Gameplay Update - Feedback
#1101
Posted 17 June 2013 - 09:32 PM
Too much straw?
#1102
Posted 17 June 2013 - 10:09 PM
I do realize there are arguments for this kind of inaccuracy producing systems, I just hope there are other ways of handling the issues.
#1103
Posted 17 June 2013 - 11:40 PM
feels that PGI is creating problems by trying to "fix" no problem at all. Hunchback
4P is not a problem, but it's nerfed anyways lol
Boating is not a problem, and high alpha striking is not a problem. Some stock loadouts are boats.
It's only a problem to people who can't figure out how to deal with styles of gameplay and come to the forums to complain
about it, and nerf everything to existence
#1104
Posted 17 June 2013 - 11:44 PM
The 3025/3050 targetting system (not Clan targetting computer) should only permit one tandem, aka left arm, right arm or left torso, right torso to be fired on one targetting solution. Not the entire loadout from the mech. So a Jägermech would have a firing solution for its 2 arms. A Marauder would have a solution for its 2 PPCs. A swayback would have a solution for its entire shoulderpack.
The deviation that heat sinks increase total heat capacity and not just dissipation delivers the final knockout punch.
The capacity to shoot the entire loadout onto one perfect solution gives us Victorian Battlecruiser -> Dreadnought change. Use a maximum number of one big calibre and one auxiliary weapon system. The resulting optimized mechs don't look anything like BT anymore.
#1105
Posted 18 June 2013 - 01:50 AM
This could work for energy weapons , but for large ballistics what if every shot made your mechs torso twist in the direction where the weapon is located so you would have to correct you'r aim after a shot as it would have a kick back effect , while firing 2 AC20s would shake the mech and be unprecise and not usable for much unless being in ~90m from the target.
The problem always is pinpoint large alpha , so just limit the aiming ability to land it all at the same spot at once , aiming penalty for group fire of large ballistic weapons and an energy limitation for large or many energy weapons could bring an new strange balance .
Edited by Nik Reaper, 18 June 2013 - 01:51 AM.
#1106
#1107
Posted 18 June 2013 - 03:20 AM
Quote
You could boil this down to a general rule:
Every weapon dealing 10 or more damage in a single shot (that means no lasers for now) puts all other weapons that put out more than 10 damage per shot on a server enforced cooldown. My guess is the cooldown could be as low as 0.25 seconds and would still have a meaningful impact. It might be best to sync the chain-fire cooldown and this special cooldown to the same time, so that you don't need a macro to optimize your firing pattern.
#1108
Posted 18 June 2013 - 03:49 AM
Heat Penalty:
I fear that a system like this begins to make things too difficult for new players, or those who do not read patch notes or wikis with a great eye for detail. The system or managing boating (if one is needed) should be one that is intuitive, or at least can be easily displayed in the confines of the interface. This system would require an entire help page or MWopedia entry to explain, as shown by how much detail was required for you to present the idea to us.
Heat Damage:
This system should not begin over 100% heat, it should be a small number of increasingly debilitating/damaging effects. Begin with a movement penalty as servos overheat, add some sway to the mech as gyros reach their limit, provide slightly increasing damage to the mech over time. Do each of these at different thresholds as below:
50% - a 5% movement speed penalty
55% - a 2 degrees of sway
60% - .05 dps to the center torso
Then just keep adding on those penalties at 5% increases as you go. Eventually, at 100% heat, you'd be suffering a 20% movement penalty, 10 degrees of sway, and .15 DPS to your center torso.
Just an example, but it's a thought.
#1109
Posted 18 June 2013 - 05:55 AM
Victor Morson, on 17 June 2013 - 01:46 PM, said:
I wish people would realize that MechWarrior is not Table Top and for good reason. When you are about strategy game fights, the level of what can be done is based largely on the "time simulated per turn."
Case in point: In the 'mech dueling game, Solaris - it gets brought up a lot since it's rules are way more compatible with a MechWarrior game - they brought the time scale way down leading to... people aiming for specific areas in greater detail. Really, it's apart of the fluff and everything else, just not Table Top, which deals with more abstract Facings.
But no, we should not have random "die role" hit mechanics. I've posted before I would be OK with slowing convergence a bit or causing the accuracy of weapons being tied to heat (as that would be something good to lift from TT), because that would ultimately leave accuracy in the hands of the pilot and not dice - they get to choose what accuracy level their guns are, and debate pushing heat as a result. That adds depth and strategy, not pure chance then.
I don't want randomization in hit mechanics, those are awful, non competitive, and stupid. I want a damage system where the hit boxes make sense. Where a "torso" isn't a nebulous concept that somehow is sharing armor with the rest of the "torso". I'd like a system where to kill a gun I have to shoot that gun and shooting a vent or a giant block of armor does different damage. I want a system BT and by extension mechwarrior has never had before because it's always had its "traditional" hit zones. It just so happens that the traditional damage mechanic doesn't work in competitive multiplayer games and never will. Basically I want something similar to what world of tanks has going, the vehicles in that have incredible complex hitboxes and many forms of area specific damage.
