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Cof/unpredictable Randomness As A Fix For High Alphas/spike Damage? Who Needs It?!?


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#141 stjobe

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Posted 02 October 2014 - 01:19 PM

View PostLord Scarlett Johan, on 02 October 2014 - 12:44 PM, said:

I'm not entirely averse to a CoF. I'm averse to a typical FPS CoF like WoT where it randomly decides I'm going to walleye a round and miss a 150m target by 40m because of some poorly designed CoF mechanic while the other guy rolls a pair of boxcars and hits my ammo rack.

I don't think anyone ever asking for a CoF mechanic in MWO has outlined such a one; most seem to want to have a slight (emphasis on the slight) variance in the hit picture of mass-fired weapons. Some suggest that slight variance in hit picture can even be plausibly extended to single-fire weaponry, if it is induced by player-controlled actions such as movement and 'mech heat level.

What's better than being able to put 20 points of damage instantly into one location of your target? Being able to put 40 points of damage instantly into one location of your target, of course.

What people have to understand is that MWO uses an armour system made for a pseudo-random hit distribution where no single hit was larger than 20 damage. This system totally breaks with the ability to put 40, 50, or more damage in a single hit, and then do it again and again and again. 'Mechs aren't supposed to be one-shotted (barring AC/20 hits to the cockpit), not even lights.

There has to be some sort of damage spread mechanic on ALL weapons (and combination of weapons - 4 MLs shouldn't be a 20-damage super-ML) if the armour system is ever going to work properly and if PGI ever wants to get TTK under control.

So you see, instant convergence, pin-point accuracy, and front-loaded damage really are the Three Riders of the MWO Apocalypse (the broken heat system being the fourth), and a CoF is one way to deal with those.

View PostTombstoner, on 02 October 2014 - 12:58 PM, said:

No one and i mean no one wants that. It's a huge miss conception made by the anti COF community.

Exactly.

#142 CMDR Sunset Shimmer

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Posted 02 October 2014 - 03:53 PM

View PostKraftySOT, on 28 September 2014 - 05:26 PM, said:

http://www.sarna.net/wiki/Neurohelmet

And then there was the DNI, and the DNI adaptation the clans used.

Implants were widely available to assist in the help of neurotransmission, and alot of warriors opted for the surgery. Some clanners were even genetically engineered to have more pronounced brainwaves to help control the mech.

There aint no joysticks.

** there were joysticks, just not in the mechs we have besides the Banshee, and that was ripped out hundreds of years ago in favor of more advanced helmet designs that removed that functionality.

In the age of the star league, people had really ornate neural helmets and it was fashionable, not useful, to have joy sticks and pedals and such like that.


Quite wrong. In fact so wrong it hurts my brain.

The Neurohelmet allows the user to convey their sense of balance to the machine primarily, with some minor motor functions put into play. Essentially the only thing the Neurohelmet really does is: Keep the mech properly upright with the gyro. Pitch the gyro off center so you can "charge/tackle" opponents properly, and respond to very basic. "lean" commands.

The original ideas for the neurohelmet was to have a straight up interface where man and machine melded, but not even the StarLeague was able to really get this off the ground. So instead, the focus was to utilize the Neurohelmet for balance, while the Targeting/Tracking computers did most of the heavy computations in weapons control via control stick interface. basically meaning "I put the reticle over the target and keyed x weapon, the TTC responds as approperately as it can based on weapon selection and position relative to target, as well as capability's of the mech." which could result in a mech extending it's arm around a piece of cover to fire off a laser, or tilting to the side to clear a missile rack of cover to take the shot.

DNI's or Direct Neural Interface systems, just wern't that viable.

#143 Pht

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Posted 03 October 2014 - 03:25 PM

View PostWidowmaker1981 said:

what i mean (if you read the rest of the post other than the quoted bit itd be pretty obvious, but still...)

----

If im doing all i can to steady my aim - in this game meaning im not moving, and my heat is at a manageable level, i fire a direct fire weapon, and it doesn't go exactly where i aim, that is complete RNG. i dont care if the options its randomly choosing between are limited, its still RNG.


I read the rest of your post, but I decided I'd rather ask and be sure about it.

----

"If you are doing all you can to steady your aim..." You left out the target's behavior, and the time factor of how long you give your 'mech to actually get it's weapons lined up. I'll presume a best case scenario for your argument - your target is not only standing still, but actually immobile (not capable of movement, even standing in place movement) and you waited (ballpark) five seconds (or more, if you could).

I'll also guess that you're not referring to cluster-damage type weapons like LBX cluster rounds ... or missile type weapons which either dumb-fire or have individual homing per-missile - "splatter fire" type weapons.

Just to be obscenely thorough, I'll also point out that your 'mech hasn't taken any damage that would misalign it's weapons (bent barrels, focusing lens thrown out of order, 'mech sensor hits, hits to arm actuators).

In reply, if you agree to those presumptions (aka, best case scenario for what you seem to be saying) ... I would reply that I have already said elsewhere in this thread that certain situations warrant making new maths (spread, tables, whatever you want to call it) that "fit" with the already existing hard numbers. Yes, under the situation presumed, even a normal "plane jane" battlemech would be able to get tighter weapons fire concentration under the crosshairs.

How tight of a concentration would be proper?

