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Weapon- And Alpha-Balancing: Real Mech Combat With Gcds!


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Poll: Weapon- And Alpha-Balancing: Real Mech Combat With Gcds! (117 member(s) have cast votes)

Do you like this idea?

  1. Yes! (99 votes [84.62%] - View)

    Percentage of vote: 84.62%

  2. No, because... (18 votes [15.38%] - View)

    Percentage of vote: 15.38%

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#61 Stat1cVoiD

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Posted 05 July 2013 - 12:31 PM

View PostJade Kitsune, on 05 July 2013 - 11:36 AM, said:

@op.

Honestly it's a good idea, it allows all weapon to shine, it also helps mitigate hotter builds by allowing cooling between weapon shots.

it WOULD adjust the game to a more DPS focused game than the instant damage builds we have now... But while that can get annoying getting rocked around by AC's, I'd frankly prefer it to the instant shot meta we currently have.

That being said, I think PGI would have to put a hard rule on macros, as I've seen more than one person say that macro's that get around firing limits are fine. [which is bull, because these limits are in place for balancing reasons.] Right now PGI has said Macro programs are fine. Yet it's a 3rd party software ment to circumvent limitations of the game. [which most would consider cheating.]


Well, the problem about most Macros is, that they are just affecting the input divices, not the game itself and are therefore very hard to detect or even to ban.
PGI allows to change stuff in the game's .ini, but if they wouldn't, you could just grab a software which allows to write macros for your keyboard and mouse and do it that way.

Regarding GCDs, there shouldn't be a way to "outwit" the cooldowns, even if they would only be client sided, since if the weapons are just being blocked for 0.5 sec, after one has been fired, they just cannot be used, no matter which combinations of keys you push or which timeframes you try to abuse,...
I mean, even with macros there is currently no way to fire your PPCs again if they're on CD and GCDs are in fact CDs. :D

#62 Unbound Inferno

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Posted 05 July 2013 - 12:46 PM

A comprehensive way to limit alphastrikes. It could work, but there's one issue I don't like;

This does not solve PPC boating.

They fire all at once, you get the global cooldown for 0.5 seconds on a 4 second recharge. Even if that 0.5 x4 its only 2 seconds. The globabl recharge is over before the next CD is done. At worse? Its 0.5 seconds after the last alphastrike on top of that - a whopping 4.5 seconds. Or 6. Either way, it really doesn't impact the problem with those numbers by making them wait a moment more before poing back up for a shot. It needs to be longer.

However, I think its a good step in the right direction. It doesn't solve convergence, or the alphastrike pinpoint but it does mitigate the damage somewhat.

#63 Stat1cVoiD

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Posted 05 July 2013 - 12:54 PM

View PostUnbound Inferno, on 05 July 2013 - 12:46 PM, said:

A comprehensive way to limit alphastrikes. It could work, but there's one issue I don't like;

This does not solve PPC boating.

They fire all at once, you get the global cooldown for 0.5 seconds on a 4 second recharge. Even if that 0.5 x4 its only 2 seconds. The globabl recharge is over before the next CD is done. At worse? Its 0.5 seconds after the last alphastrike on top of that - a whopping 4.5 seconds. Or 6. Either way, it really doesn't impact the problem with those numbers by making them wait a moment more before poing back up for a shot. It needs to be longer.

However, I think its a good step in the right direction. It doesn't solve convergence, or the alphastrike pinpoint but it does mitigate the damage somewhat.


I think you misunderstood my system.
You just wouldn't be able to fire 4 PPCs at once. You are just able to fire ONE (!) single global cooldown-affected weapon simultaneously (except AC/5s).
If you would boat f.e. 4 PPCs, you would only be able to fire them one after another with a 0.5 sec delay in between.
It's basically like they where all assigned to a single firegroup and set to chainfire in the current system.

In this post I explain detailed how this would work:
http://mwomercs.com/...ost__p__2525267

Please do not vote against my Idea, if you are not sure how it's supposed to work :D

Edited by Stat1cVoiD, 05 July 2013 - 12:57 PM.


#64 fowl WarDog

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Posted 05 July 2013 - 12:58 PM

I'm sure this idea would be a major change and it may need work, but I for one like it and would like PGI to give this a look, and maybe even implement it.

