Jump to content

So...how's The Poptart Situation Lately? [And Possible Solution]


253 replies to this topic

#81 TheSteelRhino

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 600 posts
  • LocationTexas

Posted 29 April 2013 - 05:32 PM

View PostJust wanna play, on 29 April 2013 - 05:08 PM, said:

in lore where the ppcs less common place and feared because of heat AND damage???? because they certainly aren't to be feared these days for their damage that much


I am sorry but are kidding? With double armour what 1 single weapon is actually feared in this game

Look if I had my way we would be using tabletop values. But the devs see it differently. I have no problem with increasing ppc damage to say 12 or even 15. But you should not be able to boat up 4 of the things and be able to alpha with it.
The problem is that its 40 or 60 points (for 6 ) all going to 1 location.

You can have higher dmg ppcs. But you shouldnt be able to boat up 4 or 6.

Reality is that Gauss isn't scary either with it's 600 m/s velocity.

#82 Just wanna play

    Member

  • PipPipPipPipPipPipPipPip
  • 1,520 posts
  • LocationInside the Womb of a Great Turtle

Posted 29 April 2013 - 06:00 PM

View PostRhinehardt Ritter, on 29 April 2013 - 05:32 PM, said:

I am sorry but are kidding? With double armour what 1 single weapon is actually feared in this game

Look if I had my way we would be using tabletop values. But the devs see it differently. I have no problem with increasing ppc damage to say 12 or even 15. But you should not be able to boat up 4 of the things and be able to alpha with it.
The problem is that its 40 or 60 points (for 6 ) all going to 1 location.

You can have higher dmg ppcs. But you shouldnt be able to boat up 4 or 6.

Reality is that Gauss isn't scary either with it's 600 m/s velocity.

Double armor????

(im new to the battle tech universe, plz explain)

#83 TheSteelRhino

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 600 posts
  • LocationTexas

Posted 29 April 2013 - 06:08 PM

View PostJust wanna play, on 29 April 2013 - 06:00 PM, said:

Double armor????

(im new to the battle tech universe, plz explain)


Pgi doubled armour per ton over tabletop values. TT is 16 points per ton. Mwo is 32 per ton

So let me ask you this. If every mech had half the armour it has now would 10 points damage for ppc/erppc be so bad?

Also, 1 tabletop turn (using basic rules is 10 seconds) each weapon fires once per ton with exception of ultra autocannon which can fire at double rat with jamming chance. (There are other rules mods "Tac Ops" or "Solaris" but this is basic stuff)
Weapons ranges are pretty close except for the double range energy (with decreasing dmg) and triple ballistics range (with decreasing dmg)

Thanx

#84 Just wanna play

    Member

  • PipPipPipPipPipPipPipPip
  • 1,520 posts
  • LocationInside the Womb of a Great Turtle

Posted 29 April 2013 - 06:23 PM

View PostRhinehardt Ritter, on 29 April 2013 - 06:08 PM, said:

Pgi doubled armour per ton over tabletop values. TT is 16 points per ton. Mwo is 32 per ton

So let me ask you this. If every mech had half the armour it has now would 10 points damage for ppc/erppc be so bad?

Also, 1 tabletop turn (using basic rules is 10 seconds) each weapon fires once per ton with exception of ultra autocannon which can fire at double rat with jamming chance. (There are other rules mods "Tac Ops" or "Solaris" but this is basic stuff)
Weapons ranges are pretty close except for the double range energy (with decreasing dmg) and triple ballistics range (with decreasing dmg)

Thanx

Well in that case, i would have to say it would be okay to even add a little heat, since that would turn the 8q into a 6 ppc stalker damage wise, mean while a 6 ppc stalker turns into Zeus...... still, way it is now imo ppcs are fine heat wise

Then the 8q would get the glory that it deserves!

why the heck did they do double armor anyway?? because of differences between TT and having full control over your mech?

Dang, no wonder the king crab is so highly spoken off, aving duall ac/20s and all, thats better then a 6 ppc stalker when mechs have regular tt armor

#85 TheSteelRhino

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 600 posts
  • LocationTexas

Posted 29 April 2013 - 06:41 PM

Armour was doubled early in dev b/c mechs were dying to quick.

So they doubled it to make them last longer. But as the game evolved i think it led to an arms race of sorts.

