Ranges of weapons and why you need to stop complaining
#261
Posted 12 May 2012 - 03:28 PM
Bring it Devs, and anyone that wants to complain. Go hard I have a mute button waiting for you.
#262
Posted 12 May 2012 - 08:43 PM
A6PackofToucans, on 12 May 2012 - 03:44 AM, said:
Like you, the big worry for me and others is that because of the LRM's max range, every other weapon in game has an even smaller range. And when you look at the video, even the latest one, I'm seeing a possible LRM attack at 500m and under according to what the targeted mech reticle was saying. That's not far at all. Especially when you see all the other mechs in the video literally "In your face."
What I want is that if ALL weapons had larger ranges, that would open up a more tactical game than an in your face slugfest. I want to see scouts with TAG and NARC with the ranges you speak of, so that they are viable very long range assets to the rest of the lance. And to allow targeting in the very hilly and reduced line of sight terrain seen in the videos. And also, the scout would be a very dangerous opponent because of it's ability to allow the missiles in the rest of the lance to come at you at 1000m or more, accurately.
On top of the longer ranges, I was hoping that because of the way targeting systems work, the lag time of arm vs. torso weapons, the convergence factor of weapons, that if you really wanted to be one of those evil and vile long range snipers everyone seems to be afraid of, you would have to invest in heavy 5 ton Targeting computers to give you the magnification you needed and to help you lag shoot your AC5 or Gauss at ranges up to 900m or more. The balance would come from having to invest critical space and tonnage to allow your mech to work at long range. That's what I was looking for, as well as having terrain like we see in the footage, it would allow the brawlers to close with you if they took the time to plan their approach to you. But if you found a good perch to shoot from and the enemy presented himself, then you'd be rewarded for your investment in magnification and tonnage to snipe at him for being foolishly exposed in the open.
We'll have to wait an see how this sim plays when we get it, but I'm not seeing anything more than a brawlfest in these videos. Where's the tactics? The finding and reporting the enemies composition? The command mech working with a scout to coordinate the attack through a C3 network? Calling in artillery to soften the lance up before first contact? Calling in artillery to take out that pesky sniper I spoke of before? All I see is brawling, show me more tactics and thought are possible with this latest incarnation of Mechwarrior, rather than packing all the med lasers and machine guns on a mech and ramming into the enemy at under 90m with trigger held in constantly. I WANT TO BE WRONG ABOUT THIS!!!
I posted the photo below as a joke awile back, but it's looking like it's more the reality...

Wholeheartedly agree. If the devs simply say, doubled all weapon ranges, there would still be a complete balance to the game by keeping everything equal, and would make speed an even greater factor say, to a Jenner reconfigured into a sniper with a PPC. (removing the SRM and some Mlas of course.) With current ranges, a Mlasboat makes more sense, as we'll be stuck brawling anyhow, as without any "real" range we're stuck in a pen. Double the range and everything would be perfectly fine, as you need LOS / scout targeting anyhow. And at those ranges a scout makes all the more difference.
#263
Posted 12 May 2012 - 09:29 PM
Quote
Edited by Melissia, 12 May 2012 - 09:29 PM.
#264
Posted 12 May 2012 - 10:03 PM
Melissia, on 12 May 2012 - 09:29 PM, said:
That's not true. Having to move the cursor further/faster is only a problem if you're limited by torso twist. Provided 'mech torsos aren't hilariously slow, that's only relevant at <200m and doesn't affect the 630m vs 1000m discussion at all.
In all other aspects it's much more difficult to tag a target at long range. It's much smaller and you have to correct for a much greater travel time.
Edited by Belisarius†, 12 May 2012 - 10:07 PM.
#265
Posted 12 May 2012 - 10:08 PM
Melissia, on 12 May 2012 - 09:29 PM, said:
This:
Belisarius†, on 12 May 2012 - 10:03 PM, said:
That's not true. Having to move the cursor further/faster is only a problem if you're limited by torso twist. Provided 'mech torsos aren't hilariously slow, that's only relevant at <200m and doesn't affect the 630m vs 1000m issue at all.
In all other aspects it's much more difficult to tag a target at long range. It's much smaller and you have to correct for a much greater travel time.
While it does appear to be moving slower, with anything other than a hitscan laser, you do need to lead the target, said target may also be making evasive / erradic movement or slow down, and with a laser damage is spread out anyhow.
