

Double Armor Again! / Make The Fights Last Longer (Let Me Explain Why)
#141
Posted 17 April 2013 - 07:24 AM
#142
Posted 17 April 2013 - 07:31 AM
= everything that is not a high damage build is dead right away...not a solution, just translocation of the problems
weapon convergence must return being a factor, heat must have consequences (disturbances of the HUD at high heat levels, slower torso movement) , pilots should become a factor themselves (taking damage from constant high heat values), pinpoint accuracy of multiple weapons in the same location MUST be changed, recoil of high damage weapons as ac20, gauss and so on should throw your aim off slightly, as well as being hit by such ... and many many more i guess
Edited by Adrienne Vorton, 17 April 2013 - 07:38 AM.
#143
Posted 17 April 2013 - 07:31 AM
Like
What epic battle ever lasted only 7 minutes?
I think there only way to address this will be re-spawn game modes, which I'm very iffy about.
I like what they have going on now
How you have to stay alive because you know..
When you get blown up you get blown up.
I like how the penalty for dying is that you simply don't come back, so you have to try your best to stay alive.
Hopefully the re-spawn timer will be long enough of a penalty for people to actually want to stay alive.
#144
Posted 17 April 2013 - 07:38 AM
And then come back the week after and read all the whining about needing 8 tons of ammo per weapon, making teh benefit of doubling armor zero because anyone that needs ammo will hav to lose multiple tons to compensate. Non energy weapons will effectively cease to exist.
Not to mention the massive buff this would be to assaults and nerf to everyone else. The heavier you get, the more you benefit. Nobody should be able to take simultaneous alphas from 2 6ppc stalkers, but every Atlas not stripping their own CT would be able to do exactly that.
I fly an atlas and have no problem with using energy weapons, so be my guest


#145
Posted 17 April 2013 - 07:45 AM
#146
Posted 17 April 2013 - 07:53 AM
Zerberus, on 17 April 2013 - 07:38 AM, said:
And then come back the week after and read all the whining about needing 8 tons of ammo per weapon, making teh benefit of doubling armor zero because anyone that needs ammo will hav to lose multiple tons to compensate. Non energy weapons will effectively cease to exist.
Not to mention the massive buff this would be to assaults and nerf to everyone else. The heavier you get, the more you benefit. Nobody should be able to take simultaneous alphas from 2 6ppc stalkers, but every Atlas not stripping their own CT would be able to do exactly that.
I fly an atlas and have no problem with using energy weapons, so be my guest


Because Increasing ammo per ton is impossible.
#147
Posted 17 April 2013 - 08:17 AM
Quote
Factually, (cough) BS (cough) and you were sorta doing Ok until then. Even a 5 v 1 will last longer than that given a decent Pilot and a properly driven machine. Win? Negative. 20 seconds max? Please.
#148
Posted 17 April 2013 - 10:26 AM
of course these are my thoughts ymmv
Edited by Darrien, 17 April 2013 - 11:59 AM.
#149
Posted 17 April 2013 - 11:39 AM
Zerberus, on 17 April 2013 - 07:38 AM, said:
And then come back the week after and read all the whining about needing 8 tons of ammo per weapon, making teh benefit of doubling armor zero because anyone that needs ammo will hav to lose multiple tons to compensate. Non energy weapons will effectively cease to exist.
Not to mention the massive buff this would be to assaults and nerf to everyone else. The heavier you get, the more you benefit. Nobody should be able to take simultaneous alphas from 2 6ppc stalkers, but every Atlas not stripping their own CT would be able to do exactly that.
I fly an atlas and have no problem with using energy weapons, so be my guest


lol Really funny how most of you don't even read the OP text.
THE DOUBLE ARMOR IS JUST A CATCH PHRASE TO GET YOU TO READ THE DAMN POST NOTHING ELSE
If you would have read it, you would have realized that my opinion is NOT to double it, I just wanted to get the problem some observation and try to discuss what could be done.
#150
Posted 17 April 2013 - 11:42 AM
Then original armor values will have a meaning cause there wont be high damage pin point builds anymore, except the TT intended ones.
#151
Posted 17 April 2013 - 11:50 AM

