Missile Damage - Feedback
#141
Posted 20 March 2013 - 12:31 PM
Really need a similar system in this, as there are far, far too many LRM mechs in PUGS now. You can't tell me it's just a co-incidence that LRM's more than double in frequency?
Please don't say "Oh but it's in the game, therefore legit."
Nobody's forcing you to be a douche, LRM user. You did that to yourself. Sigh.
#142
Posted 20 March 2013 - 12:38 PM
Till they fix it why should anyone get banned its not like they hacked it and broke it but the admins did.
Edited by clownwarlord, 20 March 2013 - 12:38 PM.
#143
Posted 20 March 2013 - 12:39 PM
Arcturious, on 20 March 2013 - 12:31 PM, said:
Really need a similar system in this, as there are far, far too many LRM mechs in PUGS now. You can't tell me it's just a co-incidence that LRM's more than double in frequency?
Please don't say "Oh but it's in the game, therefore legit."
Nobody's forcing you to be a douche, LRM user. You did that to yourself. Sigh.
What do you consider abuse? Should I not use the mechs I've been using, because they hurt your butt? Should I just fire less often?
I've noticed there are less ECM mechs in the field btw. Exacerbating an already less then ideal situation.
Edited by LexLuther, 20 March 2013 - 01:18 PM.
#144
Posted 20 March 2013 - 12:48 PM
Arcturious, on 20 March 2013 - 12:31 PM, said:
Really need a similar system in this, as there are far, far too many LRM mechs in PUGS now. You can't tell me it's just a co-incidence that LRM's more than double in frequency?
Please don't say "Oh but it's in the game, therefore legit."
Nobody's forcing you to be a douche, LRM user. You did that to yourself. Sigh.
That's hardly an exploit. An exploit would be like in EVE's wormhole systems the unseen advantage of the drop in weapon range and tracking from a magnetar system could be manipulated such that when you PURPOSELY make your team's weapons negative tracking and range values you get unlimited range and tracking. Yay modular math.
Equipping LRMs which before was fine, and shooting them, just as before is now "bad" but technically that's "Working as Intended." Because the player didn't manipulate any system, the Devs let it slip through QC. There's a difference, but I understand how it can hurt your feelings. But the players didn't do anything different.
Edited by darkfall13, 20 March 2013 - 12:56 PM.
#145
Posted 20 March 2013 - 12:52 PM
#146
Posted 20 March 2013 - 12:58 PM
Arcturious, on 20 March 2013 - 12:31 PM, said:
Really need a similar system in this, as there are far, far too many LRM mechs in PUGS now. You can't tell me it's just a co-incidence that LRM's more than double in frequency?
Please don't say "Oh but it's in the game, therefore legit."
Nobody's forcing you to be a douche, LRM user. You did that to yourself. Sigh.
Exploit <> Normal Game-play
I don't have to do anything out of the ordinary, just drive my mechs and shoot the enemy in the face with SRMs to reap what PGI has sown with this latest patch.
An exploit is normally associated with non-typical game-play behaviour such as glitching into a building on purpose to become immune to enemy fire.
#147
Posted 20 March 2013 - 12:59 PM
Bryan Ekman, on 20 March 2013 - 08:18 AM, said:
Can you fix the multiple crash to desktop and mechlab issues reported elsewhere for nearly 3 months at the same time please?!?!?
Pretty please!)@?!?!
#149
Posted 20 March 2013 - 01:02 PM
#150
Posted 20 March 2013 - 01:04 PM
#151
Posted 20 March 2013 - 01:08 PM
My ideas to make LRM require “more skills” are the following:
Locking a target would work as it does now. Put your reticle on the target and get a lock after a few seconds on target.
BUT, the quality of the lock would be linked to the time lock has been kept before firing your missile.
The way I would render this is adding another circle that completes itself around the present day reticle.
For standard LRM’s --- Make it a 12 blocks line (3 per quarter or the circle) which mean, for each 1/3 of a second (this could be more or less) that you hold target from getting a lock you gain about 7.6% (1/13th) in accuracy or tighter grouping of your LRM’s. 100% accuracy would be gained when the 12 blocks are filled and this would give you the same level of grouping that standard LRM’s have now. Basically, you can shoot fast with lower accuracy (i.e.: instant shoot on first target lock gets you 7.6% accuracy, and gets better the longer the target remains locked), or shoot slower with higher accuracy.
For missiles with Artemis --- Make it 4 blocks lines (1 per quarter or the circle) which mean, for each 1/3 of a second (this could be more or less) that you hold target from getting a lock you gain 20% (1/5th) in accuracy or tighter grouping of your Artemis LRM’s. 100% accuracy would be gained when the 4 blocks are filled and this would give you the same level of grouping that Artemis LRM’s have now. Basically, you can shoot fast with lower accuracy (i.e.: instant shoot on first target lock gets you 20% accuracy, and gets better the longer the target remains locked), or shoot slower with higher accuracy.
t think we need deadly LRM to teach the "stupid types" what not to do... but at the same time we need to make it managable.
Well my 2c
Edited by Zoom2136, 20 March 2013 - 01:21 PM.
