Balance Solution: Hex Grid Armor
#21
Posted 18 June 2013 - 11:17 AM
#23
Posted 18 June 2013 - 11:32 AM
#24
Posted 18 June 2013 - 11:36 AM
Mister Blastman, on 18 June 2013 - 11:32 AM, said:
Hit detection, armor destruction code, tons more damage modelling, tons more texture work... not to mention the whole thing is pointless if they are all going to share the same "HP" levels in that section... otherwise we're reworking entire core game mechanics...
Yea, barely anything at all from a company that cant buff SRMs in 3 months.
#25
Posted 18 June 2013 - 11:38 AM
ArtistX, on 18 June 2013 - 09:46 AM, said:
- Making LB-Xs more viable
- Making SRMs more viable
- Laser would be more viable compared to PPCs and Ballistics.
- Making Brawling more viable compared to Sniping..
- Slowing down combat so that it's longer and more tactical...
- Making Assualt mechs into the juggernauts they should be(instead of huge targets)
- Awesomes would be viable...
- LRMs could be more viable and not overpowered..
It would actually take more combinations of weapons to effectively strip armor and go for internals...
Whilst a genuinely interesting idea, I'm confused as to why you think it'll have that effect.
An instant-damage weapon will still frontload all it's damage into one hex, since it will only hit one point.
A laser, which can currently be kept on one compartment with a little effort will need to be kept on a location a fraction of the size, and with no visual indicator.
LB-X and SRM will likewise actually be hurt by this, because whereas with a currently LB-X you might hit a compartment with, say, 5 of your pellets, they will now each hit a different hex.
What you're nerfing is the ability to chew a compartment with multiple time-separated shots, if enough damage to breach hits at once, it'll still breach the one hex fine.
#26
Posted 18 June 2013 - 11:51 AM
Gaan Cathal, on 18 June 2013 - 11:38 AM, said:
What you're nerfing is the ability to chew a compartment with multiple time-separated shots, if enough damage to breach hits at once, it'll still breach the one hex fine.
You are missing the point. It will be harder to hit that same, exact hex a second time to do the finishing blow.
#27
Posted 18 June 2013 - 11:58 AM
Mister Blastman, on 18 June 2013 - 11:51 AM, said:
You are missing the point. It will be harder to hit that same, exact hex a second time to do the finishing blow.
Hm, I was confusing some prospective armour values later in the thread with the OP's numbers. It'd work if you couldn't just wipe out a component with, say, 60 damage. That's about as high an alpha I can see hitting the same spot at once. Though they would definitely need to change UACs to have a delay in doubletapped shots.
#28
Posted 18 June 2013 - 12:12 PM
They're already removing things to make the game run better on people's toasters, there's no way they could do this.
#29
Posted 18 June 2013 - 01:46 PM
#30
Posted 18 June 2013 - 01:57 PM
It would be a suitable option within another game, but not here.
The problems we are faced with now is a longer-standing issue of a fundamental flaw in using a RNG-based damage scale in a precision-based FPS game. The problem of having pinpoint accuracy that can be controlled with balance figures relying on basic inaccuracy is causing the root of the issues here. We've already stepped up off the pure numbers with Double Armor, reworking the mechanics of the armor itself like this might warrant us calling this game by another name instead.
#31
Posted 18 June 2013 - 02:00 PM
#32
Posted 18 June 2013 - 02:17 PM
Kraven Kor, on 18 June 2013 - 10:50 AM, said:
More hitboxes = more problems, any way you slice it.
If another game could make something like this work, that would be sweet. Would be great for a "realistic" tanks game; where you either deflect the shot entirely, or explode violently
some planes in warthunder have 100 hitzones, and it works.
Unbound Inferno, on 18 June 2013 - 01:57 PM, said:
lore doesnt matter in a Balance decision, also i dont you will read in a bt book that a hit on a finger on an Atlas arm will rip the whole arm off.
Edited by Pinselborste, 18 June 2013 - 02:19 PM.
#33
Posted 18 June 2013 - 02:23 PM
Pinselborste, on 18 June 2013 - 02:17 PM, said:
Impressive actually. Didn't know that... Granted I hate the warthunder noob flying **** (hold your mouse over a dot and hold trigger to be best pilot ever). But that is still a cool tech achievement for the pace of that game.
