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Sniper/poptart Problems? Mechwarrior 3 Has Your Solution


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#61 CMDR Sunset Shimmer

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Posted 27 April 2013 - 07:35 AM

View Postp4g3m4s7r, on 26 April 2013 - 07:01 PM, said:

You clearly have not encountered a modern war machine.


I don't have to, and you need to learn to read... Speaking from within the logic of how these machines work within the universe of Classic Battletech/Mechwarrior...

That does not mean "REAL" war machines, this means BATTLETECH LOGIC!

For christ sakes people, learn to read. We are making a simulation of how battlemechs function within the battletech/mechwarrior universe... Not all of our physics translate, and not all of our "modern knowlege" holds true in that universe. If it did, we'd have smart missiles that oneshot mechs 100% of the time always ever.

But that doesn't make for a very fun game now does it? You know what else doesn't make for a very fun mech game? No CoF allowing pinpoint fire 100% always!!!

Edited by Jade Kitsune, 27 April 2013 - 07:35 AM.


#62 Igor Draskovic

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Posted 27 April 2013 - 07:52 AM

View PostManDaisy, on 18 April 2013 - 11:41 AM, said:

Recoil... I knew something felt off about firing ballistics.


What...? Modern armor firing 125mm cannons does not have recoil--they use stabilizers and dampeners to reduce recoil to nearly nothing. Why would ballistic weapons on mechs have recoil? If I wanted to play a game based in 1890....

#63 CMDR Sunset Shimmer

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Posted 27 April 2013 - 08:11 AM

View PostIgor Draskovic, on 27 April 2013 - 07:52 AM, said:


What...? Modern armor firing 125mm cannons does not have recoil--they use stabilizers and dampeners to reduce recoil to nearly nothing. Why would ballistic weapons on mechs have recoil? If I wanted to play a game based in 1890....


allow me to clairfy.


STOP ATTEMPTING TO APPLY REAL LIFE LOGIC TO 80's ANIME INSPIRED GIANT ROBOTS, YOU WILL ONLY GIVE YOURSELF A HEADACHE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Edited by Jade Kitsune, 27 April 2013 - 08:12 AM.


#64 Ngamok

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Posted 27 April 2013 - 08:32 AM

Attacks by a Jumping 'Mech

Jumping makes a 'Mech harder to hit, but the accuracy of weapons fitted to the jumping 'Mech is also adversely affected

http://www.sarna.net/wiki/Jump_jet

#65 p4g3m4s7r

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Posted 27 April 2013 - 08:39 AM

View PostJade Kitsune, on 26 April 2013 - 04:31 PM, said:

you are piloting a machine of war, there is an element of randomness in that


My apologies, I focused on this part of your statement and the fact that it seemed to have nothing to do with the rest of your statement, but came first.

Anyway, you describe a cone of fire mechanic like it would behave as the random shot placement mechanic in TT does. It would not, however. Weapons in TT have a chance to hit (which would correspond to their MWO movement speed) and then a random chance of hitting any specific component. A CoF is effectively a chance to hit any part encompassed by the CoF and a chance to miss entirely corresponding to the area of the circle it would be drawing on the enemy mech that does not fall on said mech and the travel time of the round. This is substantially harder to balance and would not at all directly correspond to TT accuracy values.

Also, the CoF mechanic generally has a negative impact on the players enjoyment of the overall shooting mechanics in a game. It's normally much more satisfying to have a weapon that fires exactly where you point it but is then much more difficult to re-aim than it is to have a weapon that randomly deviates for no apparent reason. Note the general response to weapon mechanics in the Killzone games or other games that made the transition from having a substantial CoF mechanic to almost none at all.

Also, you should realize that when a CoF is implemented, everyone is just going to start only aiming for the center torso. Game dynamics like going for the weak arm that has the big weapon, or trying to hit the side torso of a mech with an XL engine are going to become very rare if not completely disappear. In my mind this is a negative thing, because the diversity of firing options has effectively decreased.

#66 Alienfreak

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Posted 27 April 2013 - 08:51 AM

View PostElyam, on 18 April 2013 - 12:11 PM, said:

ACs in BT are supposed to be relatively recoiless (it's harder to find FASA's original tech descriptions that specifically mention the recoiless nature, but they are out there, I remember it quite well). Same for Gauss and PPC.


