Balancing The Alpha Strike With A Reactive Reticle
#201
Posted 07 July 2013 - 05:56 PM
#202
Posted 07 July 2013 - 06:02 PM
it suggests the standard reticle be maintained solely for chain fired weapons, and a floating reticle for grouped weapons that constricts the longer you hold the reticle over the target. It forces a player to choose between breaking up his groups and firing weapons in chain fire mode for instant, pinpoint accuracy, or working to get group fire accurate.
#204
Posted 07 July 2013 - 06:05 PM
Let's add another complicated system on top of a game comprised of complicated systems, because the awful balance and unfriendly design isn't enough of a turn-off to our players.
There are so many ways to counter high-burst, including just raising armor values. But, naturally, we should create a convoluted system instead of addressing the problem using simple systems that are already in the game.
Brilliant, thank you for showing me the light.
Edited by Tegiminis, 07 July 2013 - 06:09 PM.
#205
Posted 07 July 2013 - 06:06 PM
#206
Posted 07 July 2013 - 06:07 PM
Edited by DocBach, 07 July 2013 - 06:08 PM.
#207
Posted 07 July 2013 - 06:10 PM
#208
Posted 07 July 2013 - 06:12 PM
DocBach, on 07 July 2013 - 06:07 PM, said:
Because lore is the best way to balance a multiplayer game.
Let's just make everything TT values, that'll fix it.
Edited by Tegiminis, 07 July 2013 - 06:16 PM.
#209
Posted 07 July 2013 - 06:18 PM
Tegiminis, on 07 July 2013 - 06:12 PM, said:
Because lore is the best way to balance a multiplayer game.
I suppose we could just double armor, again, like you suggest. I'm sure that will make AC/20, PPC and Gauss boats less effective and put other weapon systems back in the loop. I'm glad you arrived to be so helpful.
#210
Posted 07 July 2013 - 06:19 PM
#211
Posted 07 July 2013 - 06:20 PM
Tegiminis, on 07 July 2013 - 06:12 PM, said:
Because lore is the best way to balance a multiplayer game.
Let's just make everything TT values, that'll fix it.
That will not fix it. So long as we still have this pinpoint accuracy FPS it'll never work.
What we'll get is faster dying mechs like before the double armor. Bad idea.
That convergence needs solving. Increasing armor won't do it as that just perpetuates the problem of alphastrikes being favored.
#212
Posted 07 July 2013 - 06:21 PM
Tegiminis, on 07 July 2013 - 06:19 PM, said:
Sure, that will work until we get Clan 'Mechs that can boat 3 Gauss rifles and 2 ER PPCs and make no heat for 75 point alpha strikes from 1000 meters.
Edited by DocBach, 07 July 2013 - 06:22 PM.
#213
Posted 07 July 2013 - 06:25 PM
Tegiminis, on 07 July 2013 - 06:19 PM, said:
No, it doesn't. Because focused burst is still equally as advantageous to burning through all the added armor in a specific section. You've changed nothing about the relative effectiveness of high pinpoint vs steady spread, you've just increased the killtime for both.
#214
Posted 07 July 2013 - 06:26 PM
Spades Kincaid, on 07 July 2013 - 06:25 PM, said:
When you increase TTK, heat-efficient weapons become more favorable because they can continue dumping their damage.
The problem isn't pinpoint. You shouldn't punish players for being a better shot than you. The problem is that they only need to be a good shot once.
Edited by Tegiminis, 07 July 2013 - 06:27 PM.
#215
Posted 07 July 2013 - 06:31 PM
Tegiminis, on 07 July 2013 - 06:05 PM, said:
Let's add another complicated system on top of a game comprised of complicated systems, because the awful balance and unfriendly design isn't enough of a turn-off to our players.
There are so many ways to counter high-burst, including just raising armor values. But, naturally, we should create a convoluted system instead of addressing the problem using simple systems that are already in the game.
Brilliant, thank you for showing me the light.
CoD has it too, if thats too complicated the reticule here is the last thing you should be worried about.
#216
Posted 07 July 2013 - 06:33 PM
#218
Posted 07 July 2013 - 06:36 PM
Tegiminis, on 07 July 2013 - 06:26 PM, said:
When you increase TTK, heat-efficient weapons become more favorable because they can continue dumping their damage.
The problem isn't pinpoint. You shouldn't punish players for being a better shot than you. The problem is that they only need to be a good shot once.
So you want to favor ballistics.
Wrong anyway. Assuming you're being allowed to dps continually and that you can focus it just as well. There's a reason the current meta is what it is. Raising armor won't change it.
Noone is wanting to punish players for being a good shot. You really don't get it.
#219
Posted 07 July 2013 - 06:37 PM
Spades Kincaid, on 07 July 2013 - 06:36 PM, said:
Wrong anyway. Assuming you're being allowed to dps continually and that you can focus it just as well. There's a reason the current meta is what it is. Raising armor won't change it.
Noone is wanting to punish players for being a good shot. You really don't get it.
"I hate that players can hit me in one spot."
Seems like punishing good shots to me.
soarra, on 07 July 2013 - 06:34 PM, said:
Despite PGI being incompetent at balance, they are vastly better at it than the grognards of the brown sea.
Edited by Tegiminis, 07 July 2013 - 06:39 PM.
#220
Posted 07 July 2013 - 06:41 PM
Tegiminis, on 07 July 2013 - 06:37 PM, said:
"I hate that players can hit me in one spot."
Seems like punishing good shots to me.
Despite PGI being incompetent at balance, they are vastly better at it than the grognards of the brown sea.
Who are you quoting? Oh, right...no one.
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