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Devs Having Trouble Balancing Missles? - Solution


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#1 Teralitha

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Posted 26 March 2013 - 12:33 PM

PGI you guys have been flip flopping back and forth with your missles for a long time now and you cant seem to get it balanced.

I made a suggestion several times now to re design the lock on missle mechanics to be more skill based.

Allow players to target a location on a mech with their lock on missles. Let them lock missles only an arm, or a leg or a side torso. Why is it designed to only center on the CT?

Having 0.7 damage spread to everywhere just makes missles feel weak.

If you design it so players can target specific hitboxes, you can make missles have a spread centered on those locations instead of only the CT.. all the time. Its adds a skill factor to lock on missles. MW4 did this, you can too.

As for locking missles on non line of sight targets, the LRMs can default to the ct in those cases with a huge spread doing seemingly weak damage. but if the pilot manages to pin point his lock, the missle spread is much tighter and most of the damage only ends up in that location.


Again this is about adding a skill curve to LRMs, and really the same thing could be done with SSRMs. Players can still just do a nomal red square lock and shoot without aiming and the missles will randomly hit all over their targets(or miss)... OR they can use skill and do a precise hit location.

What do you think?

Edited by Teralitha, 26 March 2013 - 02:51 PM.


#2 Nashidaran

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Posted 26 March 2013 - 12:41 PM

Sounds good to me.

#3 Esk

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Posted 26 March 2013 - 12:47 PM

Picking a HB, while a fun idea, the issue of allowing a group to all focus 100% of X box when shooting at a mech, making LRMs one hell of a pinpoint weapon, rather then a support one....

#4 Ialti

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Posted 26 March 2013 - 12:54 PM

View PostTeralitha, on 26 March 2013 - 12:33 PM, said:

PGI you guys have been flip flopping back and forth with your missles for a long time now and you cant seem to get it balanced.

I made a suggestion several times now to re design the lock on missle mechanics to be more skill based.

Allow players to target a location on a mech with their lock on missles. Let them lock missles only an arm, or a leg or a side torso. Why is it designed to only center on the CT?

Having 0.7 damage spread to everywhere just makes missles feel weak.

If you design it so players can target specific hitboxes, you can make missles have a spread centered on those locations instead of only the CT.. all the time. Its adds a skill factor to lock on missles.

As for locking missles on non line of sight targets, the LRMs can default to the ct in those cases with a huge spread doing seemingly weak damage. but if the pilot manages to pin point his lock, the missle spread is much tighter and most of the damage only ends up in that location.


Again this is about adding a skill curve to LRMs, and really the same thing could be done with SSRMs. Players can still just do a nomal red square lock and shoot without aiming and the missles will randomly hit all over their targets(or miss)... OR they can use skill and do a precise hit location.

What do you think?


And what sort of mechanic would allow that kind of targeting, exactly? A minigame?

Or maybe some kind of light that you can use to pain your targets... hmm... if only we had one of those...

But beyond that, let's just wait a bit until the Devs have been able to evaluate this change and adjust it a little before pushing for entirely new systems, yeah?

#5 Team Leader

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Posted 26 March 2013 - 12:56 PM

Or, put LRM damage at 1, SRM damage at 2, stagger fire SRMs, remove splash damage. Also, increase LRM speed.

#6 Warrax the Chaos Warrior

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Posted 26 March 2013 - 01:01 PM

View PostTeam Leader, on 26 March 2013 - 12:56 PM, said:

Or, put LRM damage at 1, SRM damage at 2, stagger fire SRMs, remove splash damage. Also, increase LRM speed.

I like this.

But also...

Have LRMs spread out a whole lot more at range. Rewards people working as medium-range fire support, while penalizing back-line campers.

Have SRMs start in a large spread (they launch chaotically), then have the group tighten near max range (as their flight paths stabilize). Rewards aim and penalizes face-humping.

#7 LiminalSpace

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Posted 26 March 2013 - 01:07 PM

The missiles either lock and you don't aim, or they don't and you do. I'm not sure a several-second flight-time would be great for location targeting with a dumb-fire weapon. Between the spread and the fact that (almost) any target is moving, I don't see how a 100 m/s missile can realistically target anything, except maybe legs versus torso.

Frankly, the whole idea of LRM missiles in this game seems predicated on the idea that they are not "aimed" at anything except another whole mech. Doesn't mean that couldn't change, I suppose, but it certainly doesn't seem to match the vision.

#8 Team Leader

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Posted 26 March 2013 - 01:09 PM

View PostWarrax the Chaos Warrior, on 26 March 2013 - 01:01 PM, said:

I like this.

But also...

Have LRMs spread out a whole lot more at range. Rewards people working as medium-range fire support, while penalizing back-line campers.

Have SRMs start in a large spread (they launch chaotically), then have the group tighten near max range (as their flight paths stabilize). Rewards aim and penalizes face-humping.

Perfect!

#9 JohnathanSwift

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Posted 26 March 2013 - 01:12 PM

View PostTeam Leader, on 26 March 2013 - 01:09 PM, said:

Perfect!

no way that's too clean and logical. It has to be something that can be exploited or can harm other mechs.

#10 LiminalSpace

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Posted 26 March 2013 - 01:46 PM

View PostWarrax the Chaos Warrior, on 26 March 2013 - 01:01 PM, said:

Have SRMs start in a large spread (they launch chaotically), then have the group tighten near max range (as their flight paths stabilize). Rewards aim and penalizes face-humping.

Doesn't make must sense to have them start chaotic, as they are all launched from a close-spaced set of holes in a completely straight flightpath (unlike LRMs), but hey, it wouldn't be the first time a mechwarrior game was unrealistic. :P

However, I'd prefer to have some kind of system where there's an "ideal" range where they are grouped closest, and then they start to spread out again after that range (say 150M or whatever -- don't know what number it should be). I don't like the idea of SRMs being pinpoint weapons at 270M.

#11 Teralitha

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Posted 26 March 2013 - 01:56 PM

View PostIalti, on 26 March 2013 - 12:54 PM, said:

And what sort of mechanic would allow that kind of targeting, exactly? A minigame?


You would use line of sight and your targeting reticle. And no not all missles would hit exactly that spot, they still spread.

View PostIalti, on 26 March 2013 - 12:54 PM, said:

But beyond that, let's just wait a bit until the Devs have been able to evaluate this change and adjust it a little before pushing for entirely new systems, yeah?


I think we have already seen this mechanic fail enough.

View PostTeam Leader, on 26 March 2013 - 12:56 PM, said:

Or, put LRM damage at 1, SRM damage at 2, stagger fire SRMs, remove splash damage. Also, increase LRM speed.


I wont say its a bad idea, but I still would prefer a skilled based mechanic.

Edited by Teralitha, 26 March 2013 - 01:54 PM.


#12 anonymous175

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Posted 26 March 2013 - 02:08 PM

:P





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