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Balancing The Alpha Strike With A Reactive Reticle


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Do You Agree with the OP's Suggestion?

  1. Yes (276 votes [79.31%] - View)

    Percentage of vote: 79.31%

  2. No (60 votes [17.24%] - View)

    Percentage of vote: 17.24%

  3. Other (Explained in Post) (12 votes [3.45%] - View)

    Percentage of vote: 3.45%

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#201 Tegiminis

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Posted 07 July 2013 - 05:56 PM

It does neither, but it's cool keep thinking that.

#202 DocBach

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Posted 07 July 2013 - 06:02 PM

If you believe that, you obviously didn't read the suggestion;

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.

#203 Inconspicuous

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Posted 07 July 2013 - 06:05 PM

View PostDocBach, on 07 July 2013 - 05:45 PM, said:

OK, explain your position to how it doesn't spread alpha strike damage?


I suspect that he can not and that is why he is being so angry and objectionable in his replies... :D

#204 Tegiminis

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Posted 07 July 2013 - 06:05 PM

You're right, having your mech fire like it has Parkinson's is a GREAT idea.

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 jakucha

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Posted 07 July 2013 - 06:06 PM

I don't know if I fully agree with this as the best solution, but I'd be willing to give it a test.

#206 DocBach

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Posted 07 July 2013 - 06:07 PM

The idea is it takes time for a computer to calculate then have actuators move 15 ton cannons into a firing solution with three other cannons located in different locations on the body to accurately hit a moving target from a moving bipedal platform into the same dime sized hole, and that changing combat conditions requires that computer to constantly readjust. You know, sort of how it's explained in the lore of this game?

Edited by DocBach, 07 July 2013 - 06:08 PM.


#207 Dreamslave

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Posted 07 July 2013 - 06:10 PM

This. This could seriously save this game.

#208 Tegiminis

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Posted 07 July 2013 - 06:12 PM

View PostDocBach, on 07 July 2013 - 06:07 PM, said:

The idea is it takes time for a computer to calculate then have actuators move 15 ton cannons into a firing solution with three other cannons located in different locations on the body to accurately hit a moving target from a moving bipedal platform into the same dime sized hole, and that changing combat conditions requires that computer to constantly readjust. You know, sort of how it's explained in the lore of this game?


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 DocBach

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Posted 07 July 2013 - 06:18 PM

View PostTegiminis, 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 Tegiminis

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Posted 07 July 2013 - 06:19 PM

It would, actually, because those other weapons are far more heat-efficient than larger guns. It favors sustained damage over burst.

#211 Unbound Inferno

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Posted 07 July 2013 - 06:20 PM

View PostTegiminis, 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 DocBach

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Posted 07 July 2013 - 06:21 PM

View PostTegiminis, on 07 July 2013 - 06:19 PM, said:

It would, actually, because those other weapons are far more heat-efficient than larger guns. It favors sustained damage over burst.


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 Spades Kincaid

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Posted 07 July 2013 - 06:25 PM

View PostTegiminis, on 07 July 2013 - 06:19 PM, said:

It would, actually, because those other weapons are far more heat-efficient than larger guns. It favors sustained damage over burst.


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 Tegiminis

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Posted 07 July 2013 - 06:26 PM

View PostSpades Kincaid, on 07 July 2013 - 06:25 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.


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 Chavette

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Posted 07 July 2013 - 06:31 PM

So many ideas and all better than official ones...

View PostTegiminis, on 07 July 2013 - 06:05 PM, said:

You're right, having your mech fire like it has Parkinson's is a GREAT idea.

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 Tegiminis

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Posted 07 July 2013 - 06:33 PM

The most terrifying thing to me is that PGI might actually listen to balance suggestions from players.

#217 soarra

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Posted 07 July 2013 - 06:34 PM

View PostTegiminis, on 07 July 2013 - 06:33 PM, said:

The most terrifying thing to me is that PGI might actually listen to balance suggestions from players.

well their own balancing has worked oh so well

#218 Spades Kincaid

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Posted 07 July 2013 - 06:36 PM

View PostTegiminis, 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 Tegiminis

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Posted 07 July 2013 - 06:37 PM

View PostSpades Kincaid, on 07 July 2013 - 06:36 PM, said:

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.


"I hate that players can hit me in one spot."

Seems like punishing good shots to me.

View Postsoarra, on 07 July 2013 - 06:34 PM, said:

well their own balancing has worked oh so well


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 Spades Kincaid

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Posted 07 July 2013 - 06:41 PM

View PostTegiminis, 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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