Perfect concentration, right? No. WHY? There's a serious no-fun gameplay catch-22 with perfect convergence for everything fired, even under the "nearly perfect" situation above - the weapons damage numbers are far higher than the armor/internal structure/internal components were built to absorb. Perfect concentration with stock numbers on both ends results in the target *nearly instantly vaporizing* which would be far less of a "reward for skill" than it would be the equivalent of "I hit the WIN! button first."

How bad is it? to use my example from the OP in this thread, you can have 92 damage hitting a MAXIMUM of 62 armor (that's if you have ZERO rear ct armor) backed by 31 points of internal structure. This is from a daishi build that's not obscenely min-maxed - but that's not as bad as it can really get. Using the same Daishi, you can have 106 damage, if you still want to have a long ranged weapon for 27,750,000 c-bills; if you want more damage and you don't mind a heat-nap you can do 119 for 27,630,000 c-bills... and this is with 3050 era standard clan tech. The IS tech is just as dangerous considering it's cost - an easy *heat neutral* build of a pillager plg-3z can output 66 damage for 22,090,000 - or you can do a heat neutral std engine zombie build devastator DVS-1D that does 62 for 9,544,000 c-bills.

So why not just bump up the armor and internal numbers and keep the perfect concentration of weapons fire? MWO has already tried this. The result was gross weapons imbalances between those weapons that can still manage to penetrate the higher numbers and those weapons that can't. It favors the ppcs/gauss/ac20/Large lasers while it cripples the smaller weapons and makes the smallest damaging weapons almost pointless.

MWO happened to double the external armor numbers. That didn't stop the 'mechs from vaporizing. So they doubled the internal structure numbers. 'Mechs started to stop vaporizing. BTW, MW4 as mektek modded it also tried the same thing with the assault 'mechs, except it was just more armor, not more internals (and the damage/armor/structure numbers were already more than double stock in that game before MT modded it) - with the same results to balance. So in MWO there was a rate of fire bump for smaller weapons to attempt to pull them off of the shelf.

Not only were the smaller damaging weapons hurt, the light class of 'mechs were hurt as well, for the simple reason that light 'mechs have a very hard time carrying the larger less-effected weapons. Light mechs rely on multiple small damaging weapons. Thus a sort of "double imperative" to make the lighter weapons more attractive again.

But it was (and still is) more involved than that - as every new weapon was introduced, pgi has had to re-balance not only the new weapon just to get it into the game, they've had to *reconsider the entire weapons spectrum* with an eye towards possibly having to rebalance them in light of the new weapon. This is also where the combat mechanic we call "ghost heat" (which magically damages your 'mech instead of just your cooling system) came from; this is where gauss timers came from; this is where the limit on the number of gauss that can be fired at once came from - it's where "the build of the patch" routine came from... it has resulted in the pre-eminent battlefield role being far and away "who does the most damage to the fewest armor sections in the least time." The choice to bump up armor/structure numbers vs damage numbers as a "fix" will continue to bear sour fruit for the foreseeable future. This happened in mw4, it's happened in mwo, and it will continue on.

PGI could have gone the route of putting the entire 'mech's armor/internal structure numbers into a single pool and just subtract damage from that, but who wants to hit an arm with obscene damage and not have it fall off? If they set damage percentages for x component/structure destruction, that's just going back to the same old routine as we have already, with the same problems.

They could also try and make it harder to get the perfect concentration hits, but all that would do is reward the patient and otherwise higher skilled players. It would not only reward those players, but it would make it FAR harder for people to progress *up* into that skilled player set, meaning as soon as you broke into that ELO bracket, you would be getting crushed repeatedly. Speaking of which, things like ELO, which by design break up the community, are more necessary with the way MWO is because the damage concentration as it stands rewards those who know how to get it reliably in combat.

That's why spread-damage has come up and continues to do so, even from people who know nothing about the TT BT game. Properly done, spread damge is a better way of resolving damage to battlemechs. You don't have to have constant weapons and 'mech tweaking, resulting in the "build of the patch" routine that can and does ruin the results of all your hard grind; you don't have to have crazy barely-justifiable mechanics like "ghost heat" where the devs have to attempt to hide the maths from the playerbase for it to work as intended, you don't have to limit the pre-eminent battlefield role to "most damage to a single section in the least time possible" ... you don't have to limit the role of gauss and other big hard hitting weapons below what they were intended for and than try to come up with a justification for doing so. Light and medium 'mechs could actually fulfill their combat roles outside of trying to get into the "damage warfare" pillar just as a matter of mere survival. Heavies could actually *be* fast moving raiders, instead of second-class to assault 'mechs in the damage game.

All that (necessary stuff) said, just what should be the concentration of damage in the "near perfect conditions" situation mentioned above? I don't know off of the top of my head, but I would consider the difference between the "called shot" and "aimed shot" spread percentages as a baseline to start with when figuring out how much to "tighten up" the damage concentration. Also, something to consider from the OP that's not said expressly in it but IS implicated there - because the damage process is in two parts, you can reward human skill not with just tighter weapons concentration, but with a higher "what hits" rate, based on player choices and skill. As a quick example, if someone is dumb enough to stand still (0 throttle/no movement) for 2-3 seconds or more while under your crosshairs, more of your weapons that are fired "will hit."

