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Simple And Easy To Impliment Convergence Idea


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Poll: Simple And Easy To Impliment Convergence Idea (36 member(s) have cast votes)

Convergence on Targeting Lock

  1. Yes (24 votes [66.67%] - View)

    Percentage of vote: 66.67%

  2. No (12 votes [33.33%] - View)

    Percentage of vote: 33.33%

  3. Abstain (0 votes [0.00%])

    Percentage of vote: 0.00%

  4. I just don't understand (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 Lord of All

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Posted 06 July 2013 - 08:05 AM

ADDED: IF you vote "NO" have the courtesy to explain why. Otherwise I'm just going to assume you should have chosen "I don't Understand".

HERE is my thoughts on this for realistic purposes: You are piloting and your weapons are pointing somewhere (probably at optimal range for each of them) at default. So say you are a Laser boat and all your weapons are at set at that convergence point and you see a scout run bye from cover at a few meters, you aim and shoot. well your weapons had no time to set their convergence for that shot as they were aligned for optimal range and therefore they should in no way cause convergence damage on that light 100kph+ mech running bye. Actually most of them should miss (but lets settle on scattered damage so no QQ'ing). I would like to see just one main weapony that is selectable and tied to the reticule and all those in the selected weapon group follow that weapon with a convergence delay from the targeting computer and that delay is the time it takes the computer to get the range of the target. Without the range of the target there is no data for the computer to calculate convergence!

Initial OP:

Weapons will not converge until a Mech is targeted and the range has been calculated.

Convergence will be indicated (I;E: Locked) by the targeting display of range on target which is already a mechanic of the targeting system.

Until then a hit will target a random location or some sort of scatter mechanism can be used.

THIS is a Easy mechanic to add to the game and will GREATLY lower the amount of Pinpoint Alpha's while still being a realistic Firing mechanism. It will also cause the boats to use other firing mechanisms other than alpha's (if they want to live).

EXAMPLE: (from a pm)
So If a mech runs across my path and I snap fire with a weapons group that has 4 weapons then the primary weapon of that group will hit where the reticule is but the other weapons will scatter damage instead of pinpoint because the targeting system did not have the time to calculate the range of the target and therefore could not move those weapons into position in time. This will stop the Massive Alpha strikes on every shot but in a aimed position where you have the time for the targeting computer to calculate range (this is shown in your target box in the top right) your weapons will still all hit the same location (IE pinpoint convergence). I would also like to see the red reticule turn green as soon as the lock is complete so you do not have to take your eyes off the target. Also remember if another mech is feeding you the range data (IE painting the target) then you will still hit just like we do now with pinpoint accuracy.

Edited by Lord of All, 09 July 2013 - 03:51 PM.


#2 Firewuff

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Posted 06 July 2013 - 08:17 PM

this is already how it works, except the rectile needs rtob e over the target.

#3 Lord of All

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Posted 06 July 2013 - 08:24 PM

View PostFirewuff, on 06 July 2013 - 08:17 PM, said:

this is already how it works, except the rectile needs rtob e over the target.

No it does not, If you have a mech targeted at 500 meters but fire at a mech at 90 meters the weapons should converge at 500 meters not at 90 meters.

Understand? There should also be a slight delay after the targeting system converges the weapons while the weapons adjust for the new target range.

Another example: Imagine that all weapons are aimed at 90 meters and you fire at a mech at 500 meters then the weapons will all cross at 90 meters because that is where the targeting system is locked onto. This is what should happen in reality on a multi weapon platform until the system has the time to adjust for the range but for playabilities sake we can agree that your weapons will hit in a scattered pattern on the unlocked but targeted mech. Now as the weapons system can only converge on one target at a time (and that should be the painted one) we could add a toggle for the range to converge at where the reticle is aimed but then a time delay should again be added as the system has to calculate the range for that target. The reticle can change color to green when all weapons are converged onto that target. We could also make a primary weapon in every weapons group that all weapons will converge to so that changing groups will change the actual weapon you are aiming with but that would add a steep learning curve that should not be in the system for launch. This game is tough enough for the masses to pick up as it is.


Edited to add more explanation.

Edited by Lord of All, 07 July 2013 - 11:03 AM.


#4 Firewuff

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Posted 06 July 2013 - 08:56 PM

Ok I misunderstood... that is just stupid. I want to shot one mech and target another for various reasons i shouldn't be hampered.

I still think the easiest solution is all TORSO weapons dont converge. Mechs without Arms dont converge. This balances The Stalker and Cat K2 which are deadly snipers and high weapon mount points without totally nerfing them, Hunchback-P's can have their arms converge but not the 6 laser hard points in the shoulder for example. Reduces pinpoint alphas and promotes mixed builds.

#5 Lord of All

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Posted 07 July 2013 - 06:22 AM

View PostFirewuff, on 06 July 2013 - 08:56 PM, said:

Ok I misunderstood... that is just stupid. I want to shot one mech and target another for various reasons i shouldn't be hampered.

