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Remove Alpha Strike?


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#21 Rhent

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Posted 21 April 2013 - 04:48 PM

View PostNeverfar, on 21 April 2013 - 04:07 PM, said:

The problem is in Battletech, the 6 PPC theoretical Mech wouldn't be able to put all 6 shots into the same location. Each shot would hit somewhere differently as a base mechanic.

If that was here, a lot of the problem would be solved. Wider shot groups would be a start. If it really takes so much "skill" to do this like its defenders claim, then wouldn't a wider convergence shot group help them hit light Mechs to begin with (if less precisely)?


I truly hate it when people like you attempt to write a poorly thought out idea. Lets take your idea to the logical conclusion:
"To prevent Alpha Strikes, weapons hit like TT". - Random

Just click on the mech, get a lock and fire and magic dice rolls and your damage is randomly allocated to the mech.

#22 Spike Brave

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Posted 21 April 2013 - 05:14 PM

I see people saying in TT the damage is spread. Am I the only one who used a targeting computer? All the damage in one place.

#23 Brilig

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Posted 21 April 2013 - 05:18 PM

There is nothing wrong with alpha striking. Convergence is what needs to be fixed.

#24 Inconspicuous

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Posted 21 April 2013 - 05:19 PM

View PostRhent, on 21 April 2013 - 04:48 PM, said:


I truly hate it when people like you attempt to write a poorly thought out idea. Lets take your idea to the logical conclusion:
"To prevent Alpha Strikes, weapons hit like TT". - Random

Just click on the mech, get a lock and fire and magic dice rolls and your damage is randomly allocated to the mech.


I simply could not resist posting this again...

Posted Image

#25 Willie Sauerland

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Posted 21 April 2013 - 05:19 PM

View PostCaustic Canid, on 21 April 2013 - 04:48 PM, said:

I understand what people are saying about the heat, but the way I see it, damage to sensors/heat penalties and whatnot arent going to stop people from doing this. The game only has 8 mechs to kill, and you have no penalty for the condition of your mech at the end. If you can 1-2 shot 3 mechs, you're still at the top of your team.


I will say with the 12 vs 12 which is coming,
heat will play a larger role though whether it
will play a larger role than it currently does
now is the 10 million dollar question...



#26 Vassago Rain

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Posted 21 April 2013 - 05:25 PM



Take off every zig.

#27 MischiefSC

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Posted 21 April 2013 - 05:30 PM

Just put the PPC heat back to 10.

better heat penalties would be AWESOME. AMAZING. A HUGE IMPROVEMENT.

Unlikely to happen though because that would be too hard. Overheating would be a problem, more than just a couple seconds of holding still. Have it slow you, glitch your HUD (on purpose, not just because) and make your convergence slow down DRASTICALLY. If you're over 20% you're starting to get problems. 40% it's a real issue, 60% and you'll be wishing for coolant flush. At 80% you're cooking in your cockpit and at 10)% you're shut-down and probably glad for it.

Would be brilliant though. Fix a lot of issues. Also cockpit shake from JJs.

#28 Carnivoris

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Posted 21 April 2013 - 06:00 PM

If you're complaining that shooting weapons is OP, this isn't the game for you. Go play Farmville or something.

#29 Willie Sauerland

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Posted 21 April 2013 - 06:02 PM

View PostCarnivoris, on 21 April 2013 - 06:00 PM, said:

If you're complaining that shooting weapons is OP, this isn't the game for you. Go play Farmville or something.


That was a very well constructed argument.
Thank you for dropping that nugget of knowledge
from which all of us can learn.
I had forgotten what it was like to be in the
area of such awesomeness.
Thank you.



#30 Caustic Canid

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Posted 21 April 2013 - 06:17 PM

View PostIsle5, on 21 April 2013 - 04:19 PM, said:

Removing alpha strike or group fire is not the direction to go. Each weapon should have a convergence range, and only at that exact range does the convergence hit the same spot.

Example

PPC convergence range of 750m for 4 of them. If your closer then 750m the shots are spread depending on how far you are from the convergence point. If you were 100m away it might hit 3 locations and miss once but if you were at 650m away it might hit 2 locations.

This would primarily be for torso mounted weapons because they are hard mounted in a specific bracket. Arm mounted weapons could have varied convergence due to the mobility of the arms.


I had considered this a solution as well (to some extent), I had suggested (in another thread) that torso mounted weapons should have fixed convergences (they could even be set by the user in the mechlab). But this was more to entice people into using arm mounted weapons. Would mechs like the K2 that dont technically have lower arm actuators also be forced into this?

#31 Royalewithcheese

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Posted 21 April 2013 - 06:24 PM

Macros.

