Taemien, on 15 June 2013 - 09:19 AM, said:
One way to think about this, is that the highest damage alphas will be 30 and 40. With doubled armor, this makes it the same as 15 and 20 in TT. In TT the Gauss Rifle does 15 to the same location, and the AC20 does 20. However it takes twice as much weapon to make that happen.
Right, thats why the problem is precisely the high damage long range boated weapons. AC20 is medium range since it can still do high damage out to 400m and pinpoint.
Also note we have double armor but also literally 3x the rate of fire. In TT the AC20 would fire once per 10 seconds here it fires two to three times.
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Getting in range can be easy. But also can be a horrible nightmare if the opponent sees what you have before you close. This is why I don't use such configurations. They can be quite rewarding. But they can also bite you in the rear at times. There is risk involved with that config, alot of risk. And it should be rewarded. As I said above. Its a 40 pt alpha to doubled armor. So you're knocking as much armor off as a single AC20 in TT. It just takes you a crap ton of AC20 to do it.
Its not really a risk. You can use cover and advance to point blank range relatively easy.
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Didn't you just say you had no trouble getting into brawling range? If Gauss can do that, but you can still get in range to wreck their day... then I'd say that is more or less balanced. Not saying you are contradicting yourself, but you're kinda proving my point a bit further.
Not really. If I'm using a gauss I don't need to get into brawling range because the weapon will apply full damage at long range anyway. What I'm saying is such high damage long range weapon is used to severely cripple single armor sections before the target mech enters brawing range. PPCs do the same.
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TT firing mechanics were random. They don't work well in MechWarrior. Torso mounted weapons fired just as arm mounted ones do. The only difference was firing in to left or right arcs, which only arms could. In MWO, arms can't fire into those venues without torso twisting. So we already have way more limitations than TT has in Arm and Torso firing locations.
Eh? You can definitely move the arm aimpoint to max left/right without moving the torso. When arm lock is disabled, using freelook key will also move the arm aimpoint.
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Also there was no penalties for alpha striking in TT. So that is evidence that the weapons in TT converged the same as they do in MWO. The only penalty was heat, which was negated on heat neutral mechs. Also getting heat neutral in TT was much easier. The 10 HS in the engine when DHS, could fire 3 Medium Lasers and run indefinitely. Can't quite do that in MWO.
There were penalties for alpha striking in TT. High heat (generated from an alpha) degraded mech performance. SSRMs for example would receive penalties to their reload time if you had more than 2 or so equipped. There was no convergence in TT because it was random hit location which is precisely what the cone of fire would be introducing but with a little player control so its functional in 1st person.
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I think having a cone is more complex in code than simply applying heat effects. And I like the idea of the penalties being different for each weapon as it can be applied to problem weapons specifically. As in ER PPC fixes won't affect large pulse lasers.
Case in point: The heat penalties do not remove the problem of alpha strike pinpoint damage. They only address how often they can be fired (which is the 2nd half of the problem). If you put penalties on PPC so that if I fire 6ppc alpha with a stalker and insta-shut down I won't care if im offline for 10 seconds .. I did those 60 dmg hits on one spot and now my team just needs to pump a little more hurt in there to kill the enemy mech. If they make it 3 ppc limit per volley before heat penalties then I'll just macro the 6ppc to fire to avoid the penalty as best as I can. CTs are not hard to miss and 60 dmg still gets applied even if its in 2 volleys 0.5 seconds apart.
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Also if someone wants to put a Loki setup of weapons on to do 40+ alphas. Let them. If they can hit with them all, great.
Its not 'if' .. its 'it will' ...and pinpoint.
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There's no issue with lights currently. They perform their roles and do it well. Mediums have issues that go beyond high alpha builds. Centurions and Trebs are as big as Atlases and their agility needs work. Those two things would fix mediums for long and short ranges respectfully. But those things are taboo to talk about for some reason. Most of the community is afraid of mediums posing any sort of threat.
No issue with lights? You joking? Light gets hit by boated alpha and it goes into insta red or insta zero armor. Lights can boat weapons and pinpoint fire them while moving at very high speeds. Mediums die stupid easy to heavy and assaults..even to lights.. in just 2 alpha hits. The cone of fire system literally gives lights and mediums their role back as harrassers, scouts and support damage mechs.
Ralgas, on 15 June 2013 - 07:45 AM, said:
And right there is where you run into trouble. the chest of a medium is a good miss chance on lights, slowing down to close it only makes it easier for the light to escape/use cover. You'd reintroduce lagshield, or worse open the gate for "zombie" light trolls (a zombie flea/spider would make kittens cry!!)
No it isnt a good miss chance. The light has the speed to close into range so its on-the-move cone of fire hits the medium mech. There would be no lagshield at all since the player still controls the cone where the weapons may hit in. If you fire the with the cone aimed with no lead on the light then yes, most of your shots may land behind the light...lead it and they have a high chance of hitting the light. Again, this is just complaining about a system that in games like WOT is proven to work.
Edited by Skyfaller, 16 June 2013 - 10:09 AM.