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Possible Counters To High Damage Alphas With High Precision


62 replies to this topic

Poll: WHat to do about high precision alpha strike boats (149 member(s) have cast votes)

Which of these ideas do you like?

  1. More restrictive hard point system. (56 votes [21.21%] - View)

    Percentage of vote: 21.21%

  2. Lowering the effective Heat Capacity (Cap reduction, heat penalties?) (72 votes [27.27%] - View)

    Percentage of vote: 27.27%

  3. Weapon Energy System (12 votes [4.55%] - View)

    Percentage of vote: 4.55%

  4. Remove Torso Convergence (59 votes [22.35%] - View)

    Percentage of vote: 22.35%

  5. Global Weapon Cooldowns and Alpha Strike as Special Ability (7 votes [2.65%] - View)

    Percentage of vote: 2.65%

  6. Location based weapon Cooldowns" (9 votes [3.41%] - View)

    Percentage of vote: 3.41%

  7. Other Idea (30 votes [11.36%] - View)

    Percentage of vote: 11.36%

  8. Abstain / Nothing needs to be done (19 votes [7.20%] - View)

    Percentage of vote: 7.20%

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#61 Drunk Canuck

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Posted 05 July 2013 - 09:32 AM

View PostEldragon, on 13 June 2013 - 10:12 AM, said:

Why not, oh, I don't know... Make the weapons that are supposed to counter PPCs better?

SRMs? They don't do nearly enough damage anymore.

Ballistics? If you're not using Gauss/AC20, get out.

Pulse Lasers? Regular lasers are better in every circumstance.

Fix those weapons, then come back and look at how precision alphas PPCs might need to change.


I completely agree. I love pulse lasers, but the damage sucks and the heat is too high for the amount of damage they do. SRM's would be great if they buffed the damage to a more competitive level.

#62 AndyHill

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Posted 05 July 2013 - 04:31 PM

View PostLightfoot, on 04 July 2013 - 07:30 PM, said:


If you remove Alpha-Strikes from the game it is no longer MechWarrior. MechWarrior invented the term Alpha-Strike (as far as I know) so suggesting it's removal is unacceptable. There is no problem with MWO except that the mechs are not tough enough. You don't remove iconic elements of gameplay to fix minor imbalances. You all really need to take a breather and stop freaking out about some minor inconsistencies.


It would still be MechWarrior (neither the tabletop nor the first MW game had group fire) and no, the term was not invented by MechWarrior. The gameplay element may be iconic, but only in the way it damages the gameplay. In fact, when making the conversion - considered incredibly difficult by some - from tabletop to real-time, group fire is the biggest offender. Actually it isn't since it would break the tabletop game as well, in reality it's just the epitome of the pinpoint aiming issue that causes problems for the conversion.

Also I don't understand how inability to group fire would make lights less survivable, since the best counter to lights is smacking them with heavy concentrated fire. And no, a shotgun spread isn't the best tool against lights, concentrated fire is. And since that's the best way to kill everything and because it's breaking the gameplay and balance, it has to go. In addition to damage, range, heat, ammo, weight and size that determine the weapon balance in TT, MW(O) has pinpoint alpha -boatibility as an overwhelmingly important balancing factor for all weapons. I'm afraid it's going to be very hard to balance that against anything.

About group fire being an element of skill and variety in the game, consider this: "You should group fire as much damage into one spot whenever possible". Now everyone knows it's basically the only way to go for almost every situation in the game. That's not skill or diversity, rather the opposite.

#63 Damocles 1

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Posted 05 July 2013 - 05:11 PM

well as for 6 ppc strikes, i assume thats what you meant, a mech should take increased internal damage as a result of severe overheating, this penalty could be multiplied slightly for when all weapons are fired simultaneously.

as for dual AC20's, not OP, same for guass





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