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How To Correctly Nerf Huge Alpha Builds


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Poll: Break down huge Alpha's into bursts? (90 member(s) have cast votes)

Break down huge Alpha's into bursts?

  1. Yes, would be more fun! (64 votes [71.11%])

    Percentage of vote: 71.11%

  2. No, That is not canon! (26 votes [28.89%])

    Percentage of vote: 28.89%

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#61 Lord of All

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Posted 16 July 2013 - 06:46 AM

View PostKoniving, on 13 July 2013 - 02:09 PM, said:

[/size] ... . "Once we fix the splash damage mechanic, one of our ideas is to apply this to the PPC. For example if you hit the enemy, it would do 10 damage total, but 25% of that would go to an adjacent section." 75% of 10 is 7, so it would be 7 damage on the place you hit, and then 3 damage "splash" nearby. So if you hit CT with 1 PPC, you'd do 7 damage and possibly splash 1.5 to each side torso, totalling 10 damage. ...


HOLY **** Just when I thought the DEVS couldn't be more re-tarded I read THIS!!!

I think EVERY other recommendation for nerf by Convergence adjustment is better than this joke of a mechanic. Also every other Convergence Idea posted will be less of a server side stress as well.

Edited by Lord of All, 16 July 2013 - 06:51 AM.


#62 Koniving

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Posted 16 July 2013 - 07:50 AM

View PostLord of All, on 16 July 2013 - 06:46 AM, said:


HOLY **** Just when I thought the DEVS couldn't be more re-tarded I read THIS!!!

I think EVERY other recommendation for nerf by Convergence adjustment is better than this joke of a mechanic. Also every other Convergence Idea posted will be less of a server side stress as well.


Ouch. o.o; *Sniffles.* They got that idea kinda-sorta from me. It was part of this huge post trying to get them to remove the rising threshold which is the root source of being able to alpha strike more than 3 ER PPCs at once. (Threshold of 30, versus 33 heat. Bam shutdown. I know on tabletop you can do it but that's because you have 10 seconds to spread your PPCs. Not an instant fire.)

:(

View PostKoniving, on 22 June 2013 - 09:20 AM, said:

Of the two we can address convergence with simple methods.
  • I'm certain this was already in the works given the confirmation by Bryan that we'd see variations of weapons by manufacturers, but autocannons have many variations and are grouped by damage categories. For example one AC/20 fires 4 rounds totalling 20 damage. Another one, the Crusher Super Heavy Autocannon is an AC/20 that fires 10 rounds rapidly per trigger squeeze each doing 2 damage for the total of 20. Perhaps the removal of the current AC/20 or an increase in price / lower range compared to multi-shot 20-rated autocannons to discourage one-shot AC/20s and encourage multi-shot AC/20 use?
  • Battletech lore depicts weapons such as UACs to be smaller caliber weapons than their standard AC brothers. Upon discovering this the smaller barrels of the UAC/5s suddenly made sense but the shots are larger than the barrels since they are normal AC/5 bullets! To be a smaller caliber means it is a smaller bullet that does less damage, and compensates by firing more than one to make that total. As an example if the AC/5 shoots 1 shell to make 5 damage, the UAC/5 would then shoot 2 shells with 2.5 damage each per trigger squeeze, and when "double-tapped" they can fire a second volley of 2 shells. Not only would this allow us less concentrated damage, it would make the UAC/5 look even cooler due to the more frequently spinning barrels, the faster firing look and sound, and top it off the fact that it would not need to jam so often and I don't believe virtually anyone will complain!
  • PPCs and dispersion damage. From a graphical standpoint when the PPC hits a target there's a splash-like visual effect. Why not capitalize on that? But let's redesign the splash system in general, instead of adding to the total damage why not divide from a total damage pool so if you hit two sections with the splash, the damage would be divided into 5 here and 5 there (simplified) or divide it so that more is at the impact site and 'some' spreads to the adjacent section within the splash range.
Spoiler
  • Speaking of splash, consider using the same method to fix splash damage on missiles; divide from a damage pool and place their damage back to 2.5 (SRMs) and 1.8 or so (LRMs). Then have this damage divided into the splash with the concentration on where it hits and maybe 25% of 2.5 (0.625) placed into splash. This focuses the remaining 1.875 damage directly where it hits. After all missiles should try to pierce and thrust its explosive kinetic energy into the mech's interior not spread damage around the surface; that should be an afterthought.
  • Keep Gauss Rifles as they are. Between being 15 tons, highly volatile, and a general high risk to carry they are plenty balanced and worthy of the way they deal their damage. They can still remain the sniper's favorite weapon.
  • We just reduced a lot of concentrated pinpoint damage issues without any cones of accuracy or any non-skill based crazy ideas. We kept Bryan's vision of a skill-based environment. The changes in most cases are simple ticks in the CryEngine or simple 5 second script edits that even I can do (reworking splash not so much) which means ~far less~ work for the entire team, Paul.