#32 Brilig

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Posted 21 April 2013 - 06:25 PM

View PostCaustic Canid, on 21 April 2013 - 06:17 PM, said:


I had considered this a solution as well (to some extent), I had suggested (in another thread) that torso mounted weapons should have fixed convergences (they could even be set by the user in the mechlab). But this was more to entice people into using arm mounted weapons. Would mechs like the K2 that dont technically have lower arm actuators also be forced into this?


I would say yes arms depeding on actuators points should have the same issue. Instead of just having a set convergence point I would set up individual crosshairs for the weapons. Nothing extreme just enough that each torso weapon won't be able to hit the same spot unless your hugging the enemy. In fact if the mech had multiple hard points on an arm I would give them multiple crosshairs to spread their damage as well.

Edit: Spelling, added more.

Edited by Brilig, 21 April 2013 - 06:36 PM.


#33 Sheraf

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Posted 21 April 2013 - 06:26 PM

If the enemy is out gun and out armor me, god forbids me to find another way to flank but charging head on at said enemy <_<

#34 Rhent

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Posted 21 April 2013 - 06:28 PM

View PostCaustic Canid, on 21 April 2013 - 06:17 PM, said:


I had considered this a solution as well (to some extent), I had suggested (in another thread) that torso mounted weapons should have fixed convergences (they could even be set by the user in the mechlab). But this was more to entice people into using arm mounted weapons. Would mechs like the K2 that dont technically have lower arm actuators also be forced into this?


Didn't you also make a suggestion about removing weapons and equipping all mechs with Hug Actuators so we could hug our opponents to a mutually assured hug? Whoever got the most votes at the end, would win the hug fest?

#35 Caustic Canid

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Posted 21 April 2013 - 06:34 PM

View PostRhent, on 21 April 2013 - 06:28 PM, said:


Didn't you also make a suggestion about removing weapons and equipping all mechs with Hug Actuators so we could hug our opponents to a mutually assured hug? Whoever got the most votes at the end, would win the hug fest?


yes. this.

also i know its really easy to just assume that someone sucks at the game, and therefore is trying to make it easier on themselves. When I get cored by a 6xppc mech its usually when i creep around a corner to take a look or take a shot.

I'm not married to this idea, its just a suggestion.

I would like to see this game being played with mechs that reflect the universe from which they came, rather than min/maxed one shot crap, so any suggestion that would move the game to that end is welcome.

Edited by Caustic Canid, 21 April 2013 - 06:39 PM.


#36 Isle5

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Posted 21 April 2013 - 06:52 PM

I would even go so far to allow in match convergence settings.
If you want pin point accuracy you should have to aim and manually adjust the convergence of your weapons. It still will allow high skilled players to have that deadly accuracy but your just going to be adjusting 2 aiming factors instead of 1.

The realistic choice is to have user set convergence for each weapon in the mech lab which in turn will give you a max engagement range and an optimal fighting range. This would in turn give more combat options and rolls in my opinion where you could either stay out of their optimal range and when the opportunity arises get inside so their shots are not in the convergence range.

#37 Malora Sidewinder

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Posted 21 April 2013 - 07:21 PM

your 2 cents wasn't worth the 30 seconds of my time that i wasted reading those moronic ideas.

Edited by Malora Sidewinder, 21 April 2013 - 07:21 PM.


#38 Caustic Canid

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Posted 21 April 2013 - 07:34 PM

View PostMalora Sidewinder, on 21 April 2013 - 07:21 PM, said:

your 2 cents wasn't worth the 30 seconds of my time that i wasted reading those moronic ideas.

1/10. made me reply.

that's the best i can do for you.

#39 Malora Sidewinder

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Posted 21 April 2013 - 07:47 PM

View PostCaustic Canid, on 21 April 2013 - 07:34 PM, said:

1/10. made me reply.

that's the best i can do for you.


i seriously hope the OP was trolling. seriously. it's one of the dumbest ideas i've ever seen on these forums.

#40 jay35

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Posted 21 April 2013 - 07:54 PM

I don't even use the Alpha Strike key. Ever. And I would say absolutely No to removing it. It's a staple of the Mech Warrior feature set.

And yes, you're getting all your accuracy in one shot, but if you miss that shot you just wasted your chance, you are stuck until your weapons recycle so you're unable to fend off anything in the meantime, and you just ramped your heat up significantly.

It already has built-in tradeoffs. People asking for more downsides are likely just your typical QQers looking for something else to complain about or upset because they can't just charge straight at an enemy with no consideration for tactics and then they die and rage about it.

Edited by jay35, 21 April 2013 - 07:57 PM.






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