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To Fix High Alpha Mechs


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#161 Traigus

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Posted 12 April 2013 - 04:35 PM

I like the idea in general, but would rather attach it to heat rather than #s of weapons fired. The hotter you run, the more your hud recticles drift. Overheating your targeting computer makes the math go bad? Seems to be cannon.


Simulates heat chart + to hit rolls and helps with too many Alphas without actually having to count weapons and seconds (which can be macroed).

1 Alpha.. fun. now at 60 % heat kinda hard to aim. ok...3 of my 6 ppcs hit better chain fire...1 more hit 95% heat my crosshairs are visiting my chat box and my hud is playing Xmas tunes with a cash register beep speaker until I get it back down to 80%

maybe let BAP let you target as if you had 15% less heat because of the extra targeting power?

Edited by Traigus, 12 April 2013 - 04:36 PM.


#162 Karr285

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Posted 12 April 2013 - 04:41 PM

View PostTraigus, on 12 April 2013 - 04:35 PM, said:

I like the idea in general, but would rather attach it to heat rather than #s of weapons fired. The hotter you run, the more your hud recticles drift. Overheating your targeting computer makes the math go bad? Seems to be cannon.


Simulates heat chart + to hit rolls and helps with too many Alphas without actually having to count weapons and seconds (which can be macroed).

1 Alpha.. fun. now at 60 % heat kinda hard to aim. ok...3 of my 6 ppcs hit better chain fire...1 more hit 95% heat my crosshairs are visiting my chat box and my hud is playing Xmas tunes with a cash register beep speaker until I get it back down to 80%

maybe let BAP let you target as if you had 15% less heat because of the extra targeting power?

Hadn't considered that, that sounds pretty good too

#163 Hellcat420

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Posted 12 April 2013 - 04:53 PM

View PostKarr285, on 11 April 2013 - 10:15 PM, said:

As much as Id like that Nobody would go for all weapons always deviating, IMO this is a generous half way on both sides, and helps reduce the 90% alpha always play-style mechwarrior has turned into.


that playstyle is due more to the match type gameplay, not how the weapons work. this game is cod with big robots, not battletech.

Edited by Hellcat420, 12 April 2013 - 04:57 PM.


#164 neviu

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Posted 12 April 2013 - 04:54 PM

nerf my 6 ppc style NERF IT!!

THE TEARS ARE joying ME!!

#165 Deamhan

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Posted 12 April 2013 - 05:32 PM

So, heat is given as a %. Most brawls are at about ~150m (average) and with just a 2 deg of inaccuracy, that means a deviation of 3.5 meters. Needless to say you will miss at longer ranges.

However, you have to be at 100% heat to get 2 deg. 50% is 1 deg. The hotter you run, the greater the deviation. At longer ranges, you shouldn't be generating tons of heat because there shouldn't be as much pressure. You are pop out from cover, take your sniper shot and then duck back under. Or if you are not being shot at, you simply take carefull aim and shoot.

In the brawl, you are gonna be firing more often. Keeping the pressure on the enemy. So you will run hotter but you will be closer so you still won't be missing.

#166 Nutlink

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Posted 12 April 2013 - 05:44 PM

I love the ideas flowing here. The ridiculousness of builds now is approaching the level of MW3 small laser boats, or MW4 Nova Cat ERLL boats.

#167 cyberFluke

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Posted 12 April 2013 - 07:18 PM

I've put a lot of thought into this, and many other problems in MW:O that can be solved/helped by the addition of one simple thing that has been in every modern shooter since CounterStrike. The reason it's in *every* shooter is it's seen as a step forward, a way of dealing with many problems that arise from giving the player pinpoint crosshair precision, especially in a supposedly "skill-based" game.

I know off the bat, a lot of smarmy responses will be "simply no", "You're taking skill out of the game" and other such shortsighted nonsense. If you are stood in the ground, stock still with no heat, then your weapons should be for all intents and purposes as it is now. However, the second you start moving, both reticules should enlarge, each weapon firing at any point inside the reticule. A number of things should enlarge the reticules; Heat, Movement (using jump jets and falling should add more camera shake and expand the reticule too), taking physical hits should "pulse" the reticule as hit is taken.

This in no way removes skill from the game, quite the opposite in fact, it *adds* skill as there are more factors to take into account when discharging a weapon. It would mean extremely high heat mechs will have to reconsider alpha strike after alpha strike, running and gunning circle jerk fights become inefficient and poptarting requires a *lot* more skill rather than being common as "Heavy Metal". It solves the problem of melting mechs in seconds and promotes more thought in movement and attack rather than straight up brawl at as long a range as possible. It helps with the balance issues with boating, not to mention helping to curb the extreme builds we've been seeing of late.

