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Damage Counter


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Poll: Damage Counter (15 member(s) have cast votes)

Damage counter?

  1. Yes (13 votes [86.67%])

    Percentage of vote: 86.67%

  2. No (1 votes [6.67%])

    Percentage of vote: 6.67%

  3. Abstain (1 votes [6.67%])

    Percentage of vote: 6.67%

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#1 DeadlyNerd

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Posted 21 April 2013 - 01:45 PM

It's beta and AC damage has some dodgy damage registration so I'd like to test that, but I don't have any kind of an active and displayed damage counter, in online matches.

This is no floating combat text, just a number on the side of the screen which is displaying damage done so far.

Edited by DeadlyNerd, 21 April 2013 - 01:46 PM.


#2 skullman86

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Posted 21 April 2013 - 06:06 PM

Wouldn't mind having it as an option.

#3 blinkin

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Posted 21 April 2013 - 11:11 PM

View PostDeadlyNerd, on 21 April 2013 - 01:45 PM, said:

It's beta and AC damage has some dodgy damage registration so I'd like to test that, but I don't have any kind of an active and displayed damage counter, in online matches.

This is no floating combat text, just a number on the side of the screen which is displaying damage done so far.

curse you!

you make a really good case for having this sort of feedback. i do not like this at all as a game mechanic, BUT you are right that it would be a good addition to any beta feedback that can be given. i need to think about this one for a while before i cast my vote.

#4 Neolisk

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Posted 22 April 2013 - 03:37 AM

View Postblinkin, on 21 April 2013 - 11:11 PM, said:

i do not like this at all as a game mechanic, BUT you are right that it would be a good addition to any beta feedback that can be given. i need to think about this one for a while before i cast my vote.

I think I understand your concern here, but this information can be delayed by some 5 seconds or so, where it does not give you a tactical advantage.

#5 Bobzilla

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Posted 22 April 2013 - 04:30 AM

It would make a good 3rd party addon.

#6 DeadlyNerd

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Posted 22 April 2013 - 04:45 AM

Basically even delaying it by 1sec negates any advantage, although I can't see how someone would gain advantage from checking a number on the side of the screen instead of focusing on the fight.

#7 Neolisk

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Posted 22 April 2013 - 05:24 AM

View PostDeadlyNerd, on 22 April 2013 - 04:45 AM, said:

although I can't see how someone would gain advantage from checking a number on the side of the screen instead of focusing on the fight.

Sometimes you cannot see the target, so for example using lasers, you can do a random shot and see how well you hit. For a stationary target, you can deliver more shots like this, after cooldown. Again, it must be a rather novice pilot, if they just stay in place till your cooldown expires, but still...

Or with LRMs - same thing. You can figure out how well the cover worked for a particular mech and decide whether or not to launch another pack of missiles.

#8 Bobzilla

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Posted 22 April 2013 - 05:59 AM

View PostNeolisk, on 22 April 2013 - 05:24 AM, said:

Sometimes you cannot see the target, so for example using lasers, you can do a random shot and see how well you hit. For a stationary target, you can deliver more shots like this, after cooldown. Again, it must be a rather novice pilot, if they just stay in place till your cooldown expires, but still...

Or with LRMs - same thing. You can figure out how well the cover worked for a particular mech and decide whether or not to launch another pack of missiles.


It really wouldn't be much difference than the reticule turning red. LRM's don't do consistant damage anyways.

#9 DeadlyNerd

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Posted 22 April 2013 - 07:27 AM

View PostBobzilla, on 22 April 2013 - 05:59 AM, said:


It really wouldn't be much difference than the reticule turning red. LRM's don't do consistant damage anyways.

What he said.

Current hit detection trumps any form of checking the damage done.
Again, checking your previous damage and then subtracting that from damage after the shot and then checking how much you did is in no way an advantage. I can headshot you 3 times during that time, while you're busy doing math.

Tbh, if it were up to me I'd put in floating combat text and see just how much of an "advantage" is to see distracting text on the screen, just so I could shut all of you "but seeing damage done is an advantage" up once and for all.
Bringing up this minor fact as a major advantage is nonsense and bs. Get a real argument.

Edited by DeadlyNerd, 22 April 2013 - 07:32 AM.


#10 Bobzilla

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Posted 22 April 2013 - 08:05 AM

I find the reticule gets in the way, wish i could make it smaller.

#11 MaddMaxx

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Posted 22 April 2013 - 08:40 AM

With only the % value shown on the enemy chassis as is, how will knowing a damage value help if you don't know the base # that the enemy Chassis began with? Unless every time you met an enemy, the % value was @ 100%.

The enemy is @76% armor. You hit for 14 points. The enemy mech stays at 76%. You missed a decrease by 1 point. What do you do with that lack of info? Next shot does 13 points, the enemy value decreases to 73% armor. So now you have to remember the last 2 hit values, add them together and then do the Maths based on the old value, if no one else shoots your target in the mean time.

What would be good, is show me where on my Mech these hits are really taking away armor by % value. Colors are fine but % bars. even as a selectable mode, would be better. :(





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