#86 Lord Psycho

    Member

  • PipPipPipPipPip
  • Overlord
  • 177 posts

Posted 29 April 2013 - 06:57 PM

I don't think they should buff or nerf anything too much at one time... I mean they did that to high heat energy weapons and missiles...and how many complaint threads do we have about them?!?!?!??!

although my complaint about poptarts is that I don't really do it..except in my phract 3d..since it's the only thing availiable to me for that kind of thing.

that and the fact that 3 highlanders a cataphract and a catapault or so decides to poptart and I just sit here in my awesome unable to actually do much....

but that just means time to use target decay and ALRMs...with maybe a BAP..but that doesn't help much with anything these days.....and a TAG just to be sure.. :)

#87 KrazedOmega

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 499 posts
  • LocationSaskatchewan, Canada

Posted 29 April 2013 - 07:49 PM

View PostPhoenix Gray, on 29 April 2013 - 11:48 AM, said:


Gosh, if only there were some sort of indirect-fire weapon system that could drop its rounds behind those concealing ridgelines, maybe assisted by some sort of target registration equipment mounted on other mechs. But where could we find something like that...?


Yeah, because sitting in the back with a LRM boat probably putting volly after volly into the ridge infront of the poptarters sounds way more fun. :)

#88 Threat Doc

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Bowman
  • The Bowman
  • 3,715 posts
  • LocationO'Shaughnnessy MMW Base, Devon Continent, Rochester, FedCom

Posted 29 April 2013 - 08:35 PM

View PostJust wanna play, on 29 April 2013 - 04:39 PM, said:

didn't 10 damage go a lot further in T then in this game???
Yes, it did. PPCs are a feared weapon on the tabletop.

View PostJust wanna play, on 29 April 2013 - 04:47 PM, said:

Yet its still the "long range energy weapon".............. if its strong enough the current will go pretty far, in TT what exactly was the use of ppcs?? where they used as some sort of close range super weapon(er ppcs at least) or what???
Well, in tabletop, 540 meters, or 18 hexes on the game board, is a LONG distance. In MWO it's not, but it fits -roughly- both the physics and PGIs correct desire to keep things close-range in the game. So, the PPC was not a close-range weapon as it were. Now, your next question will, likely, be why were the boards so small in the tabletop game? Well, if you had a standard sized dining room table, 3.5 by 4.5 feet, you could fit four game boards, being 17 hexes wide by 22 hexes long, and have a good fight. The orientation of the hexes on the game board actually made it possible to stand a 'Mech mini in the upper left corner of the board, and fire along a line of 22 hexes, so you could reach 22 regardless of which direction you were facing. Considering that the BattleTech board game emerged (what might have been referred to as BattleDroids 2nd Edition) in November 1984 -that's when I picked up my copy at the Union Station Strip Mall in Sandy, Utah-, before computers were really a part of the natural scene -it would be five years before the original MechWarrior computer game was released-, the designers of the game hadn't thought of personal computers being used. In fact, in an interview done in Mech Magazine in '91, I think it was, Jordan Weisman said he believed computers and the internet were nothing more than a passing fad. Anyway, that's some small history about where this game originated.

Now, why won't the developers update armaments to statistics that are not fixed to the board, apart from wanting to have people in relatively close-range brawls... I suppose they could, but it would honestly turn this game into that piece of crap MechWarrior IV. It just wouldn't hold the uniqueness of BattleTech, anymore.

View PostJust wanna play, on 29 April 2013 - 05:08 PM, said:

in lore where the ppcs less common place and feared because of heat AND damage???? because they certainly aren't to be feared these days for their damage that much
In the lore, PPCs are classified almost as LosTech, up until about 3035 when manufacturing is supposed to be reinstated for them. That's about the same time the Gauss Rifle comes out. It's a very powerful weapon, and has been throughout the previous MechWarrior and MechCommander games. I do have a problem with loading up on PPCs, but unless there is to be a full economy installed for this game, including supply limitations, that's the direction these will go.

View PostRhinehardt Ritter, on 29 April 2013 - 05:32 PM, said:

I am sorry but are kidding? With double armour what 1 single weapon is actually feared in this game
Well, none really. I understand the reasons the developers of MWO have done this, and as has already been explained, doubling the armor per ton value was designed to make games last longer and, frankly, I think the devs have this absolutely right, whether I'm a purist or not.