I still think the easiest solution is all TORSO weapons dont converge. Mechs without Arms dont converge. This balances The Stalker and Cat K2 which are deadly snipers and high weapon mount points without totally nerfing them, Hunchback-P's can have their arms converge but not the 6 laser hard points in the shoulder for example. Reduces pinpoint alphas and promotes mixed builds.


You can still shoot mechs but you will lose convergence IF the mech is not targeted as the targeting system is painting the other target. Your shots at the untargeted mech will still hit in a scattered pattern as opposed to Pinpoint.

Make more sense now?

Now if we just take convergence away as you say then the skill of the game goes out the window. It really is not a option. Also Mechs, or any other weapon, would never be designed to fire only perpendicular from a platform. That would be like having a tank without a turret. Those are called howitzers and they are only for long range support and are out out of battle zone and untargetable.


ADDED:

HERE is my thoughts on this for realistic purposes: You are piloting and your weapons are pointing somewhere (probably at optimal range for each of them) at default. So say you are a Laser boat and all your weapons are at set at that convergence point and you see a scout run bye from cover at a few meters, you aim and shoot. well your weapons had no time to set their convergence for that shot as they were aligned for optimal range and therefore they should in no way cause convergence damage on that light 100kph+ mech running bye. Actually most of them should miss (but lets settle on scattered damage so no QQ'ing). I would like to see just one main weapony that is selectable and tied to the reticule and all those in the selected weapon group follow that weapon with a convergence delay from the targeting computer and that delay is the time it takes the computer to get the range of the target. Without the range of the target there is no data for the computer to calculate convergence!

I should have put all this in the op but I abhor long initial posts and was hoping everyone could follow my train of thought from the original post. I now see I should have fleshed the idea out more for those that don't have the same background as me.

Edited by Lord of All, 07 July 2013 - 06:46 AM.


#6 Solis Obscuri

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Posted 07 July 2013 - 08:16 PM

So, basically you want a longer delay for weapons to converge on a new aimpoint, right?

#7 Lord of All

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Posted 07 July 2013 - 08:22 PM

View PostSolis Obscuri, on 07 July 2013 - 08:16 PM, said:

So, basically you want a longer delay for weapons to converge on a new aimpoint, right?

Correct, until the targeting computer can get range.

#8 Aim64C

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Posted 08 July 2013 - 12:11 AM

That's really not going to 'fix' the game.

Convergence is and isn't the issue. It's the amount of damage that can be done.

The reality is that your system would make ECM a nightmare and a ******* half. It's already bad enough that ECM is an effective area-cloak (Null Sig).

The other problem is that if you can easily have weapons converging in front of the target (substantially in front of the target) even at relatively small differences in distance that cause a complete miss.

Even then - this doesn't change the fact that the game will still be PPCwarrior online. No matter what convergence system you were to implement (and there is a very simple one in place, now), the player base would gravitate toward the seven ton weapon that deals as much damage as a 12 ton AC10 at over 500 meters with no ammunition restrictions.

That is why you see so many PPCs, and why convergence is said to be a huge part of the issue.

Even if you were to implement convergence - why should I take two AC10s over two PPCs unless the hardpoints I have almost mandate that I do? Why should I take four medium lasers over two PPCs?

Convergence doesn't change that fundamental problem.

Further - lights revolve around precise fire. Sure - you can dish out a good amount of damage in a Jenner - but you don't have the armor to be hanging around for more than is absolutely necessary to prune that damaged part and ****.

A convergence or accuracy penalty is, in most of the cases I've seen, going to be to the detriment of lights. A fair amount of people can't seem to hit the broad side of a barn, anyway - and turning their alpha strike into a sort of LBX AC is only going to help them. I'd rather they dump their whole alpha into the ground rather than half of it into my Jenner's center torso and the other half into my legs.

Remove the insta-damage from PPCs and give them a slight DOT with a charge mechanic.

Allow ballistics to be the up-front damage dealers. Otherwise, there's simply no place for them. You dump a good 25% of your ammo into nothing because of RNG. Compared to the PPC - where you don't dump any ammo, just missed shots. With a weapon that can be mounted nearly two-for-one with most ballistics and comes at a more than manageable heat penalty.

#9 Lord of All

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Posted 08 July 2013 - 06:16 AM

View PostAim64C, on 08 July 2013 - 12:11 AM, said:

That's really not going to 'fix' the game.


No-one said it will "FIX" the game. There is no ONE action that will fix the game. Combining this with proper heat management should go a long way to creating a more realistic (sim) game as well as curbing most of the pinpoint alpha's.

I have no issue with a pinpoint alpha if the pilot has the time to set the shot up.

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Convergence is and isn't the issue. It's the amount of damage that can be done.


yeah I just said that to argue your own initial