Gameplay Update - Feedback
#801
Posted 13 June 2013 - 12:40 AM
#802
Posted 13 June 2013 - 12:46 AM
Has anyone suggested making chainfire (or a similar mechanic with less delay or delay based on weapons) mandatory? This would solve both the convergence issues as well as indirectly adressing the boating problem, since adding weapons over the amount that can be fired during the first shots cooldown would be useless. All without adding layers of additional rules, in its most basic form.
Smaller weapons could even be exempt from this restriction, if the designers want to keep medium laser alphas, for example.
It would also be within the spirit of competitive gaming, as no randomness is introduced, instead adding to the level of skill required to land multiple shots in the same location.
#803
Posted 13 June 2013 - 01:00 AM
#804
Posted 13 June 2013 - 01:08 AM
Victor Morson, on 13 June 2013 - 12:32 AM, said:
Constant alpha striking and weapon boating will never go away, as long as there is perfect convergence. It's not about Assault mechs. It happens in every weight class.
What's the best light weapon right now? Medium laser. Put 6 of them on a Jenner and you're golden. It hits the same spot. Every time. In fact, you don't even have 6 weapons anymore, you've got one big heavy medium laser. 30 damage, 24 heat, 6 tonnes 270 meter range.
Large pulse laser will never ever going to compete with it. 10 damage 7,3 heat 7 tonnes 300 meters? It's a joke!
If those 6 medium lasers hit 6 different components, then we would see some Jenners mounting large pulse laser instead.
Why is a Spider an inferior mech to a Jenner? Because it cannot mount 6 medium lasers. When PGI gives us a hero Spider with 6 energy slots, you'll see more Spiders than Jenners.
Edited by Kmieciu, 13 June 2013 - 01:08 AM.
#805
Posted 13 June 2013 - 01:16 AM
Selbatrim, on 12 June 2013 - 09:35 PM, said:
Don't forget the PPC:
"The Particle Projector Cannon (or PPC) is a unique energy weapon. PPCs fire a concentrated stream of protons or ions at a target, causing damage through both thermal and kinetic energy. As such, despite being an energy weapon, it produces recoil." (sarna.net)
Also, please notice that the PPC is supposed to be a beam weapon - "a concentrated stream of protons or ions". It was never intended to be the faux-ballistic it is currently.
Perhaps reworking it to be a beam weapon would solve a lot of issues people have with it currently...
#806
Posted 13 June 2013 - 01:21 AM
They should put that in.. 100% Heat... chance your ammo cooks off and explodes.
#807
Posted 13 June 2013 - 01:25 AM
Kmieciu, on 13 June 2013 - 01:08 AM, said:
And this is where you are wrong even if you are staring in the right direction. A Jenner with 6 medium lasers will never deliver the full damage to one spot unless he slows down/stops entirely and in that case he is very vulnerable. This is why usually streaks are dominant in a light fight.
The current meta revolves around pinpoint alpha weapons and while lasers can be boated they:
1. Require more effort than PPCs, Gauss or AC/20.
2. Give some time for the victim to react (torso twisting).
Edit: Let's review a more dangerous laserboat as an example.
5 or 6LL Stalker.
Some may consider this imbalanced due to the fact that it is a boat.
BUT, while the build handles itself fairly well in a fight, it will get overpowered both on short and long range by superior range or DPS. The strong point of this build would be that it can play on the enemies' weak points by careful maneuvers, staying out of the range of brawlers and forcing the snipers into brawling. Considering this build is slow and lacks Jets, it is a Stalker after all, if the pilot can still abuse his opponents' weaknesses then the fight was not even to begin with as either the Stalker pilot was clearly better OR the enemy pilot made mistakes.
Overall this build is a relic from the time when there was no HSR on ballistic weapons, sure it can still leg lights and mediums fairly well, but by the time it does that a design with pinpoint weapons already decimated 2 more mechs.
Edited by Bloody Moon, 13 June 2013 - 01:55 AM.
#808
Posted 13 June 2013 - 01:36 AM
Colonel Pada Vinson, on 11 June 2013 - 11:13 AM, said:
I'd continue to prefer a system that stacks heat based on the damage output of the alpha rather than the # of weapons fired as the big instant alphas of same weapons are the continued problem rather than the # of weapons - like 9 small lasers.
Also 150% is way too high. Whats wrong with 100% and forcing mechs to be built for more heat efficiency rather than just DHS in the engine and then as many guns as you can cram onto the mech?
how about a nerf for every weapon until all as good as machine guns?
#809
Posted 13 June 2013 - 01:39 AM
Bloody Moon, on 13 June 2013 - 01:25 AM, said:
And this is where you are wrong even if you are staring in the right direction. A Jenner with 6 medium lasers will never deliver the full damage to one spot unless he slows down/stops entirely and in that case he is very vulnerable. This is why usually streaks are dominant in a light fight.
The current meta revolves around pinpoint alpha weapons and while lasers can be boated they:
1. Require more effort than PPCs, Gauss or AC/20.
2. Give some time for the victim to react (torso twisting).
This was true when the Streaks did 2.5 damage a missile. Right now in 8vs8 light fights are about who can leg the other guy faster. In a fight between 2 Jenners with 6 ML each and two Ravens with streaks, a Raven is going to loose a leg before one of the Jenners looses the center torso.
Edited by Kmieciu, 13 June 2013 - 01:40 AM.