So... how do you make a recoilless Coilgun?
I mean without turning physics off.

#67 CMDR Sunset Shimmer

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Posted 27 April 2013 - 09:29 AM

View Postp4g3m4s7r, on 27 April 2013 - 08:39 AM, said:

My apologies, I focused on this part of your statement and the fact that it seemed to have nothing to do with the rest of your statement, but came first.

Anyway, you describe a cone of fire mechanic like it would behave as the random shot placement mechanic in TT does. It would not, however. Weapons in TT have a chance to hit (which would correspond to their MWO movement speed) and then a random chance of hitting any specific component. A CoF is effectively a chance to hit any part encompassed by the CoF and a chance to miss entirely corresponding to the area of the circle it would be drawing on the enemy mech that does not fall on said mech and the travel time of the round. This is substantially harder to balance and would not at all directly correspond to TT accuracy values.

Also, the CoF mechanic generally has a negative impact on the players enjoyment of the overall shooting mechanics in a game. It's normally much more satisfying to have a weapon that fires exactly where you point it but is then much more difficult to re-aim than it is to have a weapon that randomly deviates for no apparent reason. Note the general response to weapon mechanics in the Killzone games or other games that made the transition from having a substantial CoF mechanic to almost none at all.

Also, you should realize that when a CoF is implemented, everyone is just going to start only aiming for the center torso. Game dynamics like going for the weak arm that has the big weapon, or trying to hit the side torso of a mech with an XL engine are going to become very rare if not completely disappear. In my mind this is a negative thing, because the diversity of firing options has effectively decreased.


While you have a good argument, I disagree with the fact that CoF would cause more people to shoot Center Mass...

The fact is, everyone bases their initial shots on CT anyway, it's quicker to take down a mech that way in the first place, and you have a better chance of hitting the CT on most builds than hitting anywhere else. That being said, there are plenty of people in existing games that learn how the CoF works, and can place, accurately, a sniper weapons bullet into the head of the enemy without even scoping in. [360 noscope headshots anyone?]

So please, tell me again how CoF mechanics are such a horrible idea as an extrapolation of the TT "to hit" numbers? At the very least, it's a better system to the "you hit 100% always" now.

I don't know about you, but I personally got over Quake aiming after Quake 3.

You don't see people who play ArmA compaining that the CoF is screwed because your weapon is off slightly because you were running around.

Oh, wait, you're arguing from the quake "I pointed my railgun at that pixel, I want it to hit THAT pixel" argument... sorry.

#68 Jack Lowe

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Posted 27 April 2013 - 09:40 AM

Not sure if recoil is a sound solution because of replys already given as to whether certain weapons would experience the effect, other options sound better like the retical shake however could cause poptarting to become extinct altogether if done poorly.

I don't disagree at all with poptarting as a viable tactic nor sniping for that matter. I keep a dual gauss jager and sometime enjoy running a sniper mech myself. I think the core of the arguement is that weapons can be fired at very long range and have no effective counter other than other weapons that fire at very long range i.e. snipe fest. This translates to essentially a trench warfare style of play that some are finding less than a fullfilling gaming experience.

Poptarting only further excacerbated this problem and mainly because it went from being a possible tactic to the go to tactic as it offered an advantage over others. That would be the ability to snipe from very long range with a very limited exposure time and therefore less risk of return fire and damage.

I won't go into the arguement of whether a mech should or shouldn't have recoil. I've seen references in books that describe a pilot fighting the recoil of his autocannon as it fires others acknowledging that there is a recoil affect associated with it. I've also seen descriptions that seem to indicate that the mech's battle computer and other systems built into the weapon to reduce recoil affectively minimize or negate it. Therefore the differing OP's on that issue seem to indicate differing interpretations or materials they have read or remember reading.

I don't want poptarting nor sniping dead it's a very important tactic and viable. I do think it should have a effective counter that returns it to a possible tactic to use in the appropriate situation. I mentioned this thought in another thread about ballistics.