I honestly can't think of a valid reason to complain about the above system, other than if you're happy with the broken status quo where you "pwn with mah 5 PPCs/6 Large Lasers". While the latest build of the fortnight would be touched by the above, it would have helped to rein in nearly every other flavour of the month too.

Fluke

#168 Teralitha

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Posted 12 April 2013 - 07:43 PM

Torso mounted weapons should not be allowed to converge. They should fire straight. But they do converge, and this makes the game more arcade like/twitch shooter.

#169 Juree Riggd

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Posted 12 April 2013 - 07:47 PM

So to everyone crying nerf about boating PPCs, I have a question for you. You honestly think there is no possible strategy or counter to PPC boating snipers? Nothing possible you can do, so the devs HAVE to do something to nerf it? The only time something should be nerfed is if it's breaking the game. Like I said before, show me a shooter (tactical or just plain ol' FPS) that doesn't have a weapon that 1 shots someone. It's your own fault you're getting one shotted, and if it keeps happening over and over, maybe you're doing something to make you an easier target, and maybe, just MAYBE, you should rethink your tactics before crying nerf.

View PostTeralitha, on 12 April 2013 - 07:43 PM, said:

Torso mounted weapons should not be allowed to converge. They should fire straight. But they do converge, and this makes the game more arcade like/twitch shooter.


It's the year 3050, you don't think there might be some kind of mechanism to work together with your targeting system to move that weapon just a TINY BIT to get the weapon to converge?

#170 Nutlink

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Posted 12 April 2013 - 08:51 PM

No, it's that it's pretty damn lame seeing a mech and automatically knowing what the loadout is on it 90% of the time. It's about trying to encourage the use of more weapons in the field with a variety of loadouts instead of seeing the same thing over and over. It's about trying to stick the spirit (key word there) of Battletech (yes, there were boats, but most mechs had a role and multiple weapons to fulfill that role). It was the same issue with MW4 and the ERLL on the Nova Cat and Mad Cat, and that was eventually fixed as well.

Oh, and Natural Selection 2 doesn't have any 1 hit kill weapons.

Maybe, just MAYBE, you should consider the source material instead of trying to turn this into another generic FPS, but with giant robots.

#171 Juree Riggd

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Posted 12 April 2013 - 09:05 PM

View PostBOTA49, on 12 April 2013 - 08:51 PM, said:

No, it's that it's pretty damn lame seeing a mech and automatically knowing what the loadout is on it 90% of the time. It's about trying to encourage the use of more weapons in the field with a variety of loadouts instead of seeing the same thing over and over. It's about trying to stick the spirit (key word there) of Battletech (yes, there were boats, but most mechs had a role and multiple weapons to fulfill that role). It was the same issue with MW4 and the ERLL on the Nova Cat and Mad Cat, and that was eventually fixed as well.

Oh, and Natural Selection 2 doesn't have any 1 hit kill weapons.

Maybe, just MAYBE, you should consider the source material instead of trying to turn this into another generic FPS, but with giant robots.

You still didn't answer my question. Is there any possible strategy you can take to combat PPC boating effectively? Just because YOU want people to use a myriad of weapons doesn't mean they're going to. Just because it doesn't fit your vision of the battletech world doesn't mean you have to cry nerf.

View PostBOTA49, on 12 April 2013 - 08:51 PM, said:

No, it's that it's pretty damn lame seeing a mech and automatically knowing what the loadout is on it 90% of the time. It's about trying to encourage the use of more weapons in the field with a variety of loadouts instead of seeing the same thing over and over. It's about trying to stick the spirit (key word there) of Battletech (yes, there were boats, but most mechs had a role and multiple weapons to fulfill that role). It was the same issue with MW4 and the ERLL on the Nova Cat and Mad Cat, and that was eventually fixed as well.

Oh, and Natural Selection 2 doesn't have any 1 hit kill weapons.

Maybe, just MAYBE, you should consider the source material instead of trying to turn this into another generic FPS, but with giant robots.


