Paul,
PREAMBLE: First off, I am not trying to be hostile, understand that since founding I have spent quite a bit more, I like the game, and I like PGI, yadda yadda. If you think I sound mad or anything while reading this, send me a message, I will bake you a cake or something because honestly, I am having fun with MWO, and I am here for the long haul, there just are some gameplay design decisions that concern me about the long term health of the game, particularly at a high level of play.
I don't understand the lack of desire to reduce the accuracy of weapons (
at range in particular) at all. At this point there are two things that makes time to kill per engagement noticeably shorter than usual.
1. Enemy makes a choice to be more fragile - XL engine, Low armor load out etc.
2. Pinpoint burst capability of damage 30 or higher.
I know that people complained a lot about the dual Gauss load outs, and now are complaining about the AC/20 builds but I think that most of that comes down to the sheer repeat ability of the burst damage.
There is no doubt that there is a huge amount of satisfaction for a player that is running a 40+ damage alpha build in landing a hit on a component, but at what cost to the game? Right now there are several diverse builds available to this type of play, but they all roughly have the same effect, cutting down the power level of the enemy team.
What counter play does this system offer, other than don't get hit? Not getting hit is an option for very few players realistically, particularly so now that hit detection has improved immensely from closed beta. I think the scariest part about that though is that I still have many PPC hits look like they hit and not register (My average ping is 60-70). Once the HSR system works 99% instead of 60-75% like it is now a player who like myself is only moderately skilled will be able to land these shots fairly reliably on anything but the smallest fastest mechs.
If just one alpha strike fully lands on a component of a small, medium, some heavies, and with the really high damage builds, some assaults immediately reduce a component to low health. When I am playing with these mechs I feel so confident in the high alpha, that I am now targeting the enemy mechs offensive capability. With a 40 damage alpha I can completely eliminate all the armor on a hunchbacks gun. That means I only have to hit one more time to take out that AC/20, and reduce his threat level very significantly, making him unable really to respond. He loses 25 damage if I take out that torso section, and with 2x AC/20's I can do that in about 4.5 seconds very reliably in range. I'm assuming that I miss with one of the 4 shots I have in that time, that's where the extra .5 seconds come from.
I know that a high design level goal is to make it so players don't feel that the game is trying to punish them for having skill, but at this point there is still a lot of RNG in the game, except in the one area where it would show up on screen, and while the argument can be made that it is less dissatisfying feeling when you don't see it happening, it is there. Critical hits, and ammo/weapon explosions are extremely random and problematic from a competitive perspective.
If the rationale is that the near perfect convergence is there to promote skilled play, and prevent randomness from punishing good players, then why does a Gauss Rifle explode 90% of the time. Why not 100%? It's pretty punishing if I blow up a Gauss and it does no damage to the mech, but the last 7 times it did. Ammo sometimes explodes, sometimes doesn't and sometimes it cascades and just blows up the whole mech. I know that CASE prevents all this stuff in the torso components, but then why not have it ALWAYS HAPPEN if they don't have case? Isn't that a skilled thing, to use case to prevent ammo explosions? Why reward a player for not equipping an item that specifically is meant to protect them from something so catastrophic?
I understand if say you wanted to make the system weapon dependent say Lasers couldn't destroy guns, only ammo, and each shot only damaged one slot at a time, or whatever etc. The system doesn't have to be visible to be understandable and predictable. I like the idea of machine guns and flamers shredding internals, but why not make it more predictable and logical.
MG, x (3? 5?) mg bullets destroy one crit slot at a time, per section, no ammo explosion.
Flamer every full (x) seconds of flamer damage causes one ammo pack to detonate in exposed areas from cook off.
Boom!
What I got when I Googled ammo explosion.
Those are predictable, reliable damage effects that do interesting and individual things to the weapon system that make them more valuable, particularly to skilled players.
Hmm, I seem to have strayed a bit off my main point, which was convergence.
If you look at the way the arms and torsos of the mechs move as they lumber along, there is just no way that they would be able to maintain accuracy as they moved through the battlespace. That is fact based on what PGI has done with the mech animations, and realistically is one of the major drawbacks of a vertical tank layout. You gain all sorts of other versatility but you do lose that cushy smooth ride a tank (or in the future
HOVERTANK) has. That means that you lose the ability to shoot guns perfectly accurately while moving.
I have thought about this a lot, and I get that PGI doesn't want just a big *** cone of fire, and sometimes you hit and sometimes you don't, that isn't what I want either. I propose a few possible changes that would drastically increase TTK without hurting DPS overall in most situations, heat scaling (another topic I have gone in depth on) and would maintain a skill based game play experience.
- Modify convergence rate
- Movement aim penalty
- Very small cone of fire
- Magic
And here comes the anticlimactic part, I am at work, and I've spent all my free time typing, but it is time for me to actually work now, because we go live in 50 minutes. I'll come back to this as soon as I can.
I love the game Bryan, Paul, & Co. and just want to help make it better.
God, my posts always end up so long when I talk about this game.