#65 Unbound Inferno

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Posted 05 July 2013 - 01:03 PM

View PostStat1cVoiD, on 05 July 2013 - 12:54 PM, said:


I think you misunderstood my system.
You just wouldn't be able to fire 4 PPCs at once. You are just able to fire ONE (!) single global cooldown-affected weapon simultaneously (except AC/5s).
If you would boat f.e. 4 PPCs, you would only be able to fire them one after another with a 0.5 sec delay in between.
It's basically like they where all assigned to a single firegroup and set to chainfire in the current system.

In this post I explain detailed how this would work:
http://mwomercs.com/...ost__p__2525267

Please do not vote against my Idea, if you are not sure how it's supposed to work :D

So you eliminate the idea of an alphastrike entirely? I'm sorry, that's worse.


The idea of a "global cooldown" around the alphastrike should be along the lines to allow it to happen once, then wait a time for the next one.


I don't care much for alphastike PPC to the face as much as the next guy, but that mechanic should not be completely removed.

#66 MustrumRidcully

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Posted 05 July 2013 - 01:22 PM

View PostUnbound Inferno, on 05 July 2013 - 01:03 PM, said:

So you eliminate the idea of an alphastrike entirely? I'm sorry, that's worse.


The idea of a "global cooldown" around the alphastrike should be along the lines to allow it to happen once, then wait a time for the next one.


I don't care much for alphastike PPC to the face as much as the next guy, but that mechanic should not be completely removed.

Why is it so bad that alpha strike, the emergency measure that people were expected to rarely use, is not available?

THat cannot be worse than everyone alpha-striking all the time!


And there'S a way to have your cake and eat it here - alpha strike could be a special ability that you can activate only every 10 seconds or so, and with a drawback - like for example no weapon convergence for an alpha strike. So my Dual AC/20 Jagermech facing another Jagermech would shoot one AC/20 in the left arm, and one in the right arm, instead of 2 in the CT.

#67 William Mountbank

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Posted 05 July 2013 - 01:42 PM

My thoughts regarding some of the other suggestions I've seen to solve high alpha pinpoint:

Increasing heat on PPCs, or negative effects from heat would only encourage boating and sniping, because the current meta involves taking quick potshots and then repositioning. It would however discourage single PPC usage.

Increasing cooldown for the PPC would be identical as above. An 8 second cooldown allows plenty of repositioning time for boaters, but cuts single weapon users dps in half.

Reducing damage on the PPC encourages players to group the weapon, while making single instances less viable.

Splash damage would be similar to above, in that a mech with one PPC is doing 30% less damage to his selected component. A 4 PPC stalker would do 28 damage to the arm of a PPC spider, whereas that spider would do 7 damage to the arm of the stalker.

GCD reduces player control, which seems a bit like taking someone's fun, but I think it would work as suggested, and make for more enjoyable games overall.

TL/DR: OP's idea works for me!

#68 Lostdragon

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Posted 05 July 2013 - 01:58 PM

What I find really frustrating is that mechanics to control this already exist in the form of heat and convergence. If you simply adjust heat thresholds and dissipation it solves one aspect. Then you add convergence so that any weapon that deals 10+ damage gets a convergence penalty when group fired. The more you fire the higher the penalty such that firing four PPCs at the CT of a heavy at max optimal range pretty much ensures you hit 3 torso sections.

This does not impact lighter autocannons or lasers at all but forces you to chainfire groups of heavier weapons or take an accuracy penalty. Say it is due to recoil if you need to justify it somehow.

Edited by Lostdragon, 05 July 2013 - 01:59 PM.


#69 DeadlyNerd

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Posted 05 July 2013 - 02:08 PM

First I thought, global cooldowns are gonna break AC/2, but then you grouped them. +1 from me

#70 Stat1cVoiD

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Posted 05 July 2013 - 03:50 PM

Added a short Q&A to the starting post to bring people who are new to the thread up to date :D

Edited by Stat1cVoiD, 05 July 2013 - 04:04 PM.