Edited by Shumabot, 18 June 2013 - 06:05 AM.
#1110
Posted 18 June 2013 - 06:01 AM
Quote
That is stupid nonsense. You're right, no gun is optimized for every situation, which is specifically what makes boating superior. You chose one form of play and then DO NOTHING ELSE, thus making sure you are the best at what you are doing the entire match.
- An all sniper loadout will beat a mixed loadout at range, and will kill it as it tries to approach to use its short range guns. The sniper will have more armor and guns per unit of weight than the mixed loadout because it's naturally taking a defensive posture.
- An all short range loadout will hide, never be shot by the enemies mixed long range weapons, and will destroy it up close. A short range loadout will feel no need to expose itself until it is within weapon range (easy to do on every map except alpine) and will win the close range fight with ease.
- A mixed loadout will lose to a sniper because it will never get close and will lose to a short range because it will never get to shoot it from far away.
- This extends to teams, a fully boated team doing one thing will usually demolish a mixed loadout team, especially in coordinated 8 mans.
Jack you just keep proving over and over again that you don't actually consider your opinions, you have no idea what you're talking about.
Edited by Shumabot, 18 June 2013 - 06:04 AM.
#1111
Posted 18 June 2013 - 06:04 AM
proper heat cap and heat dissipation, so the 4ppc (3ppc for HGN/AS-RS scared kittens) alfa will pop the mechs engine instantly, but chain fire those and you will be able to keep up substantial amount of DPS before hitting heat limit, and believe me chainfire noticeably decrease pinpoint amounts of damage giving you "spread" that you so desperately want, unless your victim will stand still for 30 seconds without even twisting its torso
#1112
Posted 18 June 2013 - 06:10 AM
Edited by Big Giant Head, 18 June 2013 - 06:13 AM.
#1113
Posted 18 June 2013 - 06:30 AM
#1114
Posted 18 June 2013 - 07:50 AM
Really people should learn to play, I don't really run high alpha builds and I can rack up 5 kills in a match, so now you'll have ELO which is FUBAR, combined with FUBAR tonnage mismatched drops, combined with FUBAR boating solution.
So in effect you're just destoying a fairly well put together game before you even hit the market. And you wonder why some people like myself haven't spent another dime beyond their founders package. I wish I wouldn't even had spent that.
Edited by SolCrusher, 18 June 2013 - 07:50 AM.
#1115
Posted 18 June 2013 - 08:12 AM
Shumabot, on 18 June 2013 - 06:01 AM, said:
- An all sniper loadout will beat a mixed loadout at range, and will kill it as it tries to approach to use its short range guns. The sniper will have more armor and guns per unit of weight than the mixed loadout because it's naturally taking a defensive posture.
- An all short range loadout will hide, never be shot by the enemies mixed long range weapons, and will destroy it up close. A short range loadout will feel no need to expose itself until it is within weapon range (easy to do on every map except alpine) and will win the close range fight with ease.
- A mixed loadout will lose to a sniper because it will never get close and will lose to a short range because it will never get to shoot it from far away.
- This extends to teams, a fully boated team doing one thing will usually demolish a mixed loadout team, especially in coordinated 8 mans.
Jack you just keep proving over and over again that you don't actually consider your opinions, you have no idea what you're talking about.
The points made are pretty accurate at a higher level of this game. If you're not boating correctly, you are literally doing it wrong.
#1116
Posted 18 June 2013 - 08:14 AM
Edited by NextGame, 18 June 2013 - 08:14 AM.
#1117
Posted 18 June 2013 - 09:55 AM
#1118
Posted 18 June 2013 - 10:23 AM
Only Stock-Mechs can prevent boats in Battletech Games, all phantasy changes to Battletech Rules create a Battle-Machine Game but not a Battletech Game.
Please add a Stock-Mech mode.
#1119
Posted 18 June 2013 - 10:55 AM
#1120
Posted 18 June 2013 - 10:58 AM
fiStfiRE, on 18 June 2013 - 10:23 AM, said:
Only Stock-Mechs can prevent boats in Battletech Games, all phantasy changes to Battletech Rules create a Battle-Machine Game but not a Battletech Game.
Please add a Stock-Mech mode.
This is a mechwarrior game, not a battletech game. Or at least it's supposed to be. Considering the majority of this games problems come from lifting BT systems into real time a little less BT would be nice. Also, a stock mode wouldn't exactly be very balanced or fair, the stock mechs themselves aren't even close to competitively balanced with eachother.
If it were balanced a stock mode would be fun, but it won't be balanced with BT stock mechs. BT needed BV to be even vaguely balanced.
Edited by Shumabot, 18 June 2013 - 11:01 AM.
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users