Rebas Kradd, on 20 June 2013 - 10:18 AM, said:
As far as Clans, let's wait until we're given info about them before we start trying to fix them. The devs have tried to give every unique weapon and loadout a notable drawback in the game so far, minus PPC boats; I'm sure they've got some idea for Clans. If we're able to easily spot problems when we extrapolate current issues to Clan weapons, so are they.
The tactic isn't being prevented - you can alpha strike all day. It gives the game an interesting tradeoff: accuracy or immediate damage output (unlike the current system which allows both). My solution not only allows it - it gives it its own, interesting role. It will no longer boil down to "click everything." It will force the player to make choices, and that's good.
It's the game-breaking effect is being prevented - you cannot put all that damage on a pinhead. If you really think that shouldn't be prevented, then I'm not going to try to convince you. When I'm playing assaults (my highest Elo), it's just a ******* mess of PPCs and AC/40s. I don't want them to blow up for doing it, I don't want them to move slower for doing it, I don't want them to heat up more for doing it - I just don't want them to be able to do it. I feel bad when I run my PPC Stalker or 732, but it's far and away more effective than legitimate builds right now.
Royce Mathers, on 20 June 2013 - 10:37 AM, said:
First off, I wreck people in my ALRM25 Trebuchet. AMS makes it harder, but there are always a few people that didn't equip it. Second, this system allows you to fire 40 long range missiles in the span of a single second. An LRM80 can be launched over a period of two seconds. To me, nothing about that limitation sounds unreasonable.
scJazz, on 20 June 2013 - 02:37 PM, said:
I am a Missile Crazy Pilot... if you make me lose lock because I caught that ECM Atlas at 190m and just volleyed 30LRMs and 8 Streaks (Catapult A1) at him I'm going to have to strangle you. I know the point and shoot crowd doesn't understand this but locking or re-acquiring lock is a complete PITA. So yeah... losing lock... hate that plan and don't think it works that well. In keeping with your CoF why not just decrease tracking and increase spead? Streaks... yeah I know... how about we send half of a Streak volley straight ahead just like normal Dumb Fire SRMs when you overload the TC. In other words your current plan works well for gimping LRM100 Stalkers and the like but totally destroys reasonable builds.
Perhaps adding some extra love penalties for firing oversized missile launchers through small missile tube sets is in order?
TAG and NARC: Let them reduce the TCL if the target is locked. No bonus if it isn't for no other reason than this simplifies implementation as I suspect CryEngine's Weapons Routines would get stressed out trying to apply the bonus on a target that isn't locked. 5% and 10% TCL reduction might be usable numbers. Someone will no doubt say... increase the bonus for Self-TAG and Self-NARC... no! That just leads us down the path of Awesome's with TAG in Head slot and similar crazy.
Clan Targeting Computers and Clan Weapons are going to be a huge issue but we already know that. Your plan gets us in front of the curve.
Modules and Skills could be reworked for your idea as mentioned.
There is one thing that the Jenner pilots keep bringing up but haven't really considered. Yes, they require Alphas and need to take their shots when they can get them. The point they keep missing is the fact that with their very small bodies even firing with no convergence at all still means most (all) of their Alpha lands pretty much where they wanted it to anyway.
Despise those icons on the HUD. How about just putting some "Eye Lids" on the Crosshairs. Green OK, Yellow no convergence, Red CoF. Add the same color coding in a slim bar across the top of the mini-map.
Great plan as mentioned before. Hope my thoughts from the Peanut Gallery help.
The numbers are just a starting point. I don't really see any problems occurring, but if that would fix it, I'm down. That's why I like this system: you have numbers to play with that don't affect anything else.
I'm a LRM harasser kind of guy myself, but I see no reason missiles shouldn't be held to the exact same standard as other weapons. Asking you to wait less than a half a second between firing your LRM30 and SSRM8 is perfectly reasonable. Losing convergence is an important binary aspect, and losing lock mirrors that penalty.
And again, how do you communicate a soft (increased spread/decreased tracking) penalty to the player? "Your TCL went over 150 when you fired those missiles five seconds ago, so that volley is spread out," sounds pretty sketchy to me. It's too delayed to be intuitive to the player; an immediate effect is needed. Plus, I think my numbers are very generous to missiles. I don't see how an LRM40 per second is some sort of harsh penalty.
Name a single legitimate build my system hits with the nerf bat, and I'll give you a cookie. You and your missiles will need fire discipline too; no one escapes this system.
I think the missile tube system needs to be more serious in general, but that's a rant for another thread...
I wouldn't be opposed to trying out stuff like TAG/NARC integration later, but I'm wary that anything that increases max TCL or TCL dissipation will need some serious testing before approved.
Clans and large ballistics - the two things that no other solution seems to fix.
Jenners won't be able to overload their targeting computer unless they mount stupid ****. You can fire up to eight medium lasers simultaneously without any penalty. I've tweaked the numbers based on preserving what I think are legit builds and making sure that every cheese build in the history of MWO would be penalized.
I like the idea of moving those icons to the side with the other status icons and putting something less abrasive in/around the reticle. For now, I'm going to leave the mock-ups as they are for ease of understanding. Ultimately, PGI would do their own interface design, and what I want to show is what's most easily understood.
I greatly appreciate the feedback =D
Edited by Homeless Bill, 21 June 2013 - 10:58 AM.