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Double Armor Again! / Make The Fights Last Longer (Let Me Explain Why)


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#121 LordDante

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Posted 15 March 2013 - 12:46 AM

View PostPaula Fry, on 15 March 2013 - 12:43 AM, said:

Didn't they gave all more amor allready so you mean quadroupeld or what??

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#122 Teralitha

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Posted 15 March 2013 - 01:20 AM

The suggestion that someone said about slowing down weapon recycle times would probably be the best solution to slowing down the ttk and make battles a bit more tactical considering how this game has been designed....

#123 IraqiWalker

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Posted 23 March 2013 - 10:48 AM

Or even the one about upgrading the internal skeleton structure's HP. That could give us exactly what we need.

#124 RagenBull

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Posted 23 March 2013 - 06:18 PM

ya with all of the hard hitting load outs (6ppc stalker) even assault mechs can get 2 shotted, and that does not seem right to me. I have been that stalker and all i can think when i do it to someone is "sorry for the cheese"

#125 Sephlock

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Posted 23 March 2013 - 06:25 PM

"Doubling armor again is possibly the worst idea ever, it is already hard to attack two people from behind and kill one of them before they can respond effectively. This would dilute individual skill too much and reward stupid play."

This.

Plus, can you imagine what quadruple armor (and presumably internal structure as well...?) would look like once we get 24 or 32 man games?



Heres a better idea. Reduce armor back to the way it originally was, and quadruple internal structure values, and make ac/20s invincible.

Edited by Sephlock, 23 March 2013 - 06:24 PM.


#126 Forestal

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Posted 23 March 2013 - 06:36 PM

Err, the way to make fights last longer is actually to HALVE the armor-- why do you think "Use Cover CONSTANTLY" stealth games like S.T.A.L.K.E.R. or System Shock are so tense, drawn-out and replayable... because one wrong move and you're dead... doubling or quadrupling the armor just encourages more (& earlier in the the match) brawling/ stand-offs. :)

But since PGI's refusal to implement "Deathmatch" options is due to its fear of splitting the community, I doubt that PGI will ever gets the guts to actually make up their mind about having more tactical vs pew-pew gameplay--

Edited by Forestal, 23 March 2013 - 06:42 PM.


#127 jakucha

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Posted 23 March 2013 - 06:44 PM

View PostForestal, on 23 March 2013 - 06:36 PM, said:



But since PGI's refusal to implement "Deathmatch" options is due to its fear of splitting the community, I doubt that PGI will ever gets the guts to actually make up their mind about having more tactical vs pew-pew gameplay--



They're implementing deathmatch in the form of Solaris expansion, but that's not for a while. Armor is fine as it is in my opinion.

#128 Utilyan

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Posted 23 March 2013 - 06:51 PM

I played COD when it was WWII :)
Sadly never played the modern warfare ones.....

Counterstrike, BF3, teamfortress2.....twich. But I also like TOTAL WAR mideval, shogun, series, Nobunaga's ambition, Romance of Three Kingdoms.


There should be a TOTAL WAR version of Mechwarrior, lil more then mechcommander, with like map provinces n' stuff....that would be the sht. Even more if was like the meta part of this game. I'm hopeful for what they got in mind with community warfare.

I'd prob have fun playing a sandbox livin' legend version too.......quick respawns whatever...... Its all toys to me. :)



I think the TT-scale was tried long long long long ago..... You can't have things drawn out too long. The TT had like 10 sec round. Theres a just right balance.


Personally I like big march, the calm before the storm......the whole lord of the rings single file you get in alpine....


I remember like some old games like TIE FIGHTER the best missions your like inspecting stuff doing some silly job and THEN you get attacked.

That whole guard duty going from boring to awsome I think some they should experiment with on the meta. Its like a brief time of getting aquainted. I find myself saying oh hey that hunchback was cool.....rather then the pilot's name. They could prob do better with our ID's.

#129 Sephlock

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Posted 23 March 2013 - 07:06 PM

View PostForestal, on 23 March 2013 - 06:36 PM, said:

Err, the way to make fights last longer is actually to HALVE the armor-- why do you think "Use Cover CONSTANTLY" stealth games like S.T.A.L.K.E.R. or System Shock are so tense, drawn-out and replayable... because one wrong move and you're dead... doubling or quadrupling the armor just encourages more (& earlier in the the match) brawling/ stand-offs. :rolleyes:


That makes sense logically, but even now there are already people complaining about LRMs being too strong, even after they have been given an automatic warning whenever they are even TARGETTED, AND a warning whenever missiles are fired at them, AND the missiles travel ridiculously slow.

Even having to point themselves towards any obstacle whatsoever and hit W or hit W, fire, then hit S, represents an outrageous inconvenience to them; do you really think they'd be able to handle *gasp* not being out in the open in the first place?

T

#130 Chavette

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Posted 23 March 2013 - 07:09 PM

Half the armor!!

#131 IraqiWalker

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Posted 13 April 2013 - 07:35 PM

View PostUtilyan, on 23 March 2013 - 06:51 PM, said:

There should be a TOTAL WAR version of Mechwarrior



There is, it's called MechWarrior Tactics. As close to what you're asking as you'd get. Though it is just a turn based strategy game.