#810
Posted 13 June 2013 - 01:59 AM
There wouldn't be a 6 ppc, 4 ppc and 3 ppc+1gouss builds if there were no mech that can fit them... or just have the engine have a power limit witch will force a partial chainfire from the high alpha builds... and in all of this SRMs need a damage buff , at least back to 2 per missile.
#811
Posted 13 June 2013 - 02:02 AM
Quote
TT rules needed them less, because if you fired 12 Clan ER Medum Lasers at a mech, you were not likely to hit the same hit location. FOr massive damage, going massive size (AC/20, Gauss, PPCs) was more sensible.
It changes when you have targeting computers, pulse lasers and Clan warriors. This made pinpoint aiming possible and to what I heard, if you got to that point ,you easily wrecked the table top game. It was just not designed to deal with easily chosen hit locations.
Which is the problem the Mechwarrior games face. Aiming for a hit location is easy. Doubling armor served as a stop gap here, but it doesn't really change the structural problem of mixing TT armor distribution with non-random hit location determination.
#812
Posted 13 June 2013 - 02:04 AM
Nik Reaper, on 13 June 2013 - 01:59 AM, said:
There wouldn't be a 6 ppc, 4 ppc and 3 ppc+1gouss builds if there were no mech that can fit them... or just have the engine have a power limit witch will force a partial chainfire from the high alpha builds... and in all of this SRMs need a damage buff , at least back to 2 per missile.
MW4 had even bigger problems with high alpha builds, since lasers were instant hit and ballistics were hitscan. Coupled with perfect convergence and coolant flush it used to be alpha strike after an alpha strike.
Edited by Kmieciu, 13 June 2013 - 02:05 AM.
#813
Posted 13 June 2013 - 02:08 AM
Ragnar Darkmane, on 12 June 2013 - 02:01 PM, said:
Isn't that a bit counter-productive?
I don't like their fix, but the point is - The 6 PPC "abusers" don't get told to avoid the balancing change. They get to avoid the heat penalty, but if they do that, they must fire and aim their PPCs with a time delay. Unless a shooter is really skilled, this will usually lead to less precision and the damage being spread, and even if the shooter is really skilled, the target now has a 0.5 second window to react in some way - and if it's just torso twisting to turn the other side.
---
A bigger issue will be the macro-ability of this. Not because it circumvents the penalty, but because macroing makes the timing easier and less likely to get wrong.
Basically, a macro that works like this:
- Bind a key to each weapon group.
- Macro it so that the 2nd key press is ignored if less than 0.5 seconds have passed since the 1st key press.
Not sure if such Macro programming can be done with standard tools.
(Making a macro that defaults to you firing another shot after 0.5 seconds sounds like a bad idea, but I could be wrong.)
#814
Posted 13 June 2013 - 02:13 AM
Kmieciu, on 13 June 2013 - 01:39 AM, said:
That is true only if they fight on open grounds where the chances on interrupting a beam is lower. Not to mention the 6ML build would be far less effective if SRMs wouldn't be almost neutered.
Edited by Bloody Moon, 13 June 2013 - 02:15 AM.
#815
Posted 13 June 2013 - 02:16 AM
#816
Posted 13 June 2013 - 02:21 AM
and the fix is to create multiple new systems to run on top of this, why not just use the existing heat system.
Firing alpha strike of say 6 medium lasers in your example is already penalised in terms of the fact any alpha suffers the heat penalty of firing all those weapons at once. You know 'running hot'
Spamming Alpha also has an effect: shutdown
Any fix needs to stick to these principles not come with a mech variant chassis and weapon system special rules submanual.
You created the the cheese option of over ride and coolant flush by the way.
Just make the shutdown ceiling a harder one if you must. The designers suggestions are a pandoras box in terms of unintended consequences that are going to take gameplay further away from where we all want to be going.
It's becoming crystal clear that 'Launch Date' is going to be an extension of beta for a very long time.
Edited by jozkhan, 13 June 2013 - 02:22 AM.
#817
Posted 13 June 2013 - 02:45 AM
Problem is when you allow boating to all mechs, without any pushback (not even heat or cooldown one)
http://mwomercs.com/...t/page__st__140
#818
Posted 13 June 2013 - 02:54 AM
Brown Hornet, on 13 June 2013 - 12:40 AM, said:
Ever here of Autohotkey? It's a completely, 100% free software macroing tool. You were saying?
MustrumRidcully, on 13 June 2013 - 02:08 AM, said:
Basically, a macro that works like this:
- Bind a key to each weapon group.
- Macro it so that the 2nd key press is ignored if less than 0.5 seconds have passed since the 1st key press.
Not sure if such Macro programming can be done with standard tools.
(Making a macro that defaults to you firing another shot after 0.5 seconds sounds like a bad idea, but I could be wrong.)
Do people really not understand that chain-fire already puts in a .5 sec delay with most weapons? Lasers can be chained faster if you spam the key, but take even longer if you're holding it Besides which, assuming the shooter and target aren't just standing still, having a high-noon shoot-out, reacquiring aim will make the speed at which you can "chain groups" rather a moot point.
#819
Posted 13 June 2013 - 03:10 AM
#820
Posted 13 June 2013 - 03:20 AM
Dual gauss and dual AC20 don't qualify as boats. Two weapons is hardly a boat. Additionally, the idea that dual builds need nerfs because they are boating or because they are high alpha is not reasonable. It's two weapons... In addition, those builds have real limitations such as limited ammo and xl engines. A build with two missile racks doesn't qualify either.
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