Will you have some spread that you may not like? Yes; thankfully a lot less than would be necessary in the non-computer format, because you can handle a lot more math and variables. Which *should* bug people a lot less than all of the sour fruit that *must* come of the bitter tree known as "up the armor and internal structure numbers." Choices have consequences; choosing perfect weapons fire concentration (even limited to a few select conditions) "for fun, to reward player skill, so e-sports like it" results in a game that's less fun, has far less options to reward player skill, and thus less serious thinking e-sports support than it could have otherwise. Let's not even discuss what the constant man-hours in balancing costs a developer's bottom line. The bitter tree only looks pretty in theory.

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I think there should be an expanding cone of fire based on factors under the players control (movement, heat), because it would add a level of tactical management. But if it is permanently there it quite simply dumbs the game down, and allows people with bad aim to compete better. newsflash!! if you're bad at something, you practice to get better, you accept that you wont compete or you stop doing it. You don't get to change the rules to suit your deficiencys. (note that i know im not the absolute best shot, i often slow down/stop to maintain accurate fire. doesn't mean i want the rules changed so you can only fire when stopped, even though that would 'help' me)


The OP already has spread in relation to player control. At this point, it seems you disagree with having spread in a few specific conditions; which was discussed above.

"Dumbs the game down" ... "allows people with bad aim to compete better" - NO. This is a crazy caricature of the OP. As I showed in the last example in it, it takes especially good aim (possibly better aim than most players currently have with mwo and the way it's crosshairs behave) to get the reward of being able to have very tightly concentrated shots (again, relative to armor values) versus even mobile targets. Even when you're *not* trying to pull off an aimed shot, the OP *still* has skill (and risk)/reward properly related to each other.

If you don't bother to learn what it takes to get your weapons fire to concentrate more (called & aimed shots & whatever winds up being added) ... your shots that do hit will spread more. Not only that, the things that make your shots spread more also coincide with things that make it harder for your 'mech to hit your target *at all.* You can't even *get* a hit on called and aimed shots if you don't know how to make it easier for your 'mech to hit a target... also you can't get them if you don't know what to aim at - or don't have the skill to aim at what's necessary. So unskilled, or worse, lazy players get *fewer hits* that are *less concentrated.* Anyone with a modicum of dedication will progress up the skill(risks)/reward ladder. The "position, point, time the shot, and click" skills and choices should NOT be the only way to reward players. There are more options.

#144 Tombstoner

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Posted 03 October 2014 - 04:45 PM

View PostPht, on 03 October 2014 - 03:25 PM, said:


PGI could have gone the route of putting the entire 'mech's armor/internal structure numbers into a single pool and just subtract damage from that, but who wants to hit an arm with obscene damage and not have it fall off? If they set damage percentages for x component/structure destruction, that's just going back to the same old routine as we have already, with the same problems.


From many of your posts I beleave your a BT purist and MWO should take more insperation from TT and lore. Do you think ghost heat could be removed and not introduce a COF or other accuracy modifier if hit frequency was well quantified to correct TT armor alocation for a FPS. That is PGI collects real data and shows the % break down of PPC's, AC and gauss hit locations per mech. That way armor can be reallocated for MWO on a mech to mech basic in a way that replaces the 2d6 hit roll with real gunnery data and helps to correct for arts affect on mech durability.

If the CT is taking 80% of direct front loaded damage would it not stand that mech designers would build a mech for the envoronment its actualy fighting and not use the armor allocation system from TT, but assign 60-80% of avalable armor to the CT. Initialy this would make arm/leg cliping much more popular but then you readjust armor for the changes. over time you wind up zeroing in on a balance between do i go for the ct kill or a disarm/leg, xl kill.

#145 Pht

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Posted 03 October 2014 - 05:06 PM

View PostTombstoner, on 03 October 2014 - 04:45 PM, said:

From many of your posts I beleave your a BT purist and MWO should take more insperation from TT and lore. Do you think ghost heat could be removed and not introduce a COF or other accuracy modifier if hit frequency was well quantified to correct TT armor alocation for a FPS. That is PGI collects real data and shows the % break down of PPC's, AC and gauss hit locations per mech. That way armor can be reallocated for MWO on a mech to mech basic in a way that replaces the 2d6 hit roll with real gunnery data and helps to correct for arts affect on mech durability.


I think the only way I'd happily accept being called a "BT Purist" is if it was understood as "wants the 'mechs to perform like they do in the novels, author fiat, deux-ex machina tactics, and a lack of author homework aside." I just don't think it's right to knee-jerk negative when "TT" and "dice" are mentioned and I prefer to work from original sources rather than accepting here-say.

"Hit frequency was well quantified to correct TT armor locations for an FPS" - I don't think I quite understand what you mean by this, and it seems to be central to your question.

Do you mean, if armor numbers on each specific section were tweaked based on the information that PGI collects? I presume to put the most armor on the sections most hit?

That really wouldn't allow usage of the stock numbers, or allow the removal of ghost heat; people would quickly find out where the "soft" sections of any given 'Mech were and start selectively targeting those sections. Player behavior would really do ugly things that route. Player damage application isn't a set and unchanging pattern. Allowing perfect, otherwise normally easily repeatable targeting of a given section of a 'Mech, without any simulation of how a BattleMech takes part in the aiming equation, is a real gameplay breaker. It just does ugly things.