Have the autocannons behave like well autocannons. In the books they are described as growling and multiple impact points froming on a mech when fired. In the tech manuals they are described as each shot or round actually being a cassette clip of 5 to 10 shells. Depending on manufacturer and type. So instead of one boom when u click the button there should be at least 5. Smaller caliber weapons would of course fire them off faster. Each impact would then cause the cockpit shudder as well as the other effects. Quad AC2's AC'5s and UAC5 builds try to accomplish this affect and do so fairly well, however they chew ammo at a prohibitive rate. To much so, this idea would rebalance this without allowing them to do prohibitive damage each shell would do a fraction of the total damage so damage per ton would remain the same.This would give greater utility to smaller autocannon builds, their suppressive fire becomes the counter to poptarts and restores mobility to the battle field. The larger caliber weapons would be less inclined, if their wise, to engage in long range sniping simply because unless the enemy is kind enough to remain still they would waste alot of damage potential on smaller stocks of ammo. Also remember larger guns would fire off that burst a bit slower making tracking a moving target at longer range much more difficult. That would help reduce the range of the AC/20 back to something more reasonable. It's effective range is 270m, just because it CAN hit at up to 800m doesn't mean it should be a easy task.

I also run the dual AC/20 jager and often forget it's effective range is 270m I'm usually thinking more like 600m, 500m effective. There's something not right with that. I also feel that at shorter ranges it even's up the field against lights particularly the ECM variants a bit. I might not get full damage but then I don't have to be quite as percise in my shooting to do some damage and at least get some healthy respect. The default light circle of death dance would become less of a default. Although more skilled light pilots would still probably stand a very good chance. I know their out there. I believe this again levels the playing field without going to far overboard.

I acknowledge a trade off here unless a person has a certain amount of skill they will not get the concentrated damage to a single location that we're accustomed to, but I think with a certain degree of skill it would still happen. I do however believe the trade off is worth the above mentioned gains. Which I also believe would reduce but not irradicate poptarting and the general sniperfest we've been experiencing. I also think that this idea would be best deployed and tested in the long awaited official test server to get the firing rates, reload rates and such tweeked prior to deployment to prevent creating other unforseen imbalances in the game.

Edited by Jack Lowe, 27 April 2013 - 11:48 AM.


#69 jakucha

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Posted 27 April 2013 - 09:41 AM

LRMs getting fixed and buffed a bit (like speed like devs are considering), and PPCs getting balanced will fix it. The guns don't need recoil. That's what the fancy neurohelmet and gyrostabilizers are for. Perhaps some shaking when jump jetting would be fine though.

Edited by jakucha, 27 April 2013 - 09:45 AM.


#70 Lightfoot

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Posted 27 April 2013 - 10:23 AM

Uh, recoil happens after the shot is fired, right? Well, that's not going to affect jump-jetting mechs at all, they fire alphas and wait,reset, jump again. No recoil affect till they are dropping down from the shot.

And the PPC is not overpowered, it's being exploited by boats carrying 4xERPPCs or 6xPPCs. Fix the boating problem first with a hard heat cap. No more hot fixxes PLEASE. I know it's strange for MWO to address the boating of weapons instead of just nerfing the weapon, but this is the perfect opportunity to follow Battletech TT rules and stop Energy Boating with a hard heat cap. Nothing stops boats like having the mech blow itself up from too much heat.

By the way, if you are getting cored by jump-jetters at long range you must be trying to park your mech on a ridge and snipe back. Jump-jetters do only minor damage if you move laterally at range. They track vertically with their jump. So they fire as the reticle drops over your mech on the way down. That's a stupidly easy shot. Move laterally and they have a very hard time coordinating their shots. Their accuracy falls off by 60% or more. That's at long range, short range makes everyone a fat target so be evasive as you can.

But yeah, if your not moving much, those jump-jetters will never miss and you will. If you are new to MWO and MechWarrior you will feel overwhelmed pretty quickly since you probably can't pilot your mech forward and torso-twist sideways to shoot back at jump-jetting mechs. You probably want alot of nerfs after a few matches to make up for poor piloting. Hopefully the Devs just hand out a Mech Piloting manual instead of taking some newbie complaints too seriously. :D

Edited by Lightfoot, 27 April 2013 - 10:28 AM.


#71 Alienfreak

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Posted 27 April 2013 - 11:07 AM

View Postjakucha, on 27 April 2013 - 09:41 AM, said:

LRMs getting fixed and buffed a bit (like speed like devs are considering), and PPCs getting balanced will fix it. The guns don't need recoil. That's what the fancy neurohelmet and gyrostabilizers are for. Perhaps some shaking when jump jetting would be fine though.