In the spoiler you can see why I gave the suggestion, look at that screenshot of me being hit by the PPC.

#63 Lord of All

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Posted 16 July 2013 - 10:31 AM

View PostKoniving, on 16 July 2013 - 07:50 AM, said:


Ouch. o.o; *Sniffles.* They got that idea kinda-sorta from me. It was part of this huge post trying to get them to remove the rising threshold which is the root source of being able to alpha strike more than 3 ER PPCs at once. (Threshold of 30, versus 33 heat. Bam shutdown. I know on tabletop you can do it but that's because you have 10 seconds to spread your PPCs. Not an instant fire.)

:wacko:

[/size]

In the spoiler you can see why I gave the suggestion, look at that screenshot of me being hit by the PPC.

Next time don't give them dumb idea's !!! :( You know they will pick the wrong one every time. :ph34r:

#64 Koniving

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Posted 16 July 2013 - 10:34 AM

View PostLord of All, on 16 July 2013 - 10:31 AM, said:

Next time don't give them dumb idea's !!! :( You know they will pick the wrong one every time. :wacko:


Heh. Well, actually didn't think it so dumb. We need to reduce pinpoint damage. They won't go for cone of fires or anything that "removes skill" in exchange for "dice rolls" and lucky guesses. So up to 10 and a minimum of 7 damage where you hit, with the rest 'splashing' nearby doesn't really sound that bad.

#65 Just wanna play

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Posted 17 July 2013 - 09:36 AM

View PostKoniving, on 16 July 2013 - 10:34 AM, said:


Heh. Well, actually didn't think it so dumb. We need to reduce pinpoint damage. They won't go for cone of fires or anything that "removes skill" in exchange for "dice rolls" and lucky guesses. So up to 10 and a minimum of 7 damage where you hit, with the rest 'splashing' nearby doesn't really sound that bad.

im on kons side BUTTTTTTT now that firing more then 3 has been nerfed, should they really find a way to weaken them in all cases?? just saying might be to late for this nerf, and also if you hit a destroyed component like a leg would the splash damage portion ignore the damage reduction of the destroyed limb before transferring to another area??


iv always though it would be nice if they found a way to make it so that the less you have (max 3) the better heat and damage wise each ppc would be (think if you had 3 each would do 15 damage while having 6 meant each does 5-7 damage), so there would still be a benefit to using more then 3, it just get more and more wasteful


okay so i KIND OF want them to boost 3 ppcs on an awesome, i always thought it would be awesome to pilot an awesome with 3 heavy duty energy cannons but only 3 is just soooo weak and borderlines to hot :/ (makes me think of energy based artillery but its to weak to be artillery)

#66 Chavette

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Posted 26 August 2013 - 09:51 AM

One way or another, we need selectable ammo and weapon manufacturers.

#67 Renthrak

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Posted 30 August 2013 - 06:11 PM

I think the key to fixing the huge Alpha problem is to make Chain Fire more effective relative to using Alpha Strikes. That way, firing all of your weapons at once just leaves you to be chewed apart by chain fired weapons while yours recharge. Here's a way to do that:
http://mwomercs.com/...-alpha-problem/

#68 Lord of All

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Posted 30 August 2013 - 07:35 PM

View PostRenthrak, on 30 August 2013 - 06:11 PM, said:

I think the key to fixing the huge Alpha problem is to make Chain Fire more effective relative to using Alpha Strikes. That way, firing all of your weapons at once just leaves you to be chewed apart by chain fired weapons while yours recharge.


What???? Fix Heat system and all else falls in place.

Edited by Lord of All, 30 August 2013 - 07:36 PM.






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