#152
Posted 20 March 2013 - 01:17 PM
Jelan, on 20 March 2013 - 01:04 PM, said:
That's what we're here for. Regardless of what some people here would like to tell you, there is no internal process that can simulate the kind of testing that a large scale deployment can bring. And internal QA for any developer, regardless of size, can and will miss things, even if they might seem glaringly obvious on the surface once it hits the public.
Unfortunately I would wager that there are enough people under the impression that we shouldn't even bother reporting things like map glitches when you get stuck or send crash dumps when your game locks up because we're "not testing, just playing". We then look at longer resolution time due to lack of information on a particular issue as a result.
I'm not saying this is the case for everyone of course, just that it's an unfortunate side effect of an open beta.
Edited by DragonsFire, 20 March 2013 - 01:18 PM.
#153
Posted 20 March 2013 - 01:19 PM
Jelan, on 20 March 2013 - 01:04 PM, said:
You think they run test before releasing a patch.
Instead of releasing a patch and then saying ah will need to test this in house. And get back to you in a week.
Edited by Corbon Zackery, 20 March 2013 - 01:21 PM.
#154
Posted 20 March 2013 - 01:24 PM
#156
Posted 20 March 2013 - 01:28 PM
Zoom2136, on 20 March 2013 - 01:08 PM, said:
My ideas to make LRM require “more skills” are the following:
Locking a target would work as it does now. Put your reticle on the target and get a lock after a few seconds on target.
BUT, the quality of the lock would be linked to the time lock has been kept before firing your missile.
The way I would render this is adding another circle that completes itself around the present day reticle.
For standard LRM’s --- Make it a 12 blocks line (3 per quarter or the circle) which mean, for each 1/3 of a second (this could be more or less) that you hold target from getting a lock you gain about 7.6% (1/13th) in accuracy or tighter grouping of your LRM’s. 100% accuracy would be gained when the 12 blocks are filled and this would give you the same level of grouping that standard LRM’s have now. Basically, you can shoot fast with lower accuracy (i.e.: instant shoot on first target lock gets you 7.6% accuracy, and gets better the longer the target remains locked), or shoot slower with higher accuracy.
For missiles with Artemis --- Make it 4 blocks lines (1 per quarter or the circle) which mean, for each 1/3 of a second (this could be more or less) that you hold target from getting a lock you gain 20% (1/5th) in accuracy or tighter grouping of your Artemis LRM’s. 100% accuracy would be gained when the 4 blocks are filled and this would give you the same level of grouping that Artemis LRM’s have now. Basically, you can shoot fast with lower accuracy (i.e.: instant shoot on first target lock gets you 20% accuracy, and gets better the longer the target remains locked), or shoot slower with higher accuracy.
Well my 2c
Well your idea is in my opinion flawed. If you count in ECm which basically can prevent lock on all match long. Then factor in all the other things that have to go on before lrms can even be effectively used you will have wasted time with this method.
Currently I have to have spacing between my pods and other objects so the arc can get over them. Then I have a window of 1000 meters and 180 meters of usable range. Next I use up all that tonnage on ammo and the launchers them selves leaving me with what a few medium lasers? maybe machine guns if I like useless things and more ammo that will explode?
Current issue is the splash which is causing more damage then necessary yes. This needs to be corrected, but to change the whole lrm system now would be over kill. Especially with your system of having a progression lock will take longer, making the boat sit there and then poof lose lock on causing all your time wasted.
#157
Posted 20 March 2013 - 01:29 PM
Tarman, on 20 March 2013 - 10:58 AM, said:
I appreciate your work, you're earning your green today.
If their testbed server is this far off from the live server, then that may be what really needs to be addressed. I knew lurms were borked in the first five minutes of gaming post-patch. I'd be totally willing to run in a larger live testbed if that's what the game needs. Second Rain would have been better to inflict upon people who were ready for anything game-borking.
If this is not a feasible testing system then they need to get working on a more robust hotfix system so that they can bork, tweak and recall things faster. I'm less concerned with things being unbalanced if I know I'm intentionally testing something unknown and that it can be tweaked or rolled back in a more speedy fashion. More volatility in gameplay is tolerable if the overall work on it is quicker.
I would like to second this, and because I currently have a lot of extra free time I am more than happy to offer my services as a game tester.
I submit my work here as a reference: http://mwomercs.com/...60#entry2093460
And offer to work for free.
#158
Posted 20 March 2013 - 01:44 PM
someone said players aren't doing anything different; WRONG!!!!!!!!!!!!
a large number of players have switched to LRM to get easy cbills...
please hotfix ASAP -
you know how matches in river city go now? lrm boats stay in base... that's it.
it's drained all possible tactics out of it, just stay in base, press R, click anywhere, press R, click anywhere, press R, click anywhere.
i have sunk a lot of time in this game for it to get broken just like that, without even a dev acknowledging it
i am tired of just hugging a wall for 3 minutes at a time, hearing woosh woosh from the missiles not being able to move, is this your idea of fun!?!?!
Edited by Mazzyplz, 20 March 2013 - 01:47 PM.
#160
Posted 20 March 2013 - 01:49 PM
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