Quote

Look if I had my way we would be using tabletop values. But the devs see it differently. I have no problem with increasing ppc damage to say 12 or even 15. But you should not be able to boat up 4 of the things and be able to alpha with it. The problem is that its 40 or 60 points (for 6 ) all going to 1 location.
That's another thing! Pin-point damage should not exist in MWO; it's not accurate to the lore, it does not -contrary to popular belief- allow for skill to be used in the game as you, the MechWarrior, are having to fight the targeting computer in your 'Mech, the recoil of your weapons as you fire them, and other effects from the tabletop game. Now, MWO is a LOT more balanced, and a LOT closer to tabletop than MechWarrior 4, and the game is definitely much-more fun, but it's still not BattleTech.

Quote

You can have higher dmg ppcs. But you shouldnt be able to boat up 4 or 6.

Reality is that Gauss isn't scary either with it's 600 m/s velocity.
(shrugs) You're right. There's nothing I can say other than you're right. Now, if the developers had actually listened, and made modification of 'Mechs something that has to cost money, for the parts, for the technician(s), and for the work, and allow players only to purchase, or take from stores, to replace armaments as they need to be replaced, this game would require a whole next-level of actual skill to play the game.

Right now, this game is pretty much a mindless slug-fest; move your 'Mech where you want to go, trying to find a contact, blow the crap out of one-another, NEXT!!! The devs want to put in these four unnecessary pillars for the game, of which only one is nearing any manner of completion, over six-months after they were supposed to have LAUNCHED, originally, when if they would put in a basic economy, with parts and supplies, and basic unit assistance, and worlds, and done it according to the game numbers, they likely would have launched already, and a lot of people would be a whole lot happier than they are, now.

I apologize about the overt hostility, but these forums were opened on the same day the announcement was made on Facebook, which is the day I signed on, and they shouldn't have been. The devs have, since that time, been told what they needed to do to make this game the right way, and they have ignored those of us who are veterans, in favor of the vocal minority, who always scream for bigger bang-bangs and faster kills and point-n-click accuracy. It's too late, now, and a LOT of people are reported to be dropping off across various forums. This was going to happen, and those of us who've been in the online communities of MechWarrior and BattleTech since the beginning, told them it would.

#89 Monolith

    Member

  • PipPipPipPipPip
  • Bad Company
  • Bad Company
  • 134 posts
  • LocationWest Tennessee, USA

Posted 29 April 2013 - 09:31 PM

I didn't read this entire post, so maybe this has been mentioned before: the best time to hit a pop-tard with an alpha, at least if he is dumb enough to jump straight up and down, is when he is at the apex of his jump. That moment when he stops going up but isn't quite going down: for a fraction of a second he isn't really moving at all. This is also usually the best time for him to fire HIS weapons at you or your team.

If he is jumping to one side or an angle, unless they are using all lasers, weapons convergence will be an issue. If they have practiced and got good enough that they can make their shots count while moving up and down and side to side simultaneously, then they deserve any success they can garner with such a tactic. If he is popping just enough for his weapons to clear, nothing like 3 or 4 mechs firing back at him when he pops to make him rethink his tactic very quickly.

It's a valid tactic. Adjust or die.

#90 TheSteelRhino

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 600 posts
  • LocationTexas

Posted 29 April 2013 - 09:44 PM

I am hoping for the return of an economy in cw. Probably won't happen. But i really think if repair costs or maintenenance started coming back in, you would see more lvl 1 tech (std lasers, missiles, ac). fewer xl engines. They would still exist and be used. But NOT every build.

Advanced tech is and should be expensive. I realize this will set off a rant about a "tax" on new players. But an economy is needed for balance. And with ELO new players shouldnt really be playing older, more advanced players anyways. So i don't see that as a problem

But what do i know. I have only played mw (1) and up...

#91 TheSteelRhino

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 600 posts
  • LocationTexas

Posted 29 April 2013 - 09:51 PM

View PostMonolith, on 29 April 2013 - 09:31 PM, said:

I didn't read
this entire post, so maybe this has been mentioned before: the best time to hit a pop-tard with an alpha, at least if he is dumb enough to jump straight up and down, is when he is at the apex of his jump. That moment when he stops going up but isn't quite going down: for a fraction of a second he isn't really moving at all. This is also usually the best time for him to fire HIS weapons at you or your team.