Oh and also NS2 is way more strategy than it is shooter. While MWO is definitely strategy, I'd say it has more shooter elements in it anyhow. If you're getting one shotted all day in MWO, then you're doing something wrong. Sometimes you get sniped and can't help it, but if you feel that it's so broken that you have to cry nerf, maybe it's you? Lastly, I think it's pretty funny that you're crying about considering source material while lobbying to implement a system that never existed in said source material, just because you want people to play the way you want them to play. If you want to play tabletop battletech, go roll dice for your hit or miss, and don't bother coming back to MWO.

Edited by Juree Riggd, 12 April 2013 - 09:13 PM.


#172 Mr 144

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Posted 12 April 2013 - 09:42 PM

View PostHawker, on 12 April 2013 - 11:26 AM, said:


There is no way to implement targeting computer in MWO because in order to do so you would have to build in an aimbot. Not going to happen without even more QQ.

So you ran events, so did I, but I also won events at major competitions. I did run clans exclusively since they came out, and only a few actually have a targeting computer. The only time people called shots was when the target mech was shutdown or legged. Most good players wouldn't bother with long range shots and your ideal situation you posed is just that ideal. He didn't move, you didn't move. In competitive play, if you shutdown or don't move, you are dead. No one in their right mind would do that. You must have had very gambling players but in major tournaments, that doesn't work. You need to play the odds well. I didn't win two Nationals by gambling on called shots and in fact I don't remember ever having done so in all the tournaments I played in and I won quite a few. So, I am calling you out on that.

You still fail to see the difference between Battletech and Mechwarrior, so let me lay it out for you one last time, and then you either get it or not, in that I don't really care.

Battletech (the boardgame) was designed around a random number table for hit location. The mechs in Battletech are designed also with this mechanic in mind. It works because it is designed well. Take AC/20s for example. In the real world a cannon like that would easily shoot farther than an AC/2 (I worked on weapon systems in the military so I have pretty specific knowledge there) because of physics. Don't believe me, look up say the effective range of a .50 cal machine gun and a 105mm howitzer if you must.

In Battletech though the ranges are reversed for game play balance, because otherwise AC/20's would be OP. Agree or not on your part, it is irrelevant.

Mechwarrior does not use a random table for hit location. It uses your aim. Most games that use aim as a game mechanic do not have multiple hit locations. They usually have a single health bar and maybe an armor or shield bar that goes before the health bar is affected. Honestly, other than the Mechwarrior series, I can't think of any simulator or shooter that uses multiple hit locations other than head shots which some games treat differently. Unreal Tournament is an example but there are plenty of others, like say Freelancer just to widen the scope of games that use aiming as a game mechanic. Single health bar is the primary means of determining if a target is removed from play or not, instant gibbing aside.

So why does Mechwarrior use multiple hit locations? Because that is the way it was in Battletech, thats why. Is that a sound design choice? No, it isn't and many other games prove that when you use aim as a game mechanic, a single health bar is the preferred method to good game play, and they might add armor/shield on top of that.

Head shots is a separate topic really and I am not going to get into that.

In my opinion, and of course it is only my opinion, Mechwarrior needs to grow up and own up to the fact that it is a sim shooter and not the board game. To do that, they need to redesign the mechs appropriately. That can simply be done by the following:

One armor stat.
One internal structure stat.
Crits could have a low chance to occur for each hit on armor or internal structure or just internal structure. Or you could have hits on internal structure autocrit. (Personally I would just have a small chance that each hit could cause a crit and that crit would be random across all the equipment including things like actuators and such.)

Those changes would be more inline with shooter design. You can still loadout your mech like before, just the armor stat would be a bar, or if you really wanted to you could assign armor to each now redundant location.

The other option would be to invoke a random hit location for each shot and that would make it more like the board game sort of RTS style play in a sense.

Either way, the mechs were designed for random hit location and that just doesn't port well to a shooter based game. Doubling armor is a stop gap but not a real solution. The solution is to design the mechs properly for the type of game it is, a sim shooter.


A very intelligent post. I disagree, but nicely put regardless.

Seperate hit locations for me is why I play this game. I pretty much never play traditional FPSers, but the 'realistic' portion of individual hitboxes is what has always drew me to the series. It influences so much in mech design as well, and I would never want to give that up.

As this is all 'pie-in-the-sky' talk, as PGI most assuredly is not going to go with a health bar at this point...I'll give my observation on what went wrong...They ignored the overwhelming priority of function over form. Because hitboxes are so important in this game, modeling should have been done with balance in mind first...not artwork. While the mech designs are certainly excellent in form...they lack in function.

