Spoiler


Part 3: How would the game change if group fire was removed?

Spoiler


TLDR; Yeah, it probably was.

Edited by AndyHill, 14 July 2013 - 02:26 PM.


#2 FupDup

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Posted 12 July 2013 - 09:11 AM

As long as certain weapons that already spread out damage like SRMs, AC/2s, and lasers don't have to apply to this I'd be alright with testing it out.

Otherwise, the holy trinity of PPC, Gauss, and AC/20 would still be better due to only having one spreading mechanic to deal with (chain fire) whereas those weapons in the first sentence would now have two or more spread mechanics (rapid fire, beam duration, and/or buckshot cone).

Edited by FupDup, 12 July 2013 - 09:12 AM.


#3 General Taskeen

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Posted 12 July 2013 - 09:21 AM

Everyone remembers the original concept videos right?



In the original concept it seems the targeting computer was envisioned to be very complex and simulation-like, where it took a little time for it to acquire a perfect hit on the location you wanted it to hit. For instance, the pilot is aiming at the cockpit of the Atlas at one point, but the PPC goes a little wide as it did not lock properly and hit the shoulder of the Atlas. The Atlas is also shooting that rapid AC/20 with shells all over the Warhammer. That's what 'simulation' Mech Warrior looks like. So we can either have something like that or straight FPS.

I imagine if I was playing something like that in MWO it would still be pretty fun. And imagine the fun PGI could have by making something like C3 equipment then helping the targeting computer acquire solutions better, or pilot upgrade skill trees, etc.

Edited by General Taskeen, 12 July 2013 - 09:26 AM.


#4 AndyHill

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Posted 12 July 2013 - 09:27 AM

View PostFupDup, on 12 July 2013 - 09:11 AM, said:

As long as certain weapons that already spread out damage like SRMs, AC/2s, and lasers don't have to apply to this I'd be alright with testing it out.

Otherwise, the holy trinity of PPC, Gauss, and AC/20 would still be better due to only having one spreading mechanic to deal with (chain fire) whereas those weapons in the first sentence would now have two or more spread mechanics (rapid fire, beam duration, and/or buckshot cone).


Due to designs such as Splatcat I'd be very careful about allowing group fire of SRMs. Missile mechanisms (especially streak) could be reconsidered to make them more playable, but without group fire I think it would be possible to make the missiles useful by adjusting their damage, spread etc. Currently the problem with balancing SRMs is the Splatcat, which is borderline OP with other SRM users, who can field much fewer of them, suffering the consequences. I don't believe you even can balance single something against a whole boatload of alpha fired something without either being useless or OP.

Edit: Also I think lasers and other weapons should be banned from group firing. Lasers for example only spread if the opponent is maneuvering aggressively - and that usually only happens in the case he is directly engaging or evading you. If they spread damage too much, they can be buffed. Note that I think AC weapons and PPCs etc. should also spread damage one way or the other. AC/2 is basically a question of wether or not we want to make all weapons useful. It's crab on the tabletop, but if we don't want it to be that in MWO, we can give it some buffs. I don't know if for example an AC/3 with similar other stats would be that bad?

Edited by AndyHill, 12 July 2013 - 09:32 AM.


#5 MustrumRidcully

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Posted 12 July 2013 - 09:36 AM

View PostFupDup, on 12 July 2013 - 09:11 AM, said:

As long as certain weapons that already spread out damage like SRMs, AC/2s, and lasers don't have to apply to this I'd be alright with testing it out.

Otherwise, the holy trinity of PPC, Gauss, and AC/20 would still be better due to only having one spreading mechanic to deal with (chain fire) whereas those weapons in the first sentence would now have two or more spread mechanics (rapid fire, beam duration, and/or buckshot cone).

I think as a stop gap measure, it would be quite sufficient to limit non-group fire / server enforced group fire to:
PPC
Gauss
AC/20
AC/10

These are the only weapons that can effectively deliver lots of damage to one point when boated. Other weapons fire too fast, deal too little damage per shot, spread their damage due to missile spread or beam durations, or are too heavy, to be relevant on this front.
I think a delay of 0.5 seconds would be more than enough for this purpose. (It might even be too much for the lighter weapons).