For instance, in mechwarrior 4, you almost never saw a zues - it was shot in the shoulders (side torso) almost exclusively, which was ODD considering MW4 was EXTREMELY CT-hit centric. Another example would be the catapult; people would blast it's "ears off" almost exclusively. Players adapt their aim.

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If the CT is taking 80% of direct front loaded damage would it not stand that mech designers would build a mech for the envoronment its actualy fighting and not use the armor allocation system from TT, but assign 60-80% of avalable armor to the CT. Initialy this would make arm/leg cliping much more popular but then you readjust armor for the changes. over time you wind up zeroing in on a balance between do i go for the ct kill or a disarm/leg, xl kill.


The armor allocation system from the TT already takes that into account, actually. It can be a bit abstract in the case of special weapons (like the marauder's dorsal gun, for example) but even that can be worked properly.

Spread damage is, IMO, the best route to go because it still allows you to reward skill/patience/choices/careful risk with rewards that are proper to what the player has done; and the compromises are the most minimizable.

Edited by Pht, 03 October 2014 - 05:11 PM.


#146 Tombstoner

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Posted 03 October 2014 - 06:21 PM

View PostPht, on 03 October 2014 - 05:06 PM, said:


1 - I think the only way I'd happily accept being called a "BT Purist" is if it was understood as "wants the 'mechs to perform like they do in the novels, author fiat, deux-ex machina tactics, and a lack of author homework aside." I just don't think it's right to knee-jerk negative when "TT" and "dice" are mentioned and I prefer to work from original sources rather than accepting here-say.

2 - "Hit frequency was well quantified to correct TT armor locations for an FPS" - I don't think I quite understand what you mean by this, and it seems to be central to your question.

Do you mean, if armor numbers on each specific section were tweaked based on the information that PGI collects? I presume to put the most armor on the sections most hit?

3-That really wouldn't allow usage of the stock numbers, or allow the removal of ghost heat; people would quickly find out where the "soft" sections of any given 'Mech were and start selectively targeting those sections. Player behavior would really do ugly things that route. Player damage application isn't a set and unchanging pattern. Allowing perfect, otherwise normally easily repeatable targeting of a given section of a 'Mech, without any simulation of how a BattleMech takes part in the aiming equation, is a real gameplay breaker. It just does ugly things.

4- The armor allocation system from the TT already takes that into account, actually. It can be a bit abstract in the case of special weapons (like the marauder's dorsal gun, for example) but even that can be worked properly.

5 -Spread damage is, IMO, the best route to go because it still allows you to reward skill/patience/choices/careful risk with rewards that are proper to what the player has done; and the compromises are the most minimizable.


1- I meant no offense by the term BT purest. You did describe what i was after rather well. You would like to see the game take on a more sim like nature.

2- yes exactly

3- Are stock armor values really valid for this environment? I dont think so. They work for TT but in MWO player behavior has already diverged to an optimum agravated by convergance. Behavior that should show in combat telermitry and mech customization: reduced leg and little to no rear armor. I agree that removing the mech/damage spred system does bad things, but an armor correction would compensat some of that change in behavior based on real data. without adding more armor.

4- The over all size and shape of a mech does affect its survivability. You see a hunchback you take out is sholder. It's torso sections are diferent % of the total hit box area yet armored equaly. Hit frequencies would i expect reflect this behavior. The mech would then be allocated a higher % of the total max armor. letting the player choose if they wish to max that location or leave it stock. That is to say striped of all most all its rear armor.

The same can be said of the marauder's ac. It becomes a very tempting shoot me flag. It would need specal attention. I think the 2d6 arrangment we have is close to reality if you average it across all mechs, but some designs are cripeled or at least at a disadvantage before we even discuss hard points. What i proposed would correct for this and doesnt need to be so drastic a change as shifting 80% of a mechs armor to the CT. but it could be tweeked gradualy to shift hit frequency back to the 2d6 source.

5- I agree and if done well would add in a nice layer of what i consider realism. But its never gona happen for MWO-1.0. 2.0 perhaps. A realignemt might be considered.

#147 Pht

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Posted 04 October 2014 - 05:35 AM

View PostTombstoner, on 03 October 2014 - 06:21 PM, said:

1- I meant no offense by the term BT purest. You did describe what i was after rather well. You would like to see the game take on a more sim like nature.


Thankfully, the 'mechs from the lore are built on the KISS principal, meaning simulating them wouldn't require putting an obscene amount of stuff into the game that a player would HAVE to master in order to merely start playing the game.

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3- Are stock armor values really valid for this environment? I dont think so. They work for TT but in MWO player behavior has already diverged to an optimum agravated by convergance. Behavior that should show in combat telermitry and mech customization: reduced leg and little to no rear armor. I agree that removing the mech/damage spred system does bad things, but an armor correction would compensat some of that change in behavior based on real data. without adding more armor.


If the 'mechs actually took part in the game the way described in the OP, stock armor/internals & weapons damage numbers could actually be used. Of course this is presuming that ghost heat and all the other stuff added would be removed and the heatscale and heat system would switch over to the penalties from the lore, etc.