#266
Posted 13 May 2012 - 01:05 AM
#267
Posted 13 May 2012 - 01:16 AM
whats a poptard you ask? its the munchkin in the nova cat with jump jets parked out at max erppc/gauss rifle range on a no heat unlimited ammo server with his radar turned off jumping up from behind a hill periodically on a low res huge screen red dot pixel hunting for targets to fire at so he doesnt get shot back at.
#268
Posted 13 May 2012 - 01:53 AM
LordDeathStrike, on 13 May 2012 - 01:16 AM, said:
whats a poptard you ask? its the munchkin in the nova cat with jump jets parked out at max erppc/gauss rifle range on a no heat unlimited ammo server with his radar turned off jumping up from behind a hill periodically on a low res huge screen red dot pixel hunting for targets to fire at so he doesnt get shot back at.
Not true LDS, some people are concerned about the simple fact that long range weapons will be softening rather than a viable tactical option. If all battle boil down to hitting a couple of times at long range followed by a furball, it will make many of us unhappy. Yes that is accurate to TT, but the game can be better IMO, going beyond TT in options.That having been said....
In the end I LOVE the idea of using the TT ranges as a starting point. Lets see how it works with that model. If it is too inflexible, then increase range for every weapon by 50m and lets see how that works.
The beta will flush out how the game works. ******** about the ranges now is stupid. If the game is gimped by ranges in open beta, we can deal with it then. Im not saying not to express your opinion, just that it might be best to express your concern and let it drop for now.
#269
Posted 13 May 2012 - 02:13 AM
Edited by Blastaar, 13 May 2012 - 02:13 AM.
#270
Posted 13 May 2012 - 02:20 AM
LRMs will be able to lock through solid objects if recon has eyes on them, meaning impassable terrain and high ridges can give them a powerful niche; and two, the Clans get great long range weapons.
Oh well. We still have the Gauss Rifle and ER PPC.
#271
Posted 13 May 2012 - 02:29 AM
Melissia, on 12 May 2012 - 09:29 PM, said:
But the shot has to travel longer, and you'll have to compensate for not just that but also bullet drop (not relevant for lasers, of course). If the target is really far away you also get the coriolis effect. And with lasers there are atmospheric effects and other hilarities. It might appear to move slower, but that is a deceptive impression.
#272
Posted 13 May 2012 - 04:18 AM
Vulpesveritas, on 12 May 2012 - 10:08 PM, said:
#273
Posted 13 May 2012 - 04:40 AM
LordDeathStrike, on 13 May 2012 - 01:16 AM, said:
whats a poptard you ask? its the munchkin in the nova cat with jump jets parked out at max erppc/gauss rifle range on a no heat unlimited ammo server with his radar turned off jumping up from behind a hill periodically on a low res huge screen red dot pixel hunting for targets to fire at so he doesnt get shot back at.
Why people talk abouit sniping like it's wrong I don't know. Agree or not these guys were the best in MW4 and they will be the best in this game too.
#274
Posted 13 May 2012 - 04:43 AM
#275
Posted 13 May 2012 - 04:46 AM
StaIker, on 13 May 2012 - 04:43 AM, said:
Haha. Hacks? Really? Snipers gave MW4 a bad name? Is that why it's been around for over a decade and is still played today because nobody wanted to play it because of the snipers? Get real, mate.
Saying it's repetitive is stupid. Running in and dieing over and over is reptitive and boring. Getting 5 kills then dying is a skill.
#276
Posted 13 May 2012 - 04:49 AM
#277
Posted 13 May 2012 - 04:53 AM
StaIker, on 13 May 2012 - 04:43 AM, said:
No... there's a huge overreaction because people are retards.
Also 3pv. If you played 3pv, you sniped. I hated it and thought it was stupid, but Virus was pretty good at it by all accounts. Whether his experience was deep or not is really just a rehash of the age-old FFP debate, and that's not particularly useful here.
Edited by Belisarius†, 13 May 2012 - 04:55 AM.
#278
Posted 13 May 2012 - 04:56 AM
StaIker, on 13 May 2012 - 04:49 AM, said:
Who said they were the only options?
The guys worth a damn on this forum know who I am and know how I play as they play the same way..... sniping. It's how all the top players in MW4 have played over the years and I'm sure we'll find a way to make it work in this game too.
#279
Posted 13 May 2012 - 04:58 AM
#280
Posted 13 May 2012 - 04:59 AM
Melissia, on 13 May 2012 - 04:18 AM, said:
Well, it's certainly a bit more than just "aim X distance to the front of it." Especially when the smallest change in speed or direction from the target can throw off the shot.
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