If I were to make a bigger thing out of the whole deal...
1) Every weapon has a an individual Global Cooldown Value.
2) When you fire a weapon, every weapon goes on this Global Cooldown.
3) GCDs are based on a damage burst output limitation. E.g. no amount of boated weapons should deal more than n damage in t time. I would probably use 20 damage, and 0.5 seconds.
We would get GCD Values around approximately:
AC/20 and Gauss: 0.5 seconds
PPC, ER PPC, AC/10: 0.25 seconds
AC/5, Ultra AC/5: 0.125 seconds
AC/2: 0.05 seconds
SRMs, LRMs, LBX could probably work with something in the 0.05 second range or lower, if any. (Even though they spread, some proecjtiles wil still hit the same location. For LRMs, however, the delay is mostly irrelevant, since they home and follow their own flight pattern anyway.)
Lasers: Since lasers deal their damage over a beam duration, the math for this is more complicated, but I guess the value will be also in the 0.05 second or lower area. (So a HBK-4P with 8 MLs would spread out the firing of his lasers over 0.4 seconds, making his total beam time 0.4 seconds longer than it's now... Which is still 0.1 seconds lower than the current heat penalty would force on them, without a chance for the player to accidentally screw this up because you can't set up weapon groups to actually chain-fire 4-groups of MLs.)

I might however also look into overall weapon cooldowns and increase them, so that there is still some time to "not shoot" and torso twist. I would also try to help non-boaters in other manners:

Standardization of recycle rate (recycle rate = cooldown + beam duration, if any):
Very Short (0.75 seconds) (AC2, MG)
Short (1.5 seconds), (Small Pulse Laser, AC/5, Ultra AC/5)
Medium (3 seconds), (Small Laser, Medium and Large Pulse Lasers, AC/10, SRMs)
Very Long (6 seconds) (Medium and Large Laser, ER Large Laser, AC/20, PPCs, Gauss, LRMs)
This way, you can have firing rotations like:
Very Short, Short, Medium, Long, Very Short, Very Short + Short, Short, Very Short + Short + Medium, Very Short, Very Short + Short

Standardization of Projectile Speed.
This is important for Auto-Cannon users. Currently mixing auto-cannons makes things difficult.
Very Slow: LRM
Slow: SRM, SSRM
Medium: AC/20, Gauss, AC/5, LBX-10
Fast: PPC, ER PPC, AC/2, AC/10, Ultra AC/5

Edited by MustrumRidcully, 12 July 2013 - 09:38 AM.


#6 Unbound Inferno

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Posted 12 July 2013 - 09:44 AM

Good argument.

I have been against the removal of Group Fire on the idea it gave MW:O something unique, but I suppose if you did awya with that completely it could solve a good deal.


While playing Star Wars: The Old Republic they use a global cooldown system. You only do one action at a time, with a few select that ignores is if certain requirements are met. I would wonder if we restricted it to that how ell would it do?

LRMs and Streaks would need overhauls to work however as the current tracking and AMS systems would decimate any practical use of it.

#7 AndyHill

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Posted 12 July 2013 - 10:06 AM

I have personally played quite a bit of LLAS 54 Stalker and I don't agree with lasers spreading damage very much, at least on relatively slow moving targets. If you catch such a target unawares or engaging someone else, you're almost guaranteed to do horrendous amounts of pinpoint damage before he even has a chance to react. Even if the opponent is evading your shots, with a bit of wrist and finger coordination you can still usually land a lot of damage to where you want it to go. Lasers have just one second of time on target to deliver full damage and although that is not as instant as a PPC, it's still pretty quick especially if the end result is 54 points of damage delivered to one location.

Edited by AndyHill, 12 July 2013 - 10:06 AM.


#8 AndyHill

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Posted 12 July 2013 - 10:11 AM

View PostUnbound Inferno, on 12 July 2013 - 09:44 AM, said:


I have been against the removal of Group Fire on the idea it gave MW:O something unique.



That is actually a very interesting point. Now that I think of it, the ability to group fire is pretty rare in FPS-style games outside of the MW series. Just as a thought experiment, what would happen if you could group fire for example four weapons simultaneously without extra hit penalties in CoD or BF, what kind of loadouts would you see? Would people start boating weapons or take a variety of guns and fire them individually? I'm beginning to wonder just how rare group fire is and how destructive it actually would be to a number of different game designs.

#9 Unbound Inferno

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Posted 12 July 2013 - 10:33 AM

Its like dual-wielding weapons. Its just mechs load alot of weapons at once.

And that's been the alure of it all. But PGI can't balance it.