Across the board armor doubling was probablly a mistake, and this one they could theoretically still cheat a fix into. For example, A 'phracts arms are twigs graphically and the armor should reflect that as opposed to the ears of a pult which are engineering wise a lot more structuraly sound. Like wise, if the Jager artwork is designed (art) with giant side shields, the armor value should reflect that fact as opposed to the very small side torsos of the pult. Literally every mech (I'm looking at you walking barn awesome) could be individualy tweaked based on the graphic model.

This would of course enrage the TT folks who want consitency at least to core rules (doubled at least is consistent). The only other solution is adding some form of DR to the game as a graphic/hitbox/size/role type of balancing system. health bars would simply ruin the game...as it's uniqueness is what seperates itself as MechWarrior IMO.

Mr 144

#173 Nutlink

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Posted 12 April 2013 - 09:47 PM

View PostJuree Riggd, on 12 April 2013 - 09:05 PM, said:

You still didn't answer my question. Is there any possible strategy you can take to combat PPC boating effectively? Just because YOU want people to use a myriad of weapons doesn't mean they're going to. Just because it doesn't fit your vision of the battletech world doesn't mean you have to cry nerf.



Oh and also NS2 is way more strategy than it is shooter. While MWO is definitely strategy, I'd say it has more shooter elements in it anyhow. If you're getting one shotted all day in MWO, then you're doing something wrong. Sometimes you get sniped and can't help it, but if you feel that it's so broken that you have to cry nerf, maybe it's you? Lastly, I think it's pretty funny that you're crying about considering source material while lobbying to implement a system that never existed in said source material, just because you want people to play the way you want them to play. If you want to play tabletop battletech, go roll dice for your hit or miss, and don't bother coming back to MWO.



So you think pinpoint accuracy was part of the source material? I wasn't trying to answer your question, I was pointing out that having mechs that are consistently able to one-shot larger mechs is NOT part of the source material that this is based off of. That having a chance to miss other than human error was part of the series. It's not my vision of Battletech, it was Jordan's and Ross' idea to have factors that screw with aiming. If you could hit the CT every time it'd be a pretty damn boring game, especially one-shotting everything. Obviously I'm not the only one thinking that way based on this thread and the reception it's gotten. If you want to keep trying to turn this into Counter-Strike with robots, you go ahead and keep at it. Meanwhile, those of us who want to see something different will try and do so.

Oh, and NS2 is DEFINITELY a shooter no matter how you cut it. You asked for one, and I provided one. There's also Tribes, Goldeneye (Golden Gun doesn't count as it's map/mode specific), and Enemy Territory Quake Wars. Besides, in most games in order to get a one shot kill you need to hit the head, not a torso.

Edited by BOTA49, 12 April 2013 - 09:49 PM.


#174 Brilig

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Posted 12 April 2013 - 09:51 PM

View PostJuree Riggd, on 12 April 2013 - 09:05 PM, said:

Just because YOU want people to use a myriad of weapons doesn't mean they're going to. Just because it doesn't fit your vision of the battletech world doesn't mean you have to cry nerf.


I'm going to agree with you partially here and say boating itself is defiantly not the issue. There are plenty of mechs that come stock as boats. (Hunch 4P, Awes 8Q, I own both.)

Being able to fire all of your weapons at once, with pinpoint accuracy, at the exact same spot is the issue.

This is what makes Boating a problem. It is what makes some mechs variants much more powerful than others. Boating is not the only way to play, but it is arguably the best way. Unfortunately that makes the mech bay and customization options kind of pointless.

Its not about boats being beatable, it is about them being inherently more powerful than other loadouts because convergence makes them so.

Also regardless of how other shooters do it. Running around alpha striking everything down in a couple of shots, or being alpha struck down in a couple of shots is not fun in Mech Warrior. This game is supposed to be a robot slug fest not an infantry simulator.

#175 Juree Riggd

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Posted 12 April 2013 - 10:28 PM

View PostBrilig, on 12 April 2013 - 09:51 PM, said:


I'm going to agree with you partially here and say boating itself is defiantly not the issue. There are plenty of mechs that come stock as boats. (Hunch 4P, Awes 8Q, I own both.)

Being able to fire all of your weapons at once, with pinpoint accuracy, at the exact same spot is the issue.

This is what makes Boating a problem. It is what makes some mechs variants much more powerful than others. Boating is not the only way to play, but it is arguably the best way. Unfortunately that makes the mech bay and customization options kind of pointless.

Its not about boats being beatable, it is about them being inherently more powerful than other loadouts because convergence makes them so.

