Jump to content

Mech Health Percentage


19 replies to this topic

#1 Syrkres

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 488 posts

Posted 09 May 2013 - 05:14 PM

What we need is to be able to see what all mechs health percentage is at the end.

People complain about ELO and such, but what will really indicate how close is everyone's health.

If it's 8 to 1 but the other teams health is all low (40-60% then not bad). but if other team is 80-90% then it shows something is wrong...

It would be nice to see how close things are.

#2 Macheiron

    Member

  • PipPipPip
  • The Spear
  • The Spear
  • 86 posts
  • LocationAnnapolis, MD

Posted 09 May 2013 - 09:38 PM

Posted Image

#3 SweetWarmIce

    Member

  • PipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 171 posts
  • LocationAustralia

Posted 09 May 2013 - 09:40 PM

Not a bad idea actually.

#4 Neolisk

    Member

  • PipPipPipPipPipPipPip
  • 547 posts
  • LocationMississauga, ON

Posted 10 May 2013 - 05:53 AM

Percentage is useless, need paper dolls instead (or however you call them). Otherwise a good idea.

#5 Syrkres

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 488 posts

Posted 10 May 2013 - 05:58 AM

The reason I suggest percentage is because it would/should fit nicely(easily) into the existing table at the end of the match.

#6 Ph30nix

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,444 posts

Posted 10 May 2013 - 06:00 AM

we need to be able to see ALOT more information honestly.

#7 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 10 May 2013 - 06:05 AM

Percentage based health isn't really that useful.

After-match stats would be more useful.. like damage dealt/received, accuracy per weapon and damage distribution to mech sections, team damage, opponent stats, paperdoll...

This essentially would be pretty much stuff that you would see in a standard FPS end match screen. You would think this stuff would be posted there.. but we haven't even gotten that far yet.

Edited by Deathlike, 10 May 2013 - 06:41 AM.


#8 Neolisk

    Member

  • PipPipPipPipPipPipPip
  • 547 posts
  • LocationMississauga, ON

Posted 10 May 2013 - 06:06 AM

View PostSyrkres, on 10 May 2013 - 05:58 AM, said:

The reason I suggest percentage is because it would/should fit nicely(easily) into the existing table at the end of the match.

CT is almost dead, no armor and red internals. Rest is 100% healthy. What's the health percentage in your opinion?

#9 Syrkres

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 488 posts

Posted 10 May 2013 - 07:17 AM

View PostNeolisk, on 10 May 2013 - 06:06 AM, said:

CT is almost dead, no armor and red internals. Rest is 100% healthy. What's the health percentage in your opinion?

Same way they compute your Armor percentage today.... Which is why it should be easy for them to implement it.

Do you not look at the your lances health during a match?

#10 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 10 May 2013 - 07:51 AM

View PostSyrkres, on 10 May 2013 - 07:17 AM, said:

Same way they compute your Armor percentage today.... Which is why it should be easy for them to implement it.

Do you not look at the your lances health during a match?


You can get a general idea, but its really not that useful.

If you got a headshot death, your armor % value is useless for those purpose. Even when you do the "light mech leg damage", you reduce your health percentage to 99%. You could have your back CT armor removed, but still "appear" 90+% healthwise. It's not very useful at all.

If you were to have a lot of internal components (think Hunchback-4P), your readout would probably not be the most accurate either.. as you have lots of components with HP (many lasers and DHS)...

If you had an XL engine, your health would not be a correct representation of how close to death you are when one side torso is crit.

If you were legged, you may still have 80% health left, but have full weapon power remaining.

You could have 80% armor, but be battle ineffective because all your weapons are in your arms, and both arms are gone.

It is good enough for a "general idea", but woefully inaccurate to describe a mech. It works fine in an FPS because your HP is still part of one BODY.. but for a mech, battle effectiveness cannot be described with a "health percentage". It is with a freaking paperdoll loadout.

Edited by Deathlike, 10 May 2013 - 07:56 AM.


#11 Aurrous

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 331 posts

Posted 10 May 2013 - 09:43 AM

Post Deleted

Edited by Aurrous, 10 May 2013 - 10:10 AM.


#12 IceSerpent

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,044 posts

Posted 10 May 2013 - 11:15 AM

View PostSyrkres, on 09 May 2013 - 05:14 PM, said:

What we need is to be able to see what all mechs health percentage is at the end.