The insistence of the requirement of pinpoint accuracy with the ability to line up so many weapons at the same time is leading to too much damage for the segmented armor system we have. They do not match with one another since the original balance was an inaccurate system in Battletech.


I would love to see MW;O use Group Fire like this, but the more I look at it the less it seems they can do it.

#10 Unbound Inferno

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Posted 12 July 2013 - 10:39 AM

Also, Group Fire is rare in the aspect of most games.

The only ones I know of that use it well play with larger vessels like Battleships or Spaceships.

The application on Mechs brings it closer to FPS, but that balancing act is far harder on this scale.

#11 Hotthedd

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Posted 12 July 2013 - 10:42 AM

OP,

I am very sorry but I can only give your post one "like".

I think I may go create 1000 alt accounts for the express purpose of coming back here solely to "like" your post.

#12 jakucha

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Posted 12 July 2013 - 10:49 AM

View PostGeneral Taskeen, on 12 July 2013 - 09:21 AM, said:

Everyone remembers the original concept videos right?



In the original concept it seems the targeting computer was envisioned to be very complex and simulation-like, where it took a little time for it to acquire a perfect hit on the location you wanted it to hit. For instance, the pilot is aiming at the cockpit of the Atlas at one point, but the PPC goes a little wide as it did not lock properly and hit the shoulder of the Atlas. The Atlas is also shooting that rapid AC/20 with shells all over the Warhammer. That's what 'simulation' Mech Warrior looks like. So we can either have something like that or straight FPS.

I imagine if I was playing something like that in MWO it would still be pretty fun. And imagine the fun PGI could have by making something like C3 equipment then helping the targeting computer acquire solutions better, or pilot upgrade skill trees, etc.



PGI pitched the game in a much more sim-like fashion to various publishers, but no one bought it.

It would appear the only reason a Mechwarrior game is out right now is because a publisher finally decided it would be profitable, but in f2p form. Which means there have to be compromises here and there. Which is also the idea behind possibly adding optional 3pv, to expand the potential market. I accept and understand this.

I'd rather the game be as sim-like as possible, but unfortunately with the publisher being in the way of kickstartering it, (a Mechwarrior game would explode in a good way on Kickstarter) which would negate a publisher breathing down their neck, who can cut off funding if they make a decision they don't agree with, we probably won't get a total sim Mechwarrior for a while (not that anyone has ever actually made one though).

Edited by jakucha, 12 July 2013 - 11:03 AM.


#13 Gallowglas

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Posted 12 July 2013 - 10:53 AM

How would you ever bind enough keys to effectively play something like a Stalker, which has a large number of weapons? Having 10 keys that each fire a separate weapon seems like it would be really frustrating gameplay.

#14 Angel of Annihilation

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Posted 12 July 2013 - 11:17 AM

I have to admit I would have loved to play MW5 but Mechwarrior Online was never MW5 or even the same concept. In fact I got the distinct impression MW5 was suppose to be a single player game like the other titles. I mean maybe it would have multipler support but not be a presistant MMO.

Additionaly the graphics and distructable environments would bring the game to its knees in any MMO setting. Still I would have loved to see that version of the game come out, in fact maybe it will sometime in the future.

Note: The reason the warhammer is missing is not convergence but rather because he is getting hit and it is knocking him aim askew.

#15 Unbound Inferno

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Posted 12 July 2013 - 11:18 AM

View PostGallowglas, on 12 July 2013 - 10:53 AM, said:

How would you ever bind enough keys to effectively play something like a Stalker, which has a large number of weapons? Having 10 keys that each fire a separate weapon seems like it would be really frustrating gameplay.

There has been an idea that doesn't eliminate weapon groupings, just the firing of it.

Forced chain-fire basically.

#16 AntiCitizenJuan

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Posted 12 July 2013 - 11:19 AM

View PostGeneral Taskeen, on 12 July 2013 - 09:21 AM, said:

Everyone remembers the original concept videos right?



In the original concept it seems the targeting computer was envisioned to be very complex and simulation-like, where it took a little time for it to acquire a perfect hit on the location you wanted it to hit. For instance, the pilot is aiming at the cockpit of the Atlas at one point, but the PPC goes a little wide as it did not lock properly and hit the shoulder of the Atlas. The Atlas is also shooting that rapid AC/20 with shells all over the Warhammer. That's what 'simulation' Mech Warrior looks like. So we can either have something like that or straight FPS.