#71 Koniving

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Posted 05 July 2013 - 04:00 PM

View PostStat1cVoiD, on 05 July 2013 - 11:19 AM, said:

Heat is a balancing factor for Cadency, not for Burst-Damage. That means, even if you would raise the Heat or add more penalties.


Yes, this is a cadency fix, and yes this entire thread is about exactly that. No, it doesn't fix burst damage, however in my previous post I said PGI has that one in the bag with the upcoming weapon variants but that will take time. I'll address it again further down.

So while true, you seem to be mistaking what I was going for. I was venturing for removing the un-lore-friendly rising threshold, which puts a huge gap between your typical standard heatsink mech and your 18 to 22 DHS mech, which not only cools faster but allows a higher maximum heat, thus creating the alpha strike abuse which has resulted in what we have.

There isn't a problem with two weapons. It's a problem with 4 or more weapons boated together with pinpoint damage. This GCD concept, however, has very little difference from Paul's original idea it just has a different name and a different delivery that essentially removes the concept of custom weapon grouping, which thusly will never find itself implemented as it requires rebuilding the system from the ground up, and re-engineering it per mech.

Essentially this GCD concept is "throw the game out, start from scratch." That is the only way it will ever get implemented. Literally you'd have to re-engineer the entire system based around this principle. I kid you not, PGI have to shut down the game, reprogram it from the middle-ground up, and then allow us back in around 6 months later. To create further patches for the current game if they were to apply this mechanic would be absolutely pointless until they did so.

Raising heat penalties helps with cadency, but like this GCD concept and its attempt at reducing cadency, that's just a bandaid. Except GCD is a full limb replacement attached by said bandaid.

But if we go with what I was advocating and remove the rising threshold,

(to clarify, in MWO's current implementation: for every heatsink you add you increase the maximum heat you can take as well as how fast you cool. 22 Standard heatsinks brings you to 66 threshold. 22 DHS brings you to 110.4 + faster cooling. How is that fair?

Not only that but you add in the basic efficiency that gives you 7.5% more cooling, and then the other basic efficiency that gives you 10% more threshold, and then double them with the elite! 22 SHS you go directly to 100% with 6 ER PPCs. With 22 DHS you reach a little more than halfway, + 15% faster cooling on top of that and 20% additional threshold and you've got 132.48 maximum threshold. Is it any wonder why we have alpha strike abuse?

It should be either 30, or 60, or whatever we decide the maximum threshold is either way and then you cool faster with DHS. As it is now those "1.4" heatsinks are a decimal number short of 3 times superior to single heatsinks because of that rising threshold. Throw in the elite level efficiencies and it gets near 3.5 times superior. If DHS were 2.0 heatsinks, MWO's current implementation would have them 4 times superior without any pilot skill upgrades.)


So as I was saying if we remove the rising threshold, slip a predefined heat threshold for all mechs, we can then easily set up our little charts to say "If you alpha this many medium lasers together you'll shut down." "You boat up to this many PPCs, and shut down." It'll be very clear. No more guessing games with charts that don't make sense. Our double heatsinks can also say and be 2 times cooling, with the same alpha strike limits as single heatsinks without reinventing the wheel.

This accomplishes the goal of GCD and would only require 20 seconds to a minute to do instead of 6 months. We simply tick a value in SHS and DHS to 0 when it comes to threshold multipliers, begin testing, and churn it out next patch.

So yes, my idea reduces the frequency of alpha firing. That's exactly what this GCD thing is also vouching for, except we do not have to add in 6 months development time with another 6 months or so dedicated to testing and balancing that mechanic thusly reinventing the wheel in order to do it.

But on the other topic fixing burst damage, we don't need to do anything. That's right. To fix "burst damage," I already said PGI's got that covered and told everyone where to find it in my previous post.

So if we combine my cadency fix involving standardizing the heat threshold with PGI's upcoming weapon variants which will likely be removing single shot AC/20s and (possibly removing the single shot) Gauss Rifle in favor of multi-shot ACs and another way to redux the Gauss Rifles, as well as upcoming damage spread from PPCs, and it then becomes a much wider field of weaponry. Also, your pinpoint burst damage issue is thusly, gone.