People complain about ELO and such, but what will really indicate how close is everyone's health.

If it's 8 to 1 but the other teams health is all low (40-60% then not bad). but if other team is 80-90% then it shows something is wrong...

It would be nice to see how close things are.


As others have said, health percentage is useless. In your example 80-90% might be better than 40-60%, if that 80-90% translates into most shots hitting CT and 40-60% translates into your teammats spreading damage like it's cool.

#13 Macheiron

    Member

  • PipPipPip
  • The Spear
  • The Spear
  • 86 posts
  • LocationAnnapolis, MD

Posted 10 May 2013 - 03:35 PM

So instead of being negative say, "It's a good idea, but i really feel like we need more information than that." I agree that merely seeing the percentage would be insufficient, but why NOT slip it into the match summary, and have the paper-dolls on another screen?

#14 Aegic

    Member

  • PipPipPipPipPipPip
  • 476 posts
  • LocationHouston

Posted 10 May 2013 - 04:15 PM

I want to see % for my own health.

I know it has been suggested, but I would also like to see armor levels on my mech in more detail then color alone.

#15 IceSerpent

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,044 posts

Posted 10 May 2013 - 05:15 PM

View PostMacheiron, on 10 May 2013 - 03:35 PM, said:

So instead of being negative say, "It's a good idea, but i really feel like we need more information than that." I agree that merely seeing the percentage would be insufficient, but why NOT slip it into the match summary, and have the paper-dolls on another screen?


Because it's actually is a bad idea and that statement would be a lie? If you want to see someone's effectiveness (in terms of destroying other mechs), you can simply divide their damage done by (kills + assists) and compare that to whatever value you consider to represent an "efficient" kill.

#16 FrostCollar

    Member

  • PipPipPipPipPipPipPipPip
  • 1,454 posts
  • LocationEast Coast, US

Posted 10 May 2013 - 05:47 PM

More stats? More stats. Having some measure of ending health/damage taken would be very nice indeed.

#17 Aegic

    Member

  • PipPipPipPipPipPip
  • 476 posts
  • LocationHouston

Posted 11 May 2013 - 05:42 AM

View PostIceSerpent, on 10 May 2013 - 05:15 PM, said:


Because it's actually is a bad idea and that statement would be a lie? If you want to see someone's effectiveness (in terms of destroying other mechs), you can simply divide their damage done by (kills + assists) and compare that to whatever value you consider to represent an "efficient" kill.


I will have to disagree with you.

If you are able to see peoples damaged areas afterwards you can see how spread out their taken damage is as well.

The advantage to this is in looking for potential recruits is I can now see how their handling of a mech and how they distribute incoming damage is as opposed to just seeing how good of a pop tart they are.

#18 IceSerpent

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,044 posts

Posted 11 May 2013 - 09:37 AM

View PostAegic, on 11 May 2013 - 05:42 AM, said:


I will have to disagree with you.

If you are able to see peoples damaged areas afterwards you can see how spread out their taken damage is as well.

The advantage to this is in looking for potential recruits is I can now see how their handling of a mech and how they distribute incoming damage is as opposed to just seeing how good of a pop tart they are.


We are not really in disagreement - being able to see other players' "paper doll" would indeed be useful for your stated purpose, but it has nothing to do with health percentage.

#19 MrPils

    Member

  • PipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 142 posts
  • LocationLiverpool, UK

Posted 11 May 2013 - 03:28 PM

You can already tell by how much damage your team did in comparison to the enemy. Don't see the point?

#20 Aegic

    Member

  • PipPipPipPipPipPip
  • 476 posts
  • LocationHouston

Posted 11 May 2013 - 05:47 PM

View PostMrPils, on 11 May 2013 - 03:28 PM, said:

You can already tell by how much damage your team did in comparison to the enemy. Don't see the point?


Keep in mind damage done and piloting skills are two completely different things.

If you have ever played one of the MechCommander games you might recall there was piloting skill and a gunnery skill (among others like sensors).

Where one player might be great at aiming and shooting and doing damage one game without dying, that might be because there was a great brawler that was taking all the hits in front of them who, while not doing as much damage, was able to correctly twist and turn taking damage to ensure he lived long enough for his teammates to do their damage.

A brawler that correctly distributes incoming damage will take 3-6 times more damage than someone who just sits there and gets cored.

Tanks dont get the credit they deserve in this game it seems.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users