I imagine if I was playing something like that in MWO it would still be pretty fun. And imagine the fun PGI could have by making something like C3 equipment then helping the targeting computer acquire solutions better, or pilot upgrade skill trees, etc.


They need to go for the game being more like the concept trailer.

#17 jakucha

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Posted 12 July 2013 - 11:24 AM

View PostViktor Drake, on 12 July 2013 - 11:17 AM, said:

I have to admit I would have loved to play MW5 but Mechwarrior Online was never MW5 or even the same concept. In fact I got the distinct impression MW5 was suppose to be a single player game like the other titles. I mean maybe it would have multipler support but not be a presistant MMO.

Additionaly the graphics and distructable environments would bring the game to its knees in any MMO setting. Still I would have loved to see that version of the game come out, in fact maybe it will sometime in the future.

Note: The reason the warhammer is missing is not convergence but rather because he is getting hit and it is knocking him aim askew.



I believe PGI bought the license to Mechwarrior (which Weissman had bought from Microsoft previously) so I think this means in the future they can pop it up on Kickstarter or otherwise make a full on sim/singleplayer if they get the money to do it. Now that I think about it, Kickstarter wasn't even around when they were making deals to start work on a new Mechwarrior game, and so crowdfunding wasn't really around or an option back then.

Edited by jakucha, 12 July 2013 - 11:31 AM.


#18 Gallowglas

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Posted 12 July 2013 - 11:37 AM

View PostUnbound Inferno, on 12 July 2013 - 11:18 AM, said:

There has been an idea that doesn't eliminate weapon groupings, just the firing of it.

Forced chain-fire basically.


So you wouldn't ever have a choice as to what weapon you could fire? I'm not trying to be obstinate, but I don't think this sounds like compelling gameplay. If I have a Jenner running across my field of fire, I want to be able to choose what weapon I fire, not be stuck with whatever is next in line.

Edited by Gallowglas, 12 July 2013 - 11:37 AM.


#19 Koniving

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Posted 12 July 2013 - 11:54 AM

View PostGeneral Taskeen, on 12 July 2013 - 09:21 AM, said:

Everyone remembers the original concept videos right?



In the original concept it seems the targeting computer was envisioned to be very complex and simulation-like, where it took a little time for it to acquire a perfect hit on the location you wanted it to hit. For instance, the pilot is aiming at the cockpit of the Atlas at one point, but the PPC goes a little wide as it did not lock properly and hit the shoulder of the Atlas. The Atlas is also shooting that rapid AC/20 with shells all over the Warhammer. That's what 'simulation' Mech Warrior looks like. So we can either have something like that or straight FPS.

I imagine if I was playing something like that in MWO it would still be pretty fun. And imagine the fun PGI could have by making something like C3 equipment then helping the targeting computer acquire solutions better, or pilot upgrade skill trees, etc.


Part of that, which has failed to enter this game, is that when the Warhammer is being hit by the Autocannon it throws the Warhammer's aim off. Here, if you're hit the cockpit rocks slightly (while the mech rocks to the extreme) however your aim remains unchanged.

Example: Back when it was the Earthquake Simulator.


There's also recoil applied to the PPCs (and slight recoil to the Atlas's cannon).

The aim used in the video, however, aside from long delays due to heat generation and single heatsinks, is pinpoint with a large "O" rather than a "+" with a "o". But it was still pinpoint except when he fires while being hit by the kinetic force of the cannon.

-----------------

In general I believe many of MWO's issues would be fixed through a heat threshold standardization (no rising per heatsink b.s. see below) and high pinpoint damage with non-lore friendly ACs. Please open the spoilers.

Standardized Heat Threshold.
Spoiler


"Un-lore friendly ACs, what would make balanced lore friendly ones?"
Spoiler


For more, click on the second link in my signature.

-------------------------

Edit: Earthquake sim vid was missing. It's an Atlas being hammered and rocked around like mad but still having pinpoint aim in spite of it. Also added in variant test vid.

Edited by Koniving, 14 July 2013 - 09:14 AM.


#20 Hotthedd

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Posted 12 July 2013 - 11:57 AM

View PostGallowglas, on 12 July 2013 - 11:37 AM, said:



So you wouldn't ever have a choice as to what weapon you could fire? I'm not trying to be obstinate, but I don't think this sounds like compelling gameplay. If I have a Jenner running across my field of fire, I want to be able to choose what weapon I fire, not be stuck with whatever is next in line.

You have arrow keys for that.





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