There won't be an instant pinpoint weapon anymore, except perhaps the AC/2 or AC/5 depending on how they handle that (but not the UAC/5).

Sure, there will still be the occasional boat, but the survivors will be those that have a weapon for every situation.
  • ACs will still be favored for low heat, rapid damage output and range, but reigned in with recoil and multi-shots to deal the total promised damage, allowing the enemy to twist and spread damage. Example below. Cassette would be how many rounds you'd put down range to total 20 damage, the duration is how long it'd take to fire all of said rounds. Personally I'd want them to fire their burst faster.

View PostSchrottfrosch, on 18 June 2013 - 04:04 AM, said:

Posted Image
  • Gauss rifles will be favored for high damage output even if it won't be as precise -- but not for a lack of skill or a skill breaking mechanic like cone of fire as the Gauss Rifle is recoilless and uses magnets as a propellant. It'll be because the rifle would require more than one direct hit from a single trigger pull to get that high damage.
  • The lasers, especially the small, small pulse, medium pulse, and large pulse will be favored for how rapidly they put damage into a specific area as well as their fast recycle rate, but reigned in by the heat they generate which prevent them being fired in high concentrations.
  • Medium lasers and large lasers will be favored for the same reasons they always have. That being range and high damage with low weight compared to most weapons. Controlled by the same means as above.
  • PPCs will still be favored as they will remain single shot weapons, but due to the damage spread they won't be as overpowered, and because of the threshold you can only safely put 2 to 3 rapidly down range before you have to worry about heat... and if you tried to fire them back to back you'd explode.
  • At close range standard PPCs should have TT's capacitors that you could turn off to do any damage below 90 meters at incredibly high risk to yourself, as well as more heat than the more advanced ER PPCs.
  • ER PPCs would be far significantly hotter than standard PPCs, instead of slightly hotter to compensate, but not as hot as standard PPCs with the capacitors (safeties) turned off.
  • Missiles have never been precision weapons, and thusly with their flight patterns fixed (not paths, patterns; they used to fly like rabid piranhas), missiles will be a fairly legitimate weapon.
  • SRM 6s, when boated in an A1 and fired 6 at a time, is a dangerously high risk of shutdown with 30 threshold. This means they will either chainfire those to keep their heat down or resort to hit and run tactics since they wouldn't be able to alpha strike twice in a row and thusly couldn't brawl.
  • This means SRM-4s, and SRM-2s may become valuable alternatives as they produce lower heat and lower spread.
  • Streaks, while generally low on heat, are balanced by many means. If the streak guidance were akin to closed beta, people would simply laugh at them and they would fly much more realistically. Oh sure they are guided, but you'd have to stay 150 meters away from your enemy if you wanted to actually have a chance to hit it. Dog fights would be much more interesting, and a lot more fair for mechs like the Death's Knell and the Spiders. PGI would likely tweak them to something in between now and early closed beta's realistic turning version as a compromise.
  • LRMs as you well know must be paced, 2 LRM-20s on the trial C4 are a perfect example of what limits the heat threshold would place upon alpha strikes using missiles. Try it the trial C4, seriously. Go on, do it. When you come back answer me this: Do you think you could get away with boating 4 LRM-15 racks and alpha striking even once with that heat threshold? You'd have to chainfire them and pace them out!
  • The rule of brawling is pace yourself for endurance or fire all at once, shut down and die.
  • Overall the game would be far more tactically based, rather than the Hawken style it has been becoming as of late.
We just reigned in all the weapon systems with a combination of my idea to reduce the cadency (frequency) of alpha strikes and what PGI is already planning in terms of removing pinpoint damage through weapon variants without reinventing the wheel, without some artificial global cooldown timer, and without any other random mechanic that could be abused.
------------
Meanwhile, may I remind someone of something.