If players are less piloting 'mechs and more playing a game with big FPS avatars in it, in terms of aiming (as we have it now and have had it previously), again, moving around armor numbers *would not work.* It *could not* work. The players would quickly find out where the armor was moved to and where it was taken from an start selectively targeting those sections with less armor.

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4- The over all size and shape of a mech does affect its survivability. You see a hunchback you take out is sholder. It's torso sections are diferent % of the total hit box area yet armored equaly. Hit frequencies would i expect reflect this behavior. The mech would then be allocated a higher % of the total max armor. letting the player choose if they wish to max that location or leave it stock. That is to say striped of all most all its rear armor.

The same can be said of the marauder's ac. It becomes a very tempting shoot me flag. It would need specal attention. I think the 2d6 arrangment we have is close to reality if you average it across all mechs, but some designs are cripeled or at least at a disadvantage before we even discuss hard points. What i proposed would correct for this and doesnt need to be so drastic a change as shifting 80% of a mechs armor to the CT. but it could be tweeked gradualy to shift hit frequency back to the 2d6 source.


Yes, size and shape matters. However, it matters an obscene amount when the aiming is (mis)handled like it is and has been previously.

But beyond that, even if you put 70-90% of a hunchback's armor on it's shoulder carrying the ac20 slot, people would start ignoring that section and start aiming for it's CT to shred it's engine. Move armor down from the ac20 to the ct to protect the engine, and people would start going for the other side torso, or the legs. It would be a never-ending tail-chasing cycle that wouldn't produce the results desired.

Adding more armor in the overall and putting it specifically over the most targeted sections would trigger all the problems I mentioned in my other post.

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5- I agree and if done well would add in a nice layer of what i consider realism. But its never gona happen for MWO-1.0. 2.0 perhaps. A realignemt might be considered.


At this point, I have no idea if it would or wouldn't. Things from this end seem very hardend on this topic. Russ and Bryan may have changed their opinions on this front... but in the past russ said, not in so many words, that spread fire wouldn't/couldn't be fun, Bryan said that the 'mechs were well simulated and didn't need to be looked at again, David bradley who is supposedly the guy that works/worked on "how to convert over" the TT/Lore stuff into the video game format said that the stuff the OP in this thread explains represented pilot skill, not 'mech performance (which has since repeatedly been proven wrong from the horse's mouth), I hear that Paul Inoyue (sp?) may have said something along the lines of not using any spread because of e-sports not liking it, and quite a while back someone on these forums with a PGI forum tag all but blasted me saying something like "they used the FPS mechanic. Get over it."

To me, this thread is more about hoping that someone reads it, agrees with it, and winds up either on the dev team of the next MW release, or has some influence with someone who winds up on the next dev team. Which looks to be a LONG time, since PGI secured the rights till 2020.

If I get lucky I might have a chance of a MW game with 'mech combat like it is in the fiction when I'm in a nursing home.

#148 Eddrick

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Posted 04 October 2014 - 06:08 AM

View PostPht, on 04 October 2014 - 05:35 AM, said:

At this point, I have no idea if it would or wouldn't. Things from this end seem very hardend on this topic. Russ and Bryan may have changed their opinions on this front... but in the past russ said, not in so many words, that spread fire wouldn't/couldn't be fun, Bryan said that the 'mechs were well simulated and didn't need to be looked at again, David bradley who is supposedly the guy that works/worked on "how to convert over" the TT/Lore stuff into the video game format said that the stuff the OP in this thread explains represented pilot skill, not 'mech performance (which has since repeatedly been proven wrong from the horse's mouth), I hear that Paul Inoyue (sp?) may have said something along the lines of not using any spread because of e-sports not liking it, and quite a while back someone on these forums with a PGI forum tag all but blasted me saying something like "they used the FPS mechanic. Get over it."


This part reminds me of the cases where one crowd the game is catering to interferes with another. Like, how PvP mechanics unbalance PvE and vice versa, in MMORPGs.

We have something kind of like that here. We have at least two groups the game is trying to appeal to, FPS/E-Sports and Mech Simulation. E-Sports/FPS mechanics are unbalancing the Simulation part of the game.

It's kind of at the point were I would like the game split to appeal to the two groups individualy. Take the FPS/E-Sports mechanics and put them in a "Battletech" game/mode. While, having "Mechwarrior" be a pure Mech Simulation.

#149 Joseph Mallan

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Posted 04 October 2014 - 06:13 AM

View PostLord Scarlett Johan, on 02 October 2014 - 12:44 PM, said:

It can have quite an effect on a round. But at the Point Target range of 500m on the 62g M855 ball from an M4 it's still negligible unless the crosswind is absolutely intense (would be interesting to have a map with 30+ mph wind and have it affect the projectile weapons).



The Abrams main gun has a max effective range of 3500m (the range at which it can still kill enemy tanks) and the CEP for that is considerably smaller than 35m. And that range would be considered similar to 540m range of an AC20.

I'm not entirely averse to a CoF. I'm averse to a typical FPS CoF like WoT where it randomly decides I'm going to walleye a round and miss a 150m target by 40m because of some poorly designed CoF mechanic while the other guy rolls a pair of boxcars and hits my ammo rack.
I know we don't have 'em here, but have you ever seen the wild trajectory of tracer rounds? I have seen live fire tracers fly off 65 Degrees to the rest of the rounds!