So how does your fancy gyrostabilizer nullify the recoil of one AC20 on the aim of your next firing PPC?

#72 Felbombling

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Posted 27 April 2013 - 11:32 AM

There is an amazing game in here somewhere, the devs just need to put their egos aside and try some different concepts. What a shame that a game with such incredible potential and an established fan-base is being hindered by stubborn loyalty to core decisions made a year or more ago.

#73 Alienfreak

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Posted 27 April 2013 - 11:49 AM

View PostStaggerCheck, on 27 April 2013 - 11:32 AM, said:

There is an amazing game in here somewhere, the devs just need to put their egos aside and try some different concepts. What a shame that a game with such incredible potential and an established fan-base is being hindered by stubborn loyalty to core decisions made a year or more ago.


They are not so loyal to core decision when it comes to consumables, only one special type of mechs and 3rd. Are they?

#74 CMDR Sunset Shimmer

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Posted 27 April 2013 - 01:20 PM

View PostStaggerCheck, on 27 April 2013 - 11:32 AM, said:

There is an amazing game in here somewhere, the devs just need to put their egos aside and try some different concepts. What a shame that a game with such incredible potential and an established fan-base is being hindered by stubborn loyalty to core decisions made a year or more ago.

The problem is they're NOT sticking to core decisions.

We wouldn't have this problem now if they'd stuck to the design pillars, instead we now have Coolant, MC exclusive mechs, and 3rd person view [soon.tm]

If they had stuck to the original plan, we'd have diverse mechs, diverse loadouts, and the roles would matter.

#75 Shadowsword8

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Posted 27 April 2013 - 01:35 PM

View PostXostriyad, on 18 April 2013 - 11:44 AM, said:

Not sure how much recoil there would be with a PPC or a Guass rifle.

Heck, isn't a Guass Rifle made to be recoiless or am I thinking railguns?


Gauss and railguns have recoil, too. It's a simply matter of physics: You can't create cinetic energy out of nothing. The magnetic field will push the projectile forward, but will also imprint an opposed force of equal intensity in the gun's magnetic coils.

Imagine a railgun firing a rod of metal weighting more than the railgun itself. Do you really think the gun wouldn't move?


View PostJade Kitsune, on 27 April 2013 - 01:20 PM, said:

The problem is they're NOT sticking to core decisions.

We wouldn't have this problem now if they'd stuck to the design pillars, instead we now have Coolant, MC exclusive mechs, and 3rd person view [soon.tm]

If they had stuck to the original plan, we'd have diverse mechs, diverse loadouts, and the roles would matter.


Yet what you're taking as example of them not following TT design are completely negligible details compared to things like tripled RoF with same heat values, DHS at 1.4 and ECM.

Edited by Shadowsword8, 27 April 2013 - 01:38 PM.


#76 CMDR Sunset Shimmer

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Posted 27 April 2013 - 02:00 PM

View PostShadowsword8, on 27 April 2013 - 01:35 PM, said:


Gauss and railguns have recoil, too. It's a simply matter of physics: You can't create cinetic energy out of nothing. The magnetic field will push the projectile forward, but will also imprint an opposed force of equal intensity in the gun's magnetic coils.

Imagine a railgun firing a rod of metal weighting more than the railgun itself. Do you really think the gun wouldn't move?




Yet what you're taking as example of them not following TT design are completely negligible details compared to things like tripled RoF with same heat values, DHS at 1.4 and ECM.



Tabletop can't translate 100%

I'm not denying that the heat system needs a complete rework... IT DOES.

That's not what's in contention here.

#77 Felbombling

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Posted 27 April 2013 - 02:35 PM

View PostAlienfreak, on 27 April 2013 - 11:49 AM, said:


They are not so loyal to core decision when it comes to consumables, only one special type of mechs and 3rd. Are they?

View PostJade Kitsune, on 27 April 2013 - 01:20 PM, said:

The problem is they're NOT sticking to core decisions.

We wouldn't have this problem now if they'd stuck to the design pillars, instead we now have Coolant, MC exclusive mechs, and 3rd person view [soon.tm]

If they had stuck to the original plan, we'd have diverse mechs, diverse loadouts, and the roles would matter.


