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Ppcs + Gauss Aren't The Problem... Convergence Is!


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#81 MustrumRidcully

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Posted 09 May 2013 - 02:36 AM

View PostTombstoner, on 08 May 2013 - 03:52 PM, said:



The max armor per hit location is a hold over from TT. it made sense since it had a RNG for hit placement without it the ct is way to vulnerable. i would gladly not wast armor protecting my empty LT and LA. I mostly die from cored CT's any way.
i gladly strip armor of my back and legs just for a few seconds more survivability.

The problem with changing max armor per location is people will counter with, its dumeming the game down for the bads who cant use torso change to distribute damage. thus its bad. your removing skill from the game. your turning it into mech warrior spreed sheet online. go play MWT or TT.

I don't follow you here. The Center Torso is one of the largest parts on a mech, and happens to be in its center, meaning that torso twisting tends to work the least to protect it from incoming fire. Arms and side torsos change their position a lot more whne you twist the torso. If these are less armored, torsot wisting is still very relevant, because you gonna lose your limbs otherwise. The current focus of every attack is set to the CT or the H. We should encourage aiming somewhere else.

#82 Mister Blastman

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Posted 09 May 2013 - 10:03 AM

View PostKahoumono, on 09 May 2013 - 01:54 AM, said:

Ok, time to dig this up. If everyone who has posted is so concerned about boating and high alphas they should just use ask the devs. I have asked before and was ignored but if enough of us ask whether they are looking into boating/high alpha and potential weapons convergence fixes they will have to as least address it.


But... the devs like to ignore us. As we've found in the past, the only way to get much done is to cause a ruckuss and set the forums on fire.

;)

#83 Sephlock

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Posted 09 May 2013 - 10:06 AM

I'd argue that its more the maps- and that such issues have been addressed in the past simply by editing them to add in obstacles to long sight lines.

I know that regardless of the logic of this, PPCs will still get nerfed, and most likely the sight lines will remain (or will remain for a long time, at least). Or worse... both.

I weep.

#84 PerfectTommy

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Posted 09 May 2013 - 10:39 AM

View PostKarl Streiger, on 30 April 2013 - 01:13 AM, said:

...6 PPCs, that are now magicaly able not to push each other away (because its 6 beams of protons OR electrons)

This is a good point - given that the charged particles the PPC fires SHOULD be trying to shove away from each other, doesn't this give an in-universe reason firing multiple PPCs simutaneously would be less acurate?


-PT

#85 Sephlock

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Posted 09 May 2013 - 11:29 AM

Not if they're firing neutrons, which seems likely given that they're used in atmospheres....

#86 Accursed Richards

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Posted 09 May 2013 - 11:34 AM

View PostKahoumono, on 09 May 2013 - 01:54 AM, said:

Ok, time to dig this up. If everyone who has posted is so concerned about boating and high alphas they should just use ask the devs. I have asked before and was ignored but if enough of us ask whether they are looking into boating/high alpha and potential weapons convergence fixes they will have to as least address it.


ECM got ignored for three ATD's, because they don't answer questions based on popularity.

#87 PerfectTommy

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Posted 09 May 2013 - 12:01 PM

View PostSephlock, on 09 May 2013 - 11:29 AM, said:

Not if they're firing neutrons, which seems likely given that they're used in atmospheres....
Except by canon, the charged particles being fired are protons. Additionally, neutrons make no sense, as they have no charge for the PPC field projector to push against.


-PT

#88 Cyke

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Posted 09 May 2013 - 01:40 PM

This idea is something that folks have been pushing for months, to have PGI at least try it out.
It may prove to have too steep a learning curve for players to get used to, it may not turn out well. But maybe, just maybe.. (at the risk of sounding overdramatic) it might just save the metagame forever!

#89 HighlandCoo

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Posted 09 May 2013 - 01:45 PM

View PostMonky, on 09 May 2013 - 11:18 AM, said:

An increase in convergence time could be effective however it will be unpopular. People generally want shots to go where they're aiming as it is not fun for shots to be wasted due to 'what the game says should happen.'

If there was an intuitive way of presenting this without making it look like 'cone of fire' it would be very workable, but I imagine it merely ******* off a lot of people.



I really dont understand this. In every other game, when you fire more than one shot, your aim suffers. Either due to recoil or movement. I really dont get how everyone is "okay" with what we have now. Right now PPC's (or any weapon in MWO) are like a mini-gun, except the minigun magically angles all it's barrels instantaneously so that every single shot hits the same point at the same time. Regardless of how fast you move.

I dont get it. Why is this okay? (from a game perspective) Please Please Please dont start a threadwar over "in real life we have computers that.." or "in 3050" they will have science dohickys that.."

