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Light Mechs Without Ecm Are Not Fun To Play


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#41 stjobe

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Posted 14 March 2013 - 01:52 PM

View PostSilentium, on 14 March 2013 - 01:43 PM, said:

Don't care, not quitting the addiction.

It's a love affair, mainly Jesus and my Jenner.

Jesus built your Jenner? Is that you, Al?

Soon you'll discover this rock thing was true and all you can do is ding a ding dang your dang a long ling long ;)

Edited by stjobe, 14 March 2013 - 01:56 PM.


#42 Heeden

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Posted 14 March 2013 - 02:01 PM

Jenners are amazing fun to play, my latest game is harassing the hell out of splatcats. It's a risky but satisfying sport.

#43 Silentium

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Posted 14 March 2013 - 02:02 PM

View Poststjobe, on 14 March 2013 - 01:52 PM, said:

Jesus built your Jenner? Is that you, Al?

Soon you'll discover this rock thing was true and all you can do is ding a ding dang your dang a long ling long ;)


Nice catch :P

That is all I ever want to do, especially since ding a ding danging my dang a long ling long means shooting SRMS and lazors into some poor *******'s back.

#44 Sean von Steinike

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Posted 14 March 2013 - 02:04 PM

What made non-ecm light mechs not fun to play was removal of knockdown and lag shield. Lag shield has been reduced, and soon knockdowns back in. Lights will truly be fun to play again then.

#45 Davers

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Posted 14 March 2013 - 02:08 PM

View PostPaul Inouye, on 14 March 2013 - 12:53 PM, said:

Interesting and very thorough testing by the OP and many kudos for the in-depth write-up.
This problem has 2 levels.

First is that Testing Grounds has quite a few issues when reporting damage and the numbers you're seeing are inflated quite a bit (almost double). We will be addressing this bug and others as Testing Grounds matures over time.

Second, this does NOT eliminate the findings that S-SRMs AND SRMs are doing more damage than intended. This is not due to some top secret, behind your back weapon balancing. It has to do with splash damage, how it was first implemented and the new smaller Mechs coming out.

Posted Image

Here is one of the scenarios described and I've turned on the debug tools to let us see exactly what is going on in terms of hits and damage being done.

The Raven 3L has just fired 1 volley of 2 x S-SRM2 at the Commando 1B. As you can see, the amount of damage done to the Commando does not make sense. There is a total of 51.5 armor being stripped off the Commando. We've been able to reproduce this repeatedly and we're getting an average damage of 12.9 per missile. Quite a bit higher than the intended 2.5 damage per missile plus splash damage.

So what has happened to cause this? Smaller Mechs and more complex geometry than what was available when the splash damage system first went into the game. When SRM splash damage went into the game, there were a total of 4 Mechs available to the playerbase. The Jenner, Hunchback, Catapult and the Atlas. These 4 Mechs have very unique targeting silhouettes and were used to calculate the radius of splash damage per missile. Now what has happened is that the splash damage across smaller Mechs or Mechs with more complex/tighter component positioning are getting hit with more splash damage than intended.

In the image below, you can see how much overlap the damage done to the Commando has and how that it is taking significantly more splash damage than it should.

Posted Image

We are looking at the tuning for these hit locations/splash damage and will update as soon as possible.


This is why non ECM mechs aren't fun to play.

#46 One Medic Army

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Posted 14 March 2013 - 02:17 PM

View PostDavers, on 14 March 2013 - 02:08 PM, said:

This is why non ECM mechs aren't fun to play.

Well, specifically it's why missiles completely **** commandos, which means non-ECM commandos are just little piñatas full of component destruction bonuses.

Full thread here:
http://mwomercs.com/...results-inside/

#47 Heeden

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Posted 14 March 2013 - 02:18 PM

View PostDavers, on 14 March 2013 - 02:08 PM, said:


This is why non ECM mechs aren't fun to play.

View PostDavers, on 14 March 2013 - 02:08 PM, said:


This is why non ECM mechs aren't fun to play.


No, that is why taking down a streak-toting 3L in a Jenner makes you feel like a god, even if they spend most of their time walking into the side of a building and seem to DC halfway through the fight.

Edit: even though the bug doesn't effect Jenners, I still feel awesome.

Edited by Heeden, 14 March 2013 - 02:19 PM.


#48 Davers

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Posted 14 March 2013 - 02:20 PM

View PostOne Medic Army, on 14 March 2013 - 02:17 PM, said:

Well, specifically it's why missiles completely **** commandos, which means non-ECM commandos are just little piñatas full of component destruction bonuses.

Full thread here:
http://mwomercs.com/...results-inside/

I would like to take this moment to officially apologize for playing a Streakcat and purposefully hunting Commandos. I didn't realize I was doing 150 point alpha strikes.

#49 VoltarDark

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Posted 14 March 2013 - 02:23 PM

View PostDavers, on 14 March 2013 - 02:08 PM, said:


This is why non ECM mechs aren't fun to play.


This is very interresting,thank you.

#50 Davers

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Posted 14 March 2013 - 02:25 PM

View PostHeeden, on 14 March 2013 - 02:18 PM, said:


No, that is why taking down a streak-toting 3L in a Jenner makes you feel like a god, even if they spend most of their time walking into the side of a building and seem to DC halfway through the fight.

Edit: even though the bug doesn't effect Jenners, I still feel awesome.

If you are using SRMs it is effecting you as well. Those 2 SRM4s are doing 100 damage vs Spiders and Commandos. Not sure if Ravens are getting a lot of extra damage since they are bigger.

View PostVoltarDark, on 14 March 2013 - 02:23 PM, said:


This is very interresting,thank you.

And unless we hear otherwise, it's safe to assume LRMs are doing more damage as well.

#51 stjobe

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Posted 14 March 2013 - 02:27 PM

View PostDavers, on 14 March 2013 - 02:20 PM, said:

I would like to take this moment to officially apologize for playing a Streakcat and purposefully hunting Commandos. I didn't realize I was doing 150 point alpha strikes.

You weren't. At 12.9 damage per SRM, you were doing 464.4-point alphas.

But nevertheless, apology accepted.

Edit: Ah. StreakCat, not SplatCat. Ah well, seems like I must apologize as well. 154.8-point alphas it is.

Edited by stjobe, 14 March 2013 - 02:29 PM.


#52 Heeden

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Posted 14 March 2013 - 02:29 PM

View PostDavers, on 14 March 2013 - 02:25 PM, said:

If you are using SRMs it is effecting you as well. Those 2 SRM4s are doing 100 damage vs Spiders and Commandos. Not sure if Ravens are getting a lot of extra damage since they are bigger.


I meant my Jenner isn't at a disadvantage against Ravens (apart from the whole Streaks vs. Laser thing) because it was accounted for when Streaks where introduced. There was a Commando I shot with SRM4s earlier day who went very orange (sorry dude) but I always feel bad killing Commandos in a Jenner.

#53 Mahnmut

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Posted 14 March 2013 - 02:48 PM

I find non ECM lights fun to play until I come up against ECM lights with streaks. Jenners have decent firepower so they can at least fight back but try fighting a 3L with a spider K or V - unless you got a high building to jump too you are dead and there is literally nothing you can do.

#54 Tuonela

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Posted 14 March 2013 - 02:51 PM

Jenner's are very effective in game against everything but a ECM/Streak light (so commando and raven). Against other lights, mediums, heavies and assaults I'm very effective, but can be easily killed if I'm stupid (but I think the balance is good at the moment).

So, lights as a class I think are about right, but ECM powered lights, because of streaks, are currently too powerful. Streaks need a tweak downward.





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