While I agree, it goes much deeper than that. You have the dev team responding to game imbalance by tweaking weapon damage or heat values, when the real culprits are deep inside the game mechanics. As listed already, I am certain that the heat system, pin-point targeting, Mech Lab freedom and ammunition per ton are root causes of the problems we have now. They are all interconnected to each other. Weapon firing and recycle rates, doubled armour values. Again... all connected on a deep level. You cannot introduce a tripled rate of fire into a game without giving proper ammunition levels and still maintain game balance with energy weapons. People run out of ammo too fast, then they hop into the Mech Lab to add more ammo at the expense of other weapons. Now there is less tonnage to allocate to secondary weapons or support weapons. People realize this and then start to pool their tonnage into certain weapon systems that can sidestep these issues.

It wouldn't be so frustrating if people hadn't been trumpeting their warnings as far back as Closed Beta, but here we are.

#78 Saint Scarlett Johan

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Posted 27 April 2013 - 02:37 PM

Gauss Rifles and ACs should have recoil, since you know... action-reaction

In lore, the Galahad has coupling issues with it's Guass Rifles:
"During the Reunification War, multiple reports of catastrophic failure of the shoulder couplings came in from the front lines"
-Technical Readout: 3075, pp. 180-181, "Galahad 'Mech Profile"

As for AC's, go watch this:


Notice how it rocks a 27 ton SP Howitzer, we were firing minimum charges as well. The AC's could use some recoil.

Edited by JohanssenJr, 27 April 2013 - 02:38 PM.


#79 TOGSolid

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Posted 27 April 2013 - 03:17 PM

To quote myself from the OP I wrote for the Penny Arcade forum MWO thread:

Quote

Welcome pilot to the new Mechwarrior Online OP. I understand that while some of you are seasoned veterans who know better, a decent lot of you think a futuristic, sci-fi, guided missile should be able to go further than a kilometer. Well rookie, I'm glad you're here because in this thread, common sense is lostech.


I will state again that visual/animated recoil for the purposes of immersion is cool, so long as it doesn't actually affect the gameplay. Recoil will fix NOTHING about high alpha builds. Suggesting as much is like claiming that the AWP in Counterstrike just needs to have a ton of recoil and it would be balanced. Recoil is not the solution for anything and claiming that it needs to be in the game because lolrealism is as dumb of an argument as the people who were arguing that missiles need to keep their splash damage just because missiles explode and explosions obviously cause splash damage. All recoil would do is push people even harder to pure alpha setups which is the complete opposite of what we want.

Edited by TOGSolid, 27 April 2013 - 03:24 PM.


#80 Malzel

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Posted 27 April 2013 - 03:21 PM

Nerfing jumpjets would be sad, since they're actually fun again. I wouldn't want to pull the rug out from under Jenners and Spiders because Cataphracts and Highlanders are owning the field.

As has been stated, I don't think recoil would have any noticeable effect, since all the damage is dealt in the alpha strike, not any subsequent shots.

I'll be the first to say that introducing a Cone of Fire mechanic to all gameplay would be a very unfortunate thing for MWO, but a CoF caused by jumpjet use sounds like the only plausible solution that would help mitigate poptarting while still allowing it, within reason. There's nothing wrong with poptarting as a tactic, it's just too good, with no drawbacks right now.

Really, though, poptarting is only a major issue because of the rise of the high-alpha era. Now that 3, 4, and 6 PPC builds are practical and usable, we're seeing that problem come out, and poptarting is just accenting it. A 4x PPC Stalker that can core most mechs in one alpha is already unbalanced, and I seem to recall that's why PGI doubled all the armor numbers--because getting one-shot-alpha'ed isn't fun, regardless of how "realistic" or true to TT it is. A 4x PPC Cataphract that can poptart and do the same? Just more obviously unbalanced, since he can stay safe from damage while he does it.

Once the PPC boating issue is addressed somehow, I think poptarting will fall back into line. You could still poptart with a K2 GaussCat, but you're slow and fragile with that build, which is a fair trade off. You could still poptart with Large Lasers, but that's not a point-click-kill situation. The proliferation of PPCs is the underlying cause of the poptart imbalance, and that's already on PGI's chopping block.

Edited by Malzel, 27 April 2013 - 03:44 PM.






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