Also regardless of how other shooters do it. Running around alpha striking everything down in a couple of shots, or being alpha struck down in a couple of shots is not fun in Mech Warrior. This game is supposed to be a robot slug fest not an infantry simulator.

You can't remove pinpoint accuracy without removing the shooter elements. While the game takes strategy to play effectively, it's still a shooter. Not having weapons converge on your target is useless. Again, it's the year 3050, these are highly armed giant robots, you don't think that there isn't a system to aim the weapons to at least converge on the target redicule? If all of your torso weapons simply shot straight out from where they were mounted, there's no point in using crosshairs at all, because only the arms would be capable of aiming. This doesn't promote weapon diversity, it'd only make people stick missiles in their torsos and put aimable weapons in their arms. Then we're back to square 1, except instead of 6 PPCs, you have 4. So you removed 2 PPCs from the equation, while screwing up the balance of pretty much every other build ever.

#176 Juree Riggd

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Posted 12 April 2013 - 10:31 PM

Also, let's not forget about the mechs with limited arm movement, like the Jager or the Catapult. With weapon convergence gone, are these mechs doomed to only using missiles, or hoping that enemies will stand the right length apart so they can make use of more than one weapon at a time? In fact, how would you aim at all without weapon convergence?

#177 Juree Riggd

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Posted 12 April 2013 - 10:37 PM

View PostBOTA49, on 12 April 2013 - 09:47 PM, said:



So you think pinpoint accuracy was part of the source material? I wasn't trying to answer your question, I was pointing out that having mechs that are consistently able to one-shot larger mechs is NOT part of the source material that this is based off of. That having a chance to miss other than human error was part of the series. It's not my vision of Battletech, it was Jordan's and Ross' idea to have factors that screw with aiming. If you could hit the CT every time it'd be a pretty damn boring game, especially one-shotting everything. Obviously I'm not the only one thinking that way based on this thread and the reception it's gotten. If you want to keep trying to turn this into Counter-Strike with robots, you go ahead and keep at it. Meanwhile, those of us who want to see something different will try and do so.

Oh, and NS2 is DEFINITELY a shooter no matter how you cut it. You asked for one, and I provided one. There's also Tribes, Goldeneye (Golden Gun doesn't count as it's map/mode specific), and Enemy Territory Quake Wars. Besides, in most games in order to get a one shot kill you need to hit the head, not a torso.

So pretty much you're picking and choosing which points to counter and which points to not counter? Pinpoint accuracy wasn't part of source material because source material was a turn based table top game, not a shooter. Again, if you want to play BT, then go play BT. This is inspired by BT, not strictly BT. I almost exclusively pilot lights, and have yet to be one shotted in the torso by any build. Two shotted, sure, never one shotted.

#178 hercules1981

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Posted 12 April 2013 - 10:55 PM

View PostGODzillaGSPB, on 12 April 2013 - 12:10 AM, said:

Forget it. The majority wants boating. The majority wants absolute freedom in hardpoints. The majority are simply no BattleTech or MechWarrior fans whatsoever.

if this dam game made the hardpoints such as in mw4 dam boating problem is totally fixed. mechs have hardpoints and hardpoints size. mechs would pretty much have to stick to there roles and the mechs like the longbow i think it was called(altough sure it will never be in this game) would boat missles cause that is what it was built for in battletech, not really sure y the community has not pushed for this at all.

#179 Juree Riggd

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Posted 12 April 2013 - 11:05 PM

View Posthercules1981, on 12 April 2013 - 10:55 PM, said:

if this dam game made the hardpoints such as in mw4 dam boating problem is totally fixed. mechs have hardpoints and hardpoints size. mechs would pretty much have to stick to there roles and the mechs like the longbow i think it was called(altough sure it will never be in this game) would boat missles cause that is what it was built for in battletech, not really sure y the community has not pushed for this at all.


This is probably the closest thing to a solution you could have, assuming that boating in itself needed balancing. Restricting hardpoints to only allow specific sized weapons in them would prevent boating for the most part. When you try to put large salvo missiles in a hardpoint with only 2 missile tubes, the weapon is restricted to only firing 2 missiles at a time. There is no equivalent with ballistics or energy weapons.

#180 Particle Man

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Posted 12 April 2013 - 11:08 PM

I'm a little late to this party, but there are actual issues and things that need to be fixed. you should be focusing on those things, not imaginary non-problems like alpha strikes, which are part of the game and universe since before a lot of people here were even born.





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