I would think a 1 meter radius would make a good sized CoF on a target the size of a 2 story tall garage! If being accurate within 6' isn't good enough then players have a truly delusional belief in their abilities! The Cone could tighten with slower movement and tightest when firing one gun standing still. That would be a proper application of shooting skill over Skillzzz!

#150 Pht

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Posted 04 October 2014 - 08:55 AM

View PostEddrick, on 04 October 2014 - 06:08 AM, said:

This part reminds me of the cases where one crowd the game is catering to interferes with another. Like, how PvP mechanics unbalance PvE and vice versa, in MMORPGs.

We have something kind of like that here. We have at least two groups the game is trying to appeal to, FPS/E-Sports and Mech Simulation. E-Sports/FPS mechanics are unbalancing the Simulation part of the game.

It's kind of at the point were I would like the game split to appeal to the two groups individualy. Take the FPS/E-Sports mechanics and put them in a "Battletech" game/mode. While, having "Mechwarrior" be a pure Mech Simulation.


This perception you have is one of the other problems. I'm not trying to be rude, but your perception is *false.*

There is *virtually nothing* about having the 'mechs do combat like they do in the lore that would "unbalance" or drive off e-sports and it would actually draw *in* players who like to be rewarded for their controller skill, choices, and time thinking about how to properly play the game.

Currently, MANY of the reward for doing good/punishment for being mentally midgeted tools that the OP represents *are not even possible* in the game as it stands.

#151 Eddrick

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Posted 04 October 2014 - 09:34 AM

View PostPht, on 04 October 2014 - 08:55 AM, said:


This perception you have is one of the other problems. I'm not trying to be rude, but your perception is *false.*

There is *virtually nothing* about having the 'mechs do combat like they do in the lore that would "unbalance" or drive off e-sports and it would actually draw *in* players who like to be rewarded for their controller skill, choices, and time thinking about how to properly play the game.

Currently, MANY of the reward for doing good/punishment for being mentally midgeted tools that the OP represents *are not even possible* in the game as it stands.


I remembered a way to mitigate the effect of luck in a tournament. It invalves having the people play against eachother enough to make luck a non-issue. But, in regualr play, it doesn't make much differance.

Speaking of lore. One of the Mechwarrior books I read had a character controling a Mech manualy without the helment or computer assistance (The character hijacked anothers Mech). So, manual control is possible.

Unless, you are refering to a differant authors interpritation of how Mechs work.

The Mechs in Armored Core have computer assisted weapons control, as well. They can be very to moderatly accurate (depending on how mobile your target is). But, percision is almost non-existant. Unless, you go with manual weapon control. It makes shots MUCH more difficult. But, you can get a shot to hit any spot you want.

I can easily picture something kind of like that in a Mechwarrior game, that with from what lore I have read and heard about.

Edited by Eddrick, 04 October 2014 - 09:43 AM.


#152 ApolloKaras

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Posted 04 October 2014 - 09:38 AM

I'm still attempting to wrap my head around how you would intend to have the server do all these calculations for you.

#153 dwwolf

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Posted 04 October 2014 - 09:55 AM

View PostAsyres, on 27 September 2014 - 10:30 AM, said:

"unpredictable randomness" is a terrible mechanic for a competitive game, possibly the worst sort of mechanic they could implement.

Welcome to real life.........randomness is good enough for military sims, its good enough for MWO.
The who7le TTK problem stems from 3 things. Increased fire rates, pinpoint convergence and nonrandom hit locations. The latter 2 are the big things that really lower TTK. BT wasnt designed for it and the near adherance to TT values for weapons deals the lethal blow.

I understand the increased fire rates at the cost of heat ( action sim game and all that ). But we have to be realistic about the rest as well. Most competitive FPS have a recoil/cof mashup, for the simple reason that it works.

Edited by dwwolf, 04 October 2014 - 10:19 AM.


#154 Saint Scarlett Johan

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Posted 04 October 2014 - 10:42 AM

View PostJoseph Mallan, on 04 October 2014 - 06:13 AM, said:

I know we don't have 'em here, but have you ever seen the wild trajectory of tracer rounds? I have seen live fire tracers fly off 65 Degrees to the rest of the rounds!

I would think a 1 meter radius would make a good sized CoF on a target the size of a 2 story tall garage! If being accurate within 6' isn't good enough then players have a truly delusional belief in their abilities! The Cone could tighten with slower movement and tightest when firing one gun standing still. That would be a proper application of shooting skill over Skillzzz!


I have. I hate trying to do night quals and have that one tracer round that just wiffs. But they are fun to watch, especially the ricochets.

#155 Pht

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Posted 05 October 2014 - 07:17 AM

View PostSaxie, on 04 October 2014 - 09:38 AM, said:

I'm still attempting to wrap my head around how you would intend to have the server do all these calculations for you.


... a 13 year old calculator can do all of the calculations necessary ... and more that wouldn't even be necessary. http://www.pryderock...l_games.php#BT2

It literally would only take simple addition of small numbers and a choice from 1-6, 2-12, and additions to the if/than database the game already must have (ex: if player shoots cluster lbx/than apply damage in spread)... and the server already has to collect all of the data necessary in order to make virtually all of the the determinations.

Edited by Pht, 05 October 2014 - 07:18 AM.


