Balancing The Alpha Strike With A Reactive Reticle
#121
Posted 30 June 2013 - 09:16 PM
#122
Posted 30 June 2013 - 10:23 PM
i'm a fan of doing things right in the first place as opposed to bandaid patch after bandaid patch, but realistically that's all we're gonna get. to which end, buffing srm damage is probably the single most needed adjustment that they've needed to do since...well, since they nerfed srm damage. it was a stupid nerf that was only warranted because of incompetence at coding splash damage which was unnecessary in the first place
probably the second biggest thing would be dropping seismic radius. no, don't worry about lights vs meds vs hvys and different ranges for each. just across the board, cut it in half. 200m for advanced, 100m for basic. because, quite simply, knowing when the enemy is 400m away and knowing how they're moving largely kills brawling just as much as crappy srms do. snipers don't need to fear brawlers when they have 400m warning. 200m is a different story though
the third thing i would do is raise the engine cap for lights and mediums. give them closing power. and again, a relatively simple change to what was supposed to be a temporary formula for engine cap anyways (remember how pgi said they were going to be continually evaluating if a different base engine rating multiplier would be warranted?)
i'd like to see an overhaul of the heat system to favor chain firing and give dps builds a boost over group fire/alpha builds, by making heat dissipation logarithmically less efficient when your heat spikes up higher (rather than some arbitrary heat penalty when X weapons of one type are fired in Y seconds). not really hard to code, but is more work than i know pgi will commit to it (and yet they waste effort coding the aforementioned idiotic heat penalty system). on principle i'd prefer using heat to offset alphas rather than handicapping marksmanship. but either way, it won't happen. pgi has decided to go with a bumfucking stupid option, and their track record for rolling back their screwups is pretty terrible. meaning this idiotic system will be here to stay. so let's make the best of it and at least bring back brawling, even if it's still reliant on alphas
#123
Posted 01 July 2013 - 12:53 AM
#124
Posted 01 July 2013 - 01:14 AM
My 2 issues, and my reason for saying no.
1) By giving penalties for moving and running you promote static camping based gameplay, because people want the best accuracy they can get, this is just a solution that will lead to another problem.
2), I fear such a system with current double armor will lead us into Lights reverting to their combat magician roles, that they should not be filling, the proposed system will make it more complex and frustrating for new players, when little tiny light makes are indestructible..
I prefer Homeless Bills suggestion alot more.
However we have to face facts, both systems or any system of change to how aiming is done in game is now far too late and far too much of a resource undertaking that PGI won't be willing to take.
#125
Posted 01 July 2013 - 05:15 AM
#126
Posted 01 July 2013 - 06:04 AM
#127
Posted 01 July 2013 - 06:23 AM
DV McKenna, on 01 July 2013 - 01:14 AM, said:
My 2 issues, and my reason for saying no.
1) By giving penalties for moving and running you promote static camping based gameplay, because people want the best accuracy they can get, this is just a solution that will lead to another problem.
2), I fear such a system with current double armor will lead us into Lights reverting to their combat magician roles, that they should not be filling, the proposed system will make it more complex and frustrating for new players, when little tiny light makes are indestructible..
I prefer Homeless Bills suggestion alot more.
However we have to face facts, both systems or any system of change to how aiming is done in game is now far too late and far too much of a resource undertaking that PGI won't be willing to take.
Because speed of the target is also a factor in how quickly the reticle converges, someone who sits and camps will have to expose himself to enemy fire for much longer against a dynamic enemy, while allowing their reticle to converge quicker against them.
#128
Posted 01 July 2013 - 06:27 AM
#129
Posted 01 July 2013 - 06:49 AM
#130
Posted 01 July 2013 - 07:13 AM
DocBach, on 25 June 2013 - 07:27 AM, said:
(thank you Unbound Inferno for creating the original reticle graphic)
Thank you for the credit, but I have to be honest, it wasn't me.
I believe I was the first to argue that reticle style, someone else was kind enough to post the picture - God forbid I can't recall who - and I just re-copied the link over time while pressing the issue for something like this.
Phenomenal write-up by the way, and remarkably well-done to explain the idea.
Edited by Unbound Inferno, 01 July 2013 - 07:13 AM.
#131
Posted 01 July 2013 - 10:09 AM
Would it not simply be easier to implement the convergence penalties that they added to JJs to be applied to your mech basesd on movement speed and heat?
If our problem is that all of this damage is being put in one spot, why not make it harder for all weapons to hit in the same spot based on the environmental elements of which we should be dealing? Terrain changes causes you to miss, sometimes, simply because of target/firer elevation changes. Even a slight bump can toss off a salvo. But I shouldn't be as accurate going 150kph as I am when I'm standing still. And if the TT game upon which MW:O is based had to-hit penalties based on how hot you were because the mech heat was cooking the pilot, why is that not applied?
I guess I'm just concerned with things getting too complicated when you can simply say:
- the faster you go, the harder it is to hit someone
- the hotter you are, the harder it is to hit someone
- arm mounted weapons should be harder to utilize while moving simply because it is yet another system upon which needs additional stabalization
#132
Posted 01 July 2013 - 10:28 AM
#133
Posted 01 July 2013 - 10:56 AM
#134
Posted 01 July 2013 - 11:08 AM
It's simple and intuitive (a new player can see exactly what's happening), it does not provide a random cone of fire(preserving the competitive side of the game), it adds depth to play and load out without adding significant complexity over what we currently have.
Excellent!
Edited by Prezimonto, 01 July 2013 - 11:12 AM.
#135
Posted 01 July 2013 - 11:19 AM
Trauglodyte, on 01 July 2013 - 10:09 AM, said:
Would it not simply be easier to implement the convergence penalties that they added to JJs to be applied to your mech basesd on movement speed and heat?
If our problem is that all of this damage is being put in one spot, why not make it harder for all weapons to hit in the same spot based on the environmental elements of which we should be dealing? Terrain changes causes you to miss, sometimes, simply because of target/firer elevation changes. Even a slight bump can toss off a salvo. But I shouldn't be as accurate going 150kph as I am when I'm standing still. And if the TT game upon which MW:O is based had to-hit penalties based on how hot you were because the mech heat was cooking the pilot, why is that not applied?
I guess I'm just concerned with things getting too complicated when you can simply say:
- the faster you go, the harder it is to hit someone
- the hotter you are, the harder it is to hit someone
- arm mounted weapons should be harder to utilize while moving simply because it is yet another system upon which needs additional stabalization
No, not in the same fashion.
The JJ penalties are tied directly into that horrendously shaking reticle - do you want to be walking and have that aiming point randomly move around the faster you go? I would think that it would be far from the best intention of this game and really throw off too many of the playerbase to be worth it.
#136
Posted 01 July 2013 - 11:26 AM
#137
Posted 01 July 2013 - 11:44 AM
PGI take note!
#138
Posted 01 July 2013 - 11:48 AM
How will you react when you miss a perfectly lined up shot just cause the system forced non convergence? Back here and whine?
#139
Posted 01 July 2013 - 11:52 AM
#140
Posted 01 July 2013 - 11:53 AM
DeadlyNerd, on 01 July 2013 - 11:48 AM, said:
How will you react when you miss a perfectly lined up shot just cause the system forced non convergence? Back here and whine?
It would appear that under this system, a perfectly lined up shot would not miss, and would go exactly where you are aiming.
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