If he is jumping to one side or an angle, unless they are using all lasers, weapons convergence will be an issue. If they have practiced and got good enough that they can make their shots count while moving up and down and side to side simultaneously, then they deserve any success they can garner with such a tactic. If he is popping just enough for his weapons to clear, nothing like 3 or 4 mechs firing back at him when he pops to make him rethink his tactic very quickly.

It's a valid tactic. Adjust or die.


Its not that it isnt valid. The issue is that jump jets dont produce heat, and are far to gentle. Its a rocket (just using plasma). Lots of force and power there and no vibration at all? Its like an assault mech was handed ballons by papa smurf and floated into the sky. You want to poptart? Fine whatever. But if it has become the "standard" most ppl are using, then something is wrong. There should be SOME skill needed.

#92 Shiro Matsumoto

    Member

  • PipPipPipPipPipPip
  • The Boombox
  • The Boombox
  • 492 posts
  • Locationon "The island"

Posted 29 April 2013 - 11:05 PM

As with any pests, there will be the fitting pest control. In that case, take a Light (yeah even a 3L, though ECM-Spider is more fun), or Medium (i love my Trenchbucket for this), or a fast Dragon, flank the sniper and either take the out or distract them long enough so your front can roll over them.

Edited by John McFianna, 30 April 2013 - 01:53 AM.


#93 Hex Pallett

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 2,009 posts
  • Twitter: Link
  • LocationHomeless, in the streets of Solaris 7

Posted 30 April 2013 - 01:35 AM

View PostJohn McFianna, on 29 April 2013 - 11:05 PM, said:

As with any pests, thetre will be the fitting pest control. In that case, take a Light (yeah even a 3L, though ECM-Spider is more fun), or Medium (i love my Trenchbucket for this), or a fast Dragon, flank the sniper and either take the out or distract them long enough so your front can roll over them.


That would only work against fooltarts. Experienced players would easily adjust the lead and bam! No more legs. I myself have done that plenty of times, with Gauss or even AC20.

While we're at it, I really think besides JJ, PPC/ERPPC should be nerfed to the previous values, both heat and projectile speed. Thanks to the netcode improvement/HSR - which in itself is a huge step forward by PGI - PPC/ERPPCs are so easy to use that in the few pug games I dropped in today EVERYONE was carrying a PPC. Every Atlas, every Catapult, even every Centurion AL and Trebuchet. That, is, crazy.

And don't give me that argument about how PPC was a feared weapon in TT. For one, there must be tons of other restrictions in TT. For two, everyone knows in any multiplayer game an OP weapon, unless it's free to be picked up by everyone, would break the game's balance and even reduce the lifespan. The only game that got away from it is Counter-Strike.

Edited by Helmstif, 30 April 2013 - 02:00 AM.


#94 Threat Doc

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Bowman
  • The Bowman
  • 3,715 posts
  • LocationO'Shaughnnessy MMW Base, Devon Continent, Rochester, FedCom

Posted 30 April 2013 - 05:48 AM

Helmstif, it's funny how you and I have gone from running parallel on this issue to being opposite one-another. IF Community Warfare is ever completed, if an economy that does not include item rarity from the tabletop is introduced, it will simply continue to be status quo. Now, I haven't played MWO in a while, since last September, but I've watched closely as my oldest has played. The game looks great to me, the net code is magnificent, and things seem pretty balanced in the game. However, when jump-sniping is a primary tactic and has virtually no penalties for something that should (non-aerodynamic unevenly proportioned very heavy blocks of metal with high-damage weapons without recoil of their own rising on a single jet-stream from a jet engine NOT designed to carry that much weight on its own), and when PPCs have nearly double their tabletop range, outside of the rules and the physics that would exist within the game universe, but people are freely mounting up to six on their 'Mech at a time, also virtually without penalty, these things are wrong.

As for adjusting tactics... that's a given, it honestly is. If you don't adjust, if you don't think quickly enough, you die, period. However, if you can't see the inherent problem with certain tactics in the game being over-advantaged, then perhaps you need to open your eyes some more. The PPC has become the single go-to weapon in the game, and the jump-sniping "tactic" has become the go-to tactic. My hope is that PGI will, actually, re-balance these ASAP.