#156 Pht

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Posted 05 October 2014 - 10:47 AM

View PostEddrick said:

I remembered a way to mitigate the effect of luck in a tournament. It invalves having the people play against eachother enough to make luck a non-issue. But, in regualr play, it doesn't make much differance.

----

Speaking of lore. One of the Mechwarrior books I read had a character controling a Mech manualy without the helment or computer assistance (The character hijacked anothers Mech). So, manual control is possible.

Unless, you are refering to a differant authors interpritation of how Mechs work.

----

The Mechs in Armored Core have computer assisted weapons control, as well. They can be very to moderatly accurate (depending on how mobile your target is). But, percision is almost non-existant. Unless, you go with manual weapon control. It makes shots MUCH more difficult. But, you can get a shot to hit any spot you want.

I can easily picture something kind of like that in a Mechwarrior game, that with from what lore I have read and heard about.

Edited by Eddrick, Yesterday, 01:43 PM.


Actually, there was a thread on these forums linked to a youtube video discussing just exactly that topic. It involves, in tournament play, not using single-round eliminations, etc, allowing players to work the averages and minimize the out-lier results.

As far as the "luck" effect it's nowhere *near* the prevalence people place on it. I'd invite those who think it IS that prevalent to do some pick-up megamek games (computerized rng and all) versus players who have merely a halfway decent handle on positioning/mech build/when to fire... they'd quickly learn just how little good luck does them the overwhelming majority of the time... and MM only uses the three basic spreads from the OP. It doesn't add any, as the video game implementation would (and should), thus minimizing the "luck effect."

----

The only instance I can think of for that off of the top of my mind is the short story "by the numbers" in the front of the third edition of the pen and paper BT RPG, which I just re-read to refresh my memory of it. A few things to note - the 'mech is a clan omnimech (more advanced acutator control gargoyle/man-o-war), the pilot is a solaris grand champion (erik gray, the "gray ghost"), and the 'mech doesn't move smoothly at all; it's jerking and shuffling, the targets it hits are at extreme short range with an AC and they aren't moving (one is an immobile mech-sized hanger door) and even with all of gray's skill he can't get it to stop outside in a standing position; it falls over on it's face an easy (human) running distance away from it's mechbay.

As far as the lore, we know now (and have known for a while) what the objective lore standard is for battlemech operation and performance - it's the tech writeup by Mike Miller/Cray in tech manual pages 31-43 (which I reformatted and added some other stuff to in a thread that is now pinned in the off topic forum). So, we don't have to guess which author got it right and which didn't. There's a standard to measure by.

----

I am not familiar with the armored core system, but it's an actual logical impossibility to have "manual aim" of a weapon mounted in any mech/mecha, for the simple reason that it's the 'mech/mecha that has to physically align the weapon. There is no way for the player to actually physically align a weapon mounted in a 'mech while they're in their cockpit in BT lore, and I suspect this is so in virtually every other lore.

I would be interested to know what exactly the armored core lore means by "manual aim." I have a friend who plays those games; I'll ask him about it next time I see him.

As for the BT lore, a pertinent example would be the advanced targeting computer, which works not only by adding more computing power, but also by adding more capable physical alignment hardware to each weapon the TC controls AND by adding equipment to the aiming joystick in the cockpit to help overcome erratic pilot aiming movements; and the effect this has is huge; it allows you to not only hit overall targets you couldn't hit before, it actually allows you to concentrate your weapons fire more tightly under your crosshairs.

Another example would be the Auctator Enahancement system, which doesn't allow you to concentrate your fire more tightly under the crosshairs, but it DOES allow you to hit overall targets you couldn't hit before - but only with weapons mounted in a limb with AES in it. No, you can't combine AES and a TC - the hardware isn't compatible.

As for the regular targeting computers in all battlemechs; they do the same thing the advanced TC and AES does, just to FAR lesser extent, and without many of the more advanced structures, computing power, & etc that those advanced systems have... but again, these vanilla TC's are still calculating aim ponts, sending them to each weapon to have each weapon physically align to hit that aimpoint, and the normal TC's are still trying to get limbs lined up properly.

Removing or disabling thes systems wouldn't allow for a better shot... it would all but outright cripple the chances of even hitting your overall target.

Edited by Pht, 05 October 2014 - 10:51 AM.


#157 KraftySOT

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Posted 05 October 2014 - 10:59 AM

St Jobe is gonna come school me ... but iirc, many mechs were manual control, before the invention of better neurohelmets.

Like the Mackie...didnt even have an interface. Farm mechs, industrial mechs, loader mechs, are all without interface. But most modern mechs (3030 onward) come without any totally manual control options, theyre integrated with the helmet. You have to use both.

The most modern (3049+) are much more neurohelmet dependent and have very little manual control.

The future mechs (3060+) are mostly direct interface (a hardwire or wifi to a surgical implant) and some, like protomechs, even have connections to your cerebrum.

Its the one technology that never backslid during the post star league era. Neurohelmets continued to get better. I think this is more a result of the IP holders more recently...though its very obvious the mechs are based on Robotech mechs, who had DNIs.

So its a little wishy washy depending on which thing youre reading.

By 2700, neurohelmets stopped having the problems with calibration being needed for an individual pilot. By 3000 any helmet would work with anyone. Though some companies products were superior.

