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How To: Fix High Alpha Wihtout Compleatly Changing The Game.


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#21 MaddMaxx

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Posted 02 July 2013 - 08:38 AM

What is missing currently is a system that allows the Dev to tweak the Alpha issue on a weapon by weapon basis. The incoming system of Stacking penalties sounds funky but when finally in place, can be tweaked to effect ONLY those weapons that are causing the current issues.

Pin point damage is only an issue when you can combine 3 to 5 weapons for 35-50 Alpha's and do so every 4 seconds for multiple rounds. Given the Stack fix, it may be possible to modify those "Stacks" independently of the non-stacked setups. Thus only punishing those who should be punished for attempting to abuse the load-out freedom granted to us MechWarriors. :blink:

P.S. When I pull the trigger, I want my pay load to go where I aimed, not just somewhere...close. :)

Edited by MaddMaxx, 02 July 2013 - 08:41 AM.


#22 Hellcat420

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Posted 02 July 2013 - 08:49 AM

imo weapons should only have full convergence if they are mounted on fully actuated arms. everything else should have either partial or no convergence depending on the size of the weapon. the larger the weapon, the less convergence it gets. small weapons should get 60ish% convergence when not mounted on fully articulted arms, medium 30%, large weapons 0. that way aiming would actually take some piloting skill.

#23 MaddMaxx

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Posted 02 July 2013 - 08:55 AM

View PostHellcat420, on 02 July 2013 - 08:49 AM, said:

imo weapons should only have full convergence if they are mounted on fully actuated arms. everything else should have either partial or no convergence depending on the size of the weapon. the larger the weapon, the less convergence it gets. small weapons should get 60ish% convergence when not mounted on fully articulated arms, medium 30%, large weapons 0. that way aiming would actually take some piloting skill.


I fail to see why any weapon would suffer differently when mounted on the same amount of arm articulation?

With all weapons mounted below the elbow on an articulated arm, what does size have to do with anything? Sounds rather arbitrary to be fair.

#24 Hellcat420

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Posted 02 July 2013 - 09:03 AM

View PostMaddMaxx, on 02 July 2013 - 08:55 AM, said:


I fail to see why any weapon would suffer differently when mounted on the same amount of arm articulation?

With all weapons mounted below the elbow on an articulated arm, what does size have to do with anything? Sounds rather arbitrary to be fair.

the size thing is for torso mounted weapons, like i said, only weapons mounted on actuated arms have full convergence. if an arm is not actuated it does not have as much range of motion as a fully actuated arm.

#25 Tombstoner

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Posted 02 July 2013 - 09:05 AM

I think everyone posting in this and other threads would like an easy solution that doesn't completely change the game. i just dont think thats posable. any system that exists must be able to handle both IS and clan tech.

your system is similar to the TCL ( targeting computer load) but it adds extra heat is you go over a predefined limit where as the TCL adds a chance to miss. your system make heat from nothing violating the 3rd law of thermodynamics. asking a computer to do two many things at once renders it useless. i vote for trying to simulate reality not needed, but i like to as much as posable. then add in that each mech is capable of having a TCl load for its standard load out.. if you change that you may run into issues but thats your choice its your mech. boat to much with pinpoint convergence and suffer a chance to miss.

Pure skill + boated group fired weapons + pin point damage + clan tech - torso change gimmick - arbitrary stacking heat penalties still = broken game.





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