#95 NRP

    Member

  • PipPipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 3,949 posts
  • LocationCalifornia

Posted 30 April 2013 - 06:23 AM

To be honest, I'm not really seeing a lot of poptarters these days. In fact, I rarely run my Highlanders. I've gone back to my Awesomes. Also, I don't run PPCs on my PB and 9M anymore because they're too unreliable. They work good for big slow targets, but are crap for small fast targets. I've gone back to LLs and LPLs, and more of a striking/brawling play style. I find that most people are pretty intolerant of poptarters and PPC stalkers, so it's pretty easy to join a light wolf pack and hunt these mechs. I had a match this weekend on Alpine where the enemy was ridge humping the tower. I got a Jenner and Dragon to follow my PB as we flanked. We laid waste to the lot of them. It's pretty clear that PPC/Gauss snipers aren't used to brawling, at least these fools weren't. It was actually quite fun.

#96 oldradagast

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 4,833 posts

Posted 30 April 2013 - 08:16 AM

1) Armor needed to be doubled. Accuracy was MUCH higher in this game (because you can actually aim vs. rolling dice and seeing what happened) so battles would be insanely short without double armor. Similarly, firing rates needed to be increased from tabletop. If the weapons fired 1/3 as fast (I think that's the table top rules) the game would be staggerly dull. Also, snipers would rule all with this set up - alpha strikes (especially against if mechs didn't have double armor) would be the simple path to victory.

2) Repair and Rearm is not coming back. The last thing the game needs is various forms of Pay to Win, more obstacles in the path of newer players, punishing players for mistakes made by the rest of the team resulting in a loss, people not being able to afford to play the mechs they want to play, etc.

3) Jump Sniping is a bit too easy. Maybe it's too easy to aim while jumping, or maybe it's the apparent oddity that you only need 1 jump jet to gain enough altitude to jump snipe, regardless of the height 1 jump jet is supposed to limit you to.

That being said, I haven't seen much jump sniping lately. I'm not a great player - maybe top level play is nothing but jump sniping - but while I've seen a lot more sniping and direct fire, pop-tarting isn't that common anymore.

4) PPC's are fine, IMHO: Other weapons need a bit of a buff. Missiles could use a bit more power, etc. No point in nerfing PPC's and killing energy mechs... and then, Gauss Rifles will just be the main weapon of choice, etc.

#97 Fuggles

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 518 posts

Posted 30 April 2013 - 09:08 AM

the lack of a penalty for overheating is what allows people to continue to be ******* and ignore the heat mechanic. PPCs allow you to fire your burst even at 99% heat and do full damage, then you fall back down and cool off.

the missle fix will cure this everyone and their mother is packing a PPC "problem". i mean there are only so many long range weapons people can use. we got 2 maps in high rotation that are huge.... you need long range weapons and not everyone can fit/run ac2/gauss, the LL's and PPCs are just more accessible and they work.

#98 Lord of All

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 581 posts
  • Google+: Link
  • LocationBottom Of a Bottle

Posted 30 April 2013 - 09:48 AM

Exploding Engines would change that.

#99 Phoenix Gray

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • 616 posts
  • LocationTexas

Posted 30 April 2013 - 11:18 AM

View PostKrazedOmega, on 29 April 2013 - 07:49 PM, said:


Yeah, because sitting in the back with a LRM boat probably putting volly after volly into the ridge infront of the poptarters sounds way more fun. :P


Hell, I ran a mortar platoon. Beat the crap out of all that walking. Alpine/Tourmaline, anyone?

#100 EliteOne

    Member

  • Pip
  • Philanthropist
  • 19 posts

Posted 30 April 2013 - 12:22 PM

I'm a fan of jump sniping, but it can be Op when you have 4 or 5+ mechs set up for it. The other team usually doesn't stand a chance.

Instead of a cool down, why not make JJ fuel finite per match? Reduce the larger class JJ's in tonnage, by half, and make us have to equip JJ fuel by a half ton, taking up one crit slot. This JJ fuel would have enough for 4 jumps. More fuel = more jumps. Have it combustible so if it get'*****, it will explode and do damage. Let CASE protect it, or have it so JJ take up two crit slots with the ability to insert two .5t of JJ fuel into each (like the engines with heat sinks.)

This means that people who enjoy jump snipping can still do it, but can't do it with impunity until forever and might have to decide when and where to jump... and if it's worth the risk.

I think these ideas might help to balance out the current jump sniping.


/Won't give up my jump sniper either way





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users