Schrottfrosch, on 02 July 2013 - 03:13 AM, said:
And this is the problem - most people think that an AC/20 HAS to apply all its damage to one hitlocation - which means the weapon has the right "feel" (same case with Gauss and PPC).
At the same time though the overall feeling of the game of giant metal-behemoths slugging it out is getting oneshotted by those weapons, as soon as you sport more than one. Them it becomes more like planetside 2, where someone with a shotgun comes around the corner and your squad is suddenly dead...
And now imagine 'mechs with 3 AC/20s, 3 Gaussrifles and not to mention Clan Ultra AC/20s and light Gaussrifles...
You know why I would rather play Hawken or Planetside 2 atm?
Because I can respawn within 10 seconds and execute revenge easily and a low TTK (time to kill) is thus no problem...
While in mechwarrior I have to wait at least 30 seconds to find a match - another 15 for the countdown and power up - then another minute to maneuver around and make contact with the enemy - when now I die due to 2 dual AC/20 volleys within 5 seconds it is just plainly frustrating. Not to mention, that my mech is locked for the rest of the game (which can take up to a total of 15 minutes). Also my 'mech doesnt feel awesome exactly if that happens...
And just to throw a number into the room - imo an alpha strike should exceed 18 damage by not much - why? Because thats eventually a kill with one alpha strike (18 armor on head) - the max damage of a slug from an AC/20 (in case for example of the Chemjet cassette, which fires 3 shots per cassette) should be around 6 - because you can field 3 AC/20s at some time in the future, the massive recoil of 3 AC/20s fired at the same time should lead to quite some deviation of the remaining 2 shots coming from the cassettes of each AC/20 which makes those hit other locations like left right torso or eventually go wild...
Well said, and excellent images! Where did you get the mechlab one?
Ninja Thor, on 02 July 2013 - 04:29 AM, said:
The damage is about where it should be. If you want TT values please go play TT. DPS is a stat that should only be talked about in a game where you can auto hit I.E. WoW.
Battletech & Mechwarrior weapons are all based on DPS, and were balanced based on DPS. To completely change the system with arbitrary values is shooting yourself in the foot and ruining the feel of the game.
Ninja Thor, on 02 July 2013 - 04:29 AM, said:
As stated in your chart the A/C 2 has the highest DPS in the game if you moved all weapons to this formula most everything would become useless. People take an A/C 20 for high one shot damage. If DPS was the goal high alpha weapons would never be used. When a game becomes about DPS only the highest DPS ever gets played.
It's funny you say that, the highest DPS weapons are also the highest alpha weapons currently. So what you're saying is "I wouldn't change my loadout at all if you implemented this!" As far as "Most everything being useless", right now everything but a few keyweapons are useless, and those key weapons are grossly out of balance. That coupled with armor already being doubled just makes a tangled web of treating the symptoms instead of the disease. What's so bad about an AC20 that deals that 20 damage in 3 or 4 shots over 10 seconds? Why must the game have a 'One shot kill' mechanic for you to enjoy it? By moving the weapons to a faster cycle time with lower damage to match TT DPS numbers the pace of the game will increase and become more enjoyable as a whole. No more will a player wait 3 minutes to get into a fight, only to die in 30 seconds. Now you'll wait 3 minutes to get into a fight, and probably live about that long once you're there -IF- you use cover and concealment properly.
Ninja Thor, on 02 July 2013 - 04:29 AM, said:
The heat I agree on. It needs to be tweaked.
Thanks.
Ninja Thor, on 02 July 2013 - 04:29 AM, said:
Convergence. No. Just no. Randomness is not something that belongs in a game of skill. A convergence penalty at high heat levels I could live with but if I have time to line up the shot it should hit where it is aimed.With the DPS changes you provide plus the convergence garbage would shift the game 100% to brawlin warrior online. Where you just get so close you can't miss.
You should have to close to insure a hit, that's the whole point. You missed one key point though. With the convergence changes I proposed, at the max range of a weapon if you aim at it's center of mass you are still guaranteed a hit on anything the size of a hunchback or larger. Pin-point aiming leads to "Alpha-strike" online. What's the point in that, where 99% of your mech designs are useless because they don't deal 40+ damage to one pin point location? I find brawls more fun personally. Anyway, please read my convergence ideas again and really think about it. Using current weapons as an example (not trying to get into a realism argument here) weapons have an inherent cone-of-fire. Every small variable comes in to play, from how tight the barrel is screwed in, down to the difference in powder, primer, and and bullet weights. In my mind, I can justify a bit of inaccuracy in a weapon pretty simply, you're in a giant walking tank that's thumping around on the ground and being hit by high energy weapons. The servos that move the weapons around won't be 100% accurate, but they're higher quality on the longer range and heavier weapons (imagine what the recoil force of an AC20 does to those servos?), additionally ballistics suffer the same ammunition and manufacturing based degradation of current weapon, but that's maybe 1/15th of a degree. That same 1/15th of a degree exists now in energy weapons because of the beam stabilization lens that tries to keep your beam on a fixed point when you fire, so between the servos and the inherent variance in the weapons, 1/4 of a degree isn't a huge amount, and it's even less than that on the bigger longer range weapons.
Ninja Thor, on 02 July 2013 - 04:29 AM, said:
The power load stuff is just absolute garbage. Not even going to take the time to go over just how badly that would screw this game.
It wouldn't at all, all it would do is prevent several energy hungry weapons from firing at the exact same moment in time.
Ninja Thor, on 02 July 2013 - 04:29 AM, said:
We have to move away from TT thinking and provide meaningful feedback on the system as it stands. Most of the weapons in the game are balanced and PGI is taking a good approach here of late with small tweaks. It's better than it has ever been before and posts like this just dilute what we should really be doing. They are not going to change the system because going by TT is a really dumb idea that would NEVER work in a real time game based on players skill.
No they aren't, most of the weapons in game are over powered, it just happens that they're not all overpowered to the same degree. PGI is putting pool-patches on the titanic, small fixes won't do it, the whole system is flawed. It's not better than it ever has, it's the same it always has, and posts like this are valuable for a game developer to maybe take a second and look at what they're doing. They will never go to TT because they didn't start that way, it's not a dumb idea, it's actually a pretty good idea, and it WOULD work in a FPS game based on player skill, skill would be all the more apparent as a matter of fact.