Also, we need to have some way of identifying people who ***** and complain. I hate the fact that the people that complain the most are usually the idiots who don't think. For instance, LRMs are by far one of the weakest weapons in the game, and one of the easiest to counter.

Honestly if you don't have the brain power to avoid open terrain when they rain missiles on you, you have no one to blame but your stupid self. They're missiles, they fly high and then land on you, unless you're behind rocks, buildings, ECM, or just out of lock. Or you know, within 180 meters of them.

Honestly if it was up to me LRMs would be dealing splash damage because explosions are not restricted by anything, and doing that would get every ***** who doesn't know how to use tactics to leave the game, thus we'd end up with only people who have more than 2 brain cells as our community of players. That is obviously a bad business strategy, and that's why I am not in charge.

#132 TexAce

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Posted 17 April 2013 - 06:26 AM

Time to take this thread out for a ride again, since I'm sure there are a lot more people here now, who know what I mean when I say "the game is too fast".

#133 Syllogy

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Posted 17 April 2013 - 06:28 AM

Bwahahaha.


No.

#134 TexAce

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Posted 17 April 2013 - 06:37 AM

View PostSyllogy, on 17 April 2013 - 06:28 AM, said:

Bwahahaha.


No.


Thanks for not even reading the first sentence in the OP. Thumbs up! Duhh

#135 Thunder Lips Express

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Posted 17 April 2013 - 06:46 AM

View PostTexAss, on 09 March 2013 - 07:04 AM, said:

read this first, before commenting about my double armor suggestion:

- Hit State Rewind (HSR)
- Consumables
- Clans and Clan-Tech
- Fixed Hitboxes
- Reduced lags
- Lower pings due to more servers worldwide
- Players getting more experienced, finding better layouts
- Many more critslots/hardpoints than 'needed' (I know this is wonky)
- No speed-cap anymore when netcode is fixed completely

...all this leads to fights getting quicker and quicker. Many brawls are done in seconds, many have proven you can already destroy a mech in 3-4 seconds and it will get faster and faster.



I'm sure it would cause other problems but they could be dealt with larger, i would love battles to be 30-60 minutes long, epic battles where it could feel like my Mech could take serious amounts of damage
For me mechwarrior is a game, that should not be twitch-like. But the "better" the game performance gets, the more twitchy it gets.

And to be honest I don't like this.
I like games where it takes minutes to destroy each other (and not because you need 10 minutes to reach the opponent like on huge maps).

I think when the devs made the numbers (cooldown timers, armor points) for the game, they did them not under perfect conditions but under the ones they had back then, and it made sense.

But now with all the points up there it kinda doesn't fit anymore. Think about this.

I don't know what the solution for this is.

Double armor points again? This would certainly lead to more balance problems.
Or just make them "soak up" more damage than now?
Or limit hardpoints?
Double cooldown timers?
Pump up heat?
Change weapon convergence (no pinpoint damage)?

I don't know, I just can say (and I know its not only my opinion) that the game is getting too fast and nothing we have planned for the future counters that.

I'm pretty bad with ballistics (58% accuracy with AC20, 49% with Gauss according to my stats, mostly due to lag) but when ballistics get state-rewinds, you can imagine how much more damage everyone will do!

And that 60 point alpha of the PPC Stalker that missed you because of a tiny tiny lag, will hit you right in your face.


#136 Tetatae Squawkins

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Posted 17 April 2013 - 06:53 AM

PGI already stated that this could happen with HSR implementation. So it's not like they didn't see it coming. It will be interesting to see what they decide to do to slow the game down a bit(if anything).


After reading some of the completely horrible suggestions in this thread I am thankful most of you don't design video games.

#137 TexAce

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Posted 17 April 2013 - 06:56 AM

View Postcrabcakes66, on 17 April 2013 - 06:53 AM, said:

PGI already stated that this could happen with HSR implementation. So it's not like they didn't see it coming. It will be interesting to see what they decide to do to slow the game down a bit(if anything).


After reading some of the completely horrible suggestions in this thread I am thankful most of you don't design video games.


I remember them saying in a NGNG podcast that they also think the game is a bit too fast at the moment and have to look into it. I sign of hope at least.

#138 Mechteric

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Posted 17 April 2013 - 06:58 AM

quad armor would just make lights 2 times more annoying to take down. no thanks.

#139 Henree

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Posted 17 April 2013 - 07:00 AM

r and r and the ability to retreat from the battlefield.

#140 Fut

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Posted 17 April 2013 - 07:07 AM

View PostBroceratops, on 09 March 2013 - 07:38 AM, said:

There is some merit to this. Brawls between organized teams are decided in 15 seconds. It's okay i guess, but I'm not sure it's what the devs were going for.


This is somewhat of a problem in my eyes.
The game is great entertainment, and I'm having a blast with it (ie. I'm not crying about getting killed quickly, i know that it's usually my own mistake when it happens), but it doesn't feel like I'm piloting a massive armored robot. You take a good hit from somebody and you start to lose body parts right away - sort of feels like I'm just a normal human soldier out on the field sometimes... Part of the fun in Mechwarrior is being able to continue the fight while taking fire from the enemies, and we just don't see that very often in MWO.

Not sure if doubling armor would be the best way to fix this "issue", but I strongly feel like something should be done.





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