#34
Posted 18 June 2013 - 02:25 PM
Roughneck45, on 18 June 2013 - 10:24 AM, said:
Im sure it would be a nightmare to code as well.
Damage does not need to be spread for you, you need to learn to torso twist. The fact that you can actually target 11 different parts of the mech is one of the most enjoyable aspects of the game.
Roughneck45, on 18 June 2013 - 10:33 AM, said:
I would just shoot you in the "nuts" as it were and laugh as you futilely flail your torso about, crotchshots hits the whole CT, LuLz.
I love bein called a "hacker" cause some guy thinks turning his torso is "going to spread damage" ahahahahah.
#35
Posted 18 June 2013 - 02:41 PM
Pinselborste, on 18 June 2013 - 02:17 PM, said:
That's a novel/story? In battletech itself the tabletop game has exactly the hitboxes you see at the moment, where it hits was decided by a random dice roll. That is what I am talking about.
What we have now is the issue of the hitboxes being the same thing, but the fact we don't randomly decide where hits land now - leaving massive damage reliably in one general location.
The root of the issue boils down to that basic accuracy, not to demean the absurdity of sizes of things - a 65 ton Catapult being larger than a 80 ton Stalker for example - but that accuracy is the main issue.
I can guarantee if we had something that would either randomize landing hits, influence convergence or force the limitations of perfect accuracy - preferably a combination of all three - we'd see a drastic increase in what we all would want for fights.
#36
Posted 18 June 2013 - 03:11 PM
Kraven Kor, on 18 June 2013 - 10:30 AM, said:
Armor (in the real world...) is, generally speaking, kind of "all or nothing." Either it deflects the incoming attack entirely, or the incoming attack breeches the armor and musses things all up.
Repetitive hits to the same spot mean nothing, until the armor is actually damaged or weakened or breached in that spot.
With this, light mechs could have say "15 points per hex" and fewer overall hexes (an AC/20 will breach one hex, period.) Heavier mechs have more per hex; so assaults might have 30 per hex, mediums 20, heavies 25, or whatever, right? And also more hexes overall.
A truly good shot could land all his ordinance on a single hex and be nearly guaranteed a chance at internal damage and criticals; those that spray and pray wouldn't see all that much difference to their performance.
Any shot that hits a spot with a breach, or breaches a hex of armor, deals damage to the internal structure as normal, and gets a chance at a crit.
Now, I don't see this happening here and would not recommend it, but it is an interesting idea.
We do know, though, that more hitboxes = more problems, generally speaking.
UMMM for your INFORMATION, this isn't the kind of armor you see in tanks. Its the kind of armor you see in space shuttles.
ITS ABLATIVE ARMOR,\.
#37
Posted 18 June 2013 - 05:33 PM
#38
Posted 18 June 2013 - 05:44 PM
That being said, the Hex system the OP proposed would actually work great.
What you do is bring the AF back in line with traditional rules and then make each and every HEX have the same value. For example, if the CT AF value is 40 then each of the smaller hexes have 40 AF each meaning that it would take 40 damage to penetrate in any one section.
This would not only make armor values equally effective no matter the size and shape of the mech but would serve to slow down the gameplay make it alot more tactical.
#39
Posted 18 June 2013 - 05:53 PM
Kibble, on 18 June 2013 - 11:17 AM, said:
This is where you are wrong.
The reason games are going to the F2P model is because the F2P model is actually more profitable for game developers than the subscription model. Therefore we honestly should be expecting more, not less.
Also when you consider that unlike a subscription model, a F2P model lives or dies by it ability to convince its players to spend even more money than they would on a subscription, it is equally obvious that a F2P game should offer even more AAA content.
However your post outlines the sad turth that in general people are kinda dumb. We see the word Free and automatically associate that in our minds with being cheap or lacking features. This unconscious word/concept association thus allows game developers to pretty much justify giving us crap while we just blindly lemming along like accepting sheep.
Edited by Viktor Drake, 18 June 2013 - 05:53 PM.
#40
Posted 18 June 2013 - 09:36 PM
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