Just purely from a gaming point of view. What other game lets you fire every weapon you are holding, all at the same time, and reasonably expect them ALL to hit the point your are aiming at?

Anyone?

Edited by HighlandCoo, 09 May 2013 - 01:46 PM.


#90 Zerstorer Stallin

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Posted 09 May 2013 - 09:40 PM

View PostKahoumono, on 09 May 2013 - 01:54 AM, said:

Ok, time to dig this up. If everyone who has posted is so concerned about boating and high alphas they should just use ask the devs. I have asked before and was ignored but if enough of us ask whether they are looking into boating/high alpha and potential weapons convergence fixes they will have to as least address it.


Yeap should work! God knows it was effective with 3rd person and ECM!

#91 mekabuser

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Posted 10 May 2013 - 05:56 AM

Reduce ppc speed by two thirds. Problem solved via skill required to lead shot in combo with actually being able to dodge incoming ppc fire.
Or at least spread it a bit.
I was one of those against ppc speed increase. Totally not necessary.
This also works in conjunction with gauss/ppc alphas.
I am not against torso mounts shooting to a predetermined distance.. AS long as ITs adjustable.. Preferably on the fly..
That would be a nice touch.. Difficult, but nice.
tailor made for mouse wheel, or hat up/down on JS.

Its starting to get to the point where the ideas coming from the community are really spot on and pgi should really listen to us/ the guys who pay their bills.

#92 Suko

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Posted 10 May 2013 - 09:23 AM

I'm beginning to agree that (in certain scenarios) converges or weapon spread could be a useful balancing tool.

Example 1: When jumping
Weapons shouldn't be as accurate when on top of a rocket booster. When jumping, dramatically increase weapon spread. I've been using JJs since LONG before they were popular and I wouldn't have any issue with this.

Example 2: When firing mutliple weapons at once.
The larger the weapons being fired, the more the spread should be. For instance; firing 4 PPCs will cause them to spread dramatically, while firing 4 ML will have a little spread, but not much. Chain firing weapons, or firing them in small groups of 2-3 at a time would almost completely prevent weapon spread.

#93 -Muta-

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Posted 10 May 2013 - 09:37 AM

View PostMike Getsome, on 29 April 2013 - 03:03 PM, said:

Great thread, OP. But that would make the game hard for noobs. And don't forget they are adding 3rd person view also (speaking of how dumb-friendly they want their game to be)...


3rd person view would KILL the realm of the game

#94 -Muta-

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Posted 10 May 2013 - 10:40 AM

View PostMister Blastman, on 29 April 2013 - 12:37 PM, said:

That's right. Per another post I made:


Now, some have proposed stuff like... Cone of Fire. The problem with Cone of Fire is that it is both dumb and random. Random is bad. See, I've competed in Team Fortress 2 for the last five years and there was a time when the Scout's Scattergun had a random shot pattern. Guess what? It was patched out eventually for league play so every shot had the same pattern to keep things fair. Cone of Fire can't work in a sim/game like this.

However, stuff like convergence illustrated here:
Posted Image
You see, the Arms converge while the torso weapons don't. Boom! Huge problem solved immediately! Well, partially. Some mechs still let you boat stuff in the arms and this is precisely what might occur. Well, we can always blow those arms off, right? Yeah.

We could allow fixed convergence at a fixed range for torso weapons--that'd be adjustable in the mechlab and also require skill.

See, the reason we're seeing stuff cored so fast is pinpoint damage in a single torso section. Reduce the damage or change it--you still have pinpoint damage in one weapon or another. We'll constantly be tweaking weapons forever!

Fix convergence... well, then a lot of the mess goes away. Fixing heat is another issue entirely but could be used also.

Lastly (as I'm being very brief here), adding a 3x3 grid to the torso instead of just 3 sections... well, you now have 9 spots to hit versus 3. Accuracy will play an even bigger role than ever before and those sacred XL engines... Just a tiny, tiny little box in the top corner. To blow off left or right, well, you gotta take out a minimum of 2 squares. In a way, taking out all 3 would be better. The downside to this, though, would be people trying to core right away but, well, with convergence addressed... things will take a bit longer without adding more armor or tweaking damage values.

Yes, BT nuts will hate this. Yes, easymode FOTM people will hate it too. I, on the other hand, like it as I've always wanted skill to play even more of a factor than ever before in Mechwarrior. Not to mention it is also a bit more realistic...

Posted Image

The funny thing is I made threads about this back in Closed Beta. Did the developers say anything? Nope. They've ignored the real problem long enough. It is high time we make their ears bleed until they fix it. I'd rather they do this than the player base shrinking past the point of no return.


That mech should be implemented the same way he drew it

#95 -Muta-

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Posted 10 May 2013 - 10:54 AM

love your drawings man





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