The reason PPCs became a problem was we originally had to generate over 200% heat to be remotely in danger of damage, well beyond 300% heat to kill ourselves. A global cooldown won't stop that. We can still pump PPCs quite fast. Behold the almighty 30 Particle Projection MACHINE GUN CANNON! Compared to it, a global cooldown means absolutely nothing. Who needs an alpha strike when you have this little gem? A hunchback that can pump out 30 PPCs in 17 seconds before it reaches the 300% threshold. This thing has 15 DHS; that's a lower threshold (specifically that's only a threshold of 81) than your average assault mech is carrying. With slower PPCs, these guys do not need to stop shooting ever, which means if you throw in a global cooldown they will fire like machine guns! This will allow them to fire longer, better, faster, stronger. Oh sure you won't die instantly but who cares! Do you think the average PPC user will ever reach 100% heat if they start chain firing their PPCs with the current system? We've just created World of Warcraft.

"1, 2, 3, 4, 5, 6." Wait 2 seconds. "1, 2, 3, 4, 5, 6." Wait 2 seconds. "1, 2, 3, 4, 5, 6." GCD fixed nothing.

A bandaid, is a bandaid, is a bandaid.

With the removal of rising thresholds in favor of a standardized one, oh sure that Stalker can go "1, 2, 3, 4, 5, 6." Shut down for 2 to 4 seconds at the 60 point threshold and still be at over 75%, so that Stalker would have to wait and cool off. If we go with the 30 point heat threshold, it'd shut down at 3 for 1 to 2 seconds, wait a few, and go up to 3 again. Or if that Stalker fired really really slow, say "1........2..............3...........4.....gettin' too hot........5..." he just might get 6 out before shutting down.

That's what we need. That's the aim of this global cooldown concept, but the threshold fix actually achieves it in a way that does not require us to reinvent the wheel. It just fixes a mistake made by people that automatically assumed that heat sunk instantaneously in tabletop and tried to translate that into real time, when in reality the weapons were fired one or more at a time over 10 seconds, and heat sunk over that same 10 seconds in tabletop. The devs just weren't speaking the same language when trying to translate it, thusly coming up with their own system that invites abuse.

PGI has finally started to fix the heat mechanic. It's a step in the right direction.


We now receive considerable damage at 120%, serious at 150%, and somewhere after that we die instantly. It's a start, but do I approve?

Let's ask just what does the current fix mean?


120% threshold of 22 DHS is 132.48 heat over 110.4 threshold without basic efficiencies. Meanwhile, 22 standard heatsinks at 66 threshold, can only safely reach 79.2 heat. The average stock mech has 10 heatsinks, for 30 threshold, and will hurt itself at 36 heat, killing itself at only 45 heat generated. Hardly seems fair. In fact we just nerfed stock mechs and standard heatsinks into the ground.

Do you honestly think the bandaid of a Global Cooldown will help when faced with that? Like past solutions, this one ignores the principle underlying reason behind why we can alpha so much in the first place; why we can shoot so much with so little heat even on maps that are more than 140 degrees hotter than the average mechwarrior maps of past games?

Having them throw the game out to put this GCD in won't get us a balanced game anytime soon. If anything this GCD will add at least another 6 months to development time just to put it in. Within days of being able to play again, we can circumvent it by rapidly firing our groups and chainfire without ever overheating because our thresholds allow it and using chainfire now allows us to cool even faster since we're not generating heat anywhere near as fast, thus fixing little to nothing. As a fact that is wasted time that some of us do not have.

Edited by Koniving, 05 July 2013 - 04:55 PM.


#72 Stat1cVoiD

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Posted 05 July 2013 - 04:08 PM

View PostKoniving, on 05 July 2013 - 04:00 PM, said:

Spoiler



Holy.... Mother of wall of texts :D

I am going to read that tomorrow, because it's 2 AM in Germany right now and I really need to sleep.
But then you'll get your answer! :P

#73 Lootee

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Posted 05 July 2013 - 04:18 PM

Better than any idea PGI has come up with so far.

#74 Unbound Inferno

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Posted 05 July 2013 - 04:22 PM

View PostMustrumRidcully, on 05 July 2013 - 01:22 PM, said:

Why is it so bad that alpha strike, the emergency measure that people were expected to rarely use, is not available?

THat cannot be worse than everyone alpha-striking all the time!


And there'S a way to have your cake and eat it here - alpha strike could be a special ability that you can activate only every 10 seconds or so, and with a drawback - like for example no weapon convergence for an alpha strike. So my Dual AC/20 Jagermech facing another Jagermech would shoot one AC/20 in the left arm, and one in the right arm, instead of 2 in the CT.