Surgical implants exist to help...but youll get varying degrees of acceptance of that across TT people. They were in the RPG rules, and theyre in the post 2002 rules (edge, implants, manei domini) but it does get a little "out there" and has alot of min/max issues.

Edited by KraftySOT, 05 October 2014 - 10:56 AM.


#158 ApolloKaras

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Posted 05 October 2014 - 11:10 AM

View PostPht, on 05 October 2014 - 07:17 AM, said:


... a 13 year old calculator can do all of the calculations necessary ... and more that wouldn't even be necessary. http://www.pryderock...l_games.php#BT2

It literally would only take simple addition of small numbers and a choice from 1-6, 2-12, and additions to the if/than database the game already must have (ex: if player shoots cluster lbx/than apply damage in spread)... and the server already has to collect all of the data necessary in order to make virtually all of the the determinations.


HSR has a problem with what we have now. It would have to do all those checks with every weapon fired. Multiply all weapons by the number of new calc's on top of what HSR is currently doing and I'm not sure you are going to get the outcome you desire.

#159 Pht

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Posted 05 October 2014 - 11:17 AM

View PostKraftySOT, on 05 October 2014 - 10:59 AM, said:

St Jobe is gonna come school me ... but iirc, many mechs were manual control, before the invention of better neurohelmets.

Like the Mackie...didnt even have an interface.


Mackies had neurohelmets for balance duties.

Quote

Farm mechs, industrial mechs, loader mechs, are all without interface. But most modern mechs (3030 onward) come without any totally manual control options, theyre integrated with the helmet. You have to use both.


Non-battlemechs don't have to do all of the fancy stuff that battlemechs have to do, thus some of them likely don't need the NH interface.

Quote

The future mechs (3060+) are mostly direct interface (a hardwire or wifi to a surgical implant) and some, like protomechs, even have connections to your cerebrum.


EDIT.

Oh, man, did I ever over-react.

To KraftySOT: I owe you an apololgy - not for disagreeing with you, but for the way I disagreed with you, which was utterly unchristian and immoral.



To top it off, I didn't spend the time to realize that when you were discussing "implant" you meant the clan's EI system.

I'll sort the mess with the NH and aiming and such out in the next week.



----






View PostSaxie, on 05 October 2014 - 11:10 AM, said:

HSR has a problem with what we have now. It would have to do all those checks with every weapon fired.


It already has to do the same and worse; a ray-cast for each weapon fired, if memory serves; which wouldn't be necessary any more. All that would be necessary would be to see if a port was blocked (which already has to be done for every port if it's done at all), and than a single raycast to the target to see what face of the hitbox was intersected.

Quote

Multiply all weapons by the number of new calc's on top of what HSR is currently doing and I'm not sure you are going to get the outcome you desire.


The "new calcs" wouldn't generate more net traffic. They would use already existing net traffic and would, again, be simple addition that would virtually never total to more than a result of 100, and a simple 16, 2-12 choice.

About raycasting:

http://answers.unity...ay-casting.html


View PostBryan Ekman said:

View PostSkwisgaar Skwigelf said:

Now when you say "invisible", does that apply to actual vision as in the mech does not show up on the computer screen, or is it "invisible" to radar and targeting systems?

If you can visually see a mech, it will show up on radar most of the time. With all 3d games, there is a chance you can see something but the ray cast fails. It all depends on how many casts are done and from which point to point. Ray casts are not cheap to use.


Emphasis added.

Edited by Pht, 05 October 2014 - 06:09 PM.


#160 KraftySOT

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Posted 05 October 2014 - 11:53 AM

I live how pht just ignores protomechs, the clans, and manei domini.

"
Bionics

Neural engineering, particularly in the form brain-computer interfaces, is not uncommon in the BattleTech universe. Its principal application is the "neurohelmet", a device used in nearly all BattleMechs that gives the 'Mech's pilot the ability to control some aspects of the machine's behavior simply by thought. The neurohelmet provides balance information to the 'Mech to assist in walking and maneuvering. It also acts as a security device, limiting access to authorized users via alpha brain wave pattern recognition (many BattleMechs mentioned in the novels also incorporate more conventional security measures such as voice-recognition and personalised codes). Enhanced Imaging (EI) technology developed by the Clans uses a subdermal skein of wiring to grant better control over a machine.[/color]
[color=#252525]
More advanced neural engineering technologies include the experimental Direct Neural Interface (DNI), a system that provides a MechWarrior fuller mental control over a 'Mech than offered by a standard neurohelmet.[31] The system's potential for serious neurological damage to the MechWarrior prevented the technology from advancing beyond the prototype stage, though Vehicular Direct Neural Interface (VDNI) was later successfully deployed by the Word of Blake to create the "cyber-soldiers" of the Manei Domini.[/color]
[color=#252525]
Other applications of bionics range from prosthetic limbs, such as the hand of Justin Xiang,[31] to elective implants intended to improve strength or enhance the senses.[32] An extreme example of bionic augmentation was Captain-General Gerald Marik who in 2667 received extensive implants following a life-threatening injury.[33]"

Heyo.

Or like..the integration addiction never happened to Smoke Jaguar.

Edited by KraftySOT, 05 October 2014 - 11:53 AM.






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