#152
Posted 17 April 2013 - 11:54 AM
#153
Posted 17 April 2013 - 11:58 AM
Ansel, on 17 April 2013 - 11:04 AM, said:
Each weapon would then have it's own footprint, for example the AC-20 would have the largest footprint of the balistic weapons, and the MG having the smallest footprint, missle and spread type weapons would have very large footprints to go with their lower damage so they generate a lot of overlaping area damage, also making them better for splasing damage into areas that the armor was already breached.
If this were implimented fights would take quite a while longer, so I would probly drop armor point totals to 125-150% of TT values instead of 200%.
Yay, quoting myself. >.> feels strange.
#154
Posted 17 April 2013 - 12:00 PM
TexAss, on 09 March 2013 - 07:19 AM, said:
the game already progressed to far to make everyone "hey you know how to run to the other side of the map and get a beacon and come back, try not to be seen".
Fact is: as soon as you face another mech. If no one of you runs away (most don't since they are used to and WANT to fight) one of you will be dead in 20 seconds max.
THAT's why I don't like.
I do the same to others with my brawlers and ppc snipers, my K/D ratio is far in the green land (and no I don't use a splatcat).
Of course I expected narrow minded people like you to say exactly that.
Hell I already know how to kill most mediums and lights with one alpha of my 8R.
When everybody starts doing that we don't have mechs anymore, we have paper-mechs. You could also just replace all mechs with humans.
i think thats the consequence of the timeline being 3050 and not 3015/3025. if it were 3025 we wouldnt have the problem. single heatsinks, badshit targetting devices, no ER weapons and so on would make for some awesome low tech fights.
it will only accelerate with clan tech and then the next wave of is tech (RACs and stuff like that).
my best suggestion so far is to implement heat penalties to give big energy weapons a more risk to their reward.
#155
Posted 17 April 2013 - 12:06 PM
Erasus Magnus, on 17 April 2013 - 12:00 PM, said:
i think thats the consequence of the timeline being 3050 and not 3015/3025. if it were 3025 we wouldnt have the problem. single heatsinks, badshit targetting devices, no ER weapons and so on would make for some awesome low tech fights.
it will only accelerate with clan tech and then the next wave of is tech (RACs and stuff like that).
my best suggestion so far is to implement heat penalties to give big energy weapons a more risk to their reward.
I would kill for a "Low-Tech" Succession War "expansion" to this, with cone of fire over twitch accuracy to represent the duct tape nature of mechs. I still say the Mouse accuracy is a bigger problem for game balance than almost anything else. Considering all the variables involved, (and the fact they added convergence, which is contradictory of the pin point targeting otherwise in game) the pin point accuracy of the Mouse is what imbalance the game most. I minute amount of targeting slop would cause the pros to howl, but also make the fights last a LOT longer. 100 tons of metal moving in humanoid fashion, over uneven terrain will not have 100% rock solid aim, no matter how hard you try. (The targeting system would require flawless predictive logic to accommodate and even then the servos would have to actually re-aim the weapons)
Poptarts and HexStalkers and GaussAPults suddenly not the 100 meter boogey men people find them to be today.
#156
Posted 17 April 2013 - 12:13 PM
Bishop Steiner, on 17 April 2013 - 12:06 PM, said:
Poptarts and HexStalkers and GaussAPults suddenly not the 100 meter boogey men people find them to be today.
Na, pinpoint accuracy isn't what is causing the imballance in the game.
Its the use of the outaded battletech paperdoll that is suppoded to be used with a RNG system that causes imballances in the game.
#157
Posted 17 April 2013 - 12:15 PM
High alpha doesn't always win the day, but the more coordinated a team is, the harder it is to counter. And when 12v12 comes, I can only imagine how fast coordinated groups will be able to melt people.
#158
Posted 17 April 2013 - 12:18 PM
#159
Posted 17 April 2013 - 12:25 PM
Sucks pretty bad playing an Assualt mech only to have your chest armor blow off in 2 volley's... From cannon, PPC and laser boats.
#160
Posted 17 April 2013 - 12:29 PM
MorbidGamer, on 17 April 2013 - 12:25 PM, said:
Sucks pretty bad playing an Assualt mech only to have your chest armor blow off in 2 volley's... From cannon, PPC and laser boats.
Ansel, on 17 April 2013 - 11:04 AM, said:
Each weapon would then have it's own footprint, for example the AC-20 would have the largest footprint of the balistic weapons, and the MG having the smallest footprint, missle and spread type weapons would have very large footprints to go with their lower damage so they generate a lot of overlaping area damage, also making them better for splasing damage into areas that the armor was already breached.
If this were implimented fights would take quite a while longer, so I would probly drop armor point totals to 125-150% of TT values instead of 200%.
Problem solved, unless a shot is placed close enough to overlap into an already damaged area it will always hit fresh armor.
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