Beacue it leads to a complicated answer where you have exceptions and tryingg ti single out problems while not really solving it.

PPC will still exist. You mitigated some of the damage by forcing chain fire however you don't solve the problem.

PPC will still be boated because its the most damage you can do reliably and fastest.


The core of the problem is with PPC, and until that is solved and PGI admits it was a bad idea to lower its heat or change the mechanics of the weapon it will never really change.

#75 keith

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Posted 05 July 2013 - 04:22 PM

u know it took pgi MONTHS to get chain fire into the game, what makes u think they did not plan on having alpha striking mechs all along? taking 1 shot at a time would just slow the game down to a crawl, u would make no use a cover would just be a giant cluster ****. no tactics would exist in this game anymore. would be the worst move pgi could make, and they are final starting to get down a semi decent path.

#76 Unbound Inferno

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Posted 05 July 2013 - 04:25 PM

Spoiler


Great idea, would love to see it - but that is a ton of work you are telling them to do.

It would solve a redundancy problem by presenting different solutions, but you are asking them to multiply the number of weapons by a lot.

Still, i would like it, but it would take too much and I don't expect PGI to bother.

#77 Sporklift

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Posted 05 July 2013 - 04:46 PM

I like this idea because it prevents people from easily stacking up damage on a single component so long as the target is moving. It also makes the instant damage front load weapons a bit harder to use as even when group fired they will still fire in a short sequence. 4ppcs = 10->10->10->10 with a chance of spreading the damage and missing. Rather than 4ppcs = 40 damage one location.
I wonder if .5 might be a bit too much though. Another good part of this is that number can be changed to further balance the weapons on top of heat, cycle rate, and damage.

#78 Gaan Cathal

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Posted 05 July 2013 - 04:54 PM

View PostSporklift, on 05 July 2013 - 04:46 PM, said:

I wonder if .5 might be a bit too much though. Another good part of this is that number can be changed to further balance the weapons on top of heat, cycle rate, and damage.


Major problem with .5s as a gcd figure - PPC isn't the only weapon in the game. From shot-start to shot-start without efficiencies with a ML is 4s. That means with a .5s GCD you can fire up to 8ML without having one be redundant (i.e. never fire presuming a top-down priority list). A Swayback has 9. And even if you exclude the 9ML version as an aberration, the SL and SPL have shorter cooldowns than the ML and run into the same problem faster.

#79 Koniving

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Posted 05 July 2013 - 04:56 PM

View PostStat1cVoiD, on 05 July 2013 - 04:08 PM, said:

I am going to read that tomorrow, because it's 2 AM in Germany right now and I really need to sleep.


No problem; do remember it's been edited a few times to clear up points and try to communicate as clearly as possible.

#80 Koniving

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Posted 05 July 2013 - 05:00 PM

View PostUnbound Inferno, on 05 July 2013 - 04:25 PM, said:

Spoiler


Great idea, would love to see it - but that is a ton of work you are telling them to do.

It would solve a redundancy problem by presenting different solutions, but you are asking them to multiply the number of weapons by a lot.

Still, i would like it, but it would take too much and I don't expect PGI to bother.


Actually, PGI is already doing the pinpoint fix I described (though not perfectly identically to every detail). For the past 4 months it's been repeatedly said in obscure places and obvious ones (ATDs for example, NGNG podcasts) that we will be getting weapon variants, multi-shot ACs, etc. NGNG Podcast 79 specifically says PPCs are very likely being fixed by the splash damage mechanic I described, but that requires fixing the original splash damage mechanic first.

So that half is already being done, that work is already on the table and coming after UI 2.0, after the actual Training Grounds, around Community Warfare, but supposedly on or before launch.

It's whether or not the heat threshold part comes into play. There's absolutely no word on that, and so far it seems the answer to the threshold fix is no.

Yes, this means they'll do the pinpoint fix which has taken them 4 months thus far from when they said it and will continue to take them more months which may or may not make it to launch. But the 20 to 60 second fix to threshold alpha strike abuse seems to be "no."

Edited by Koniving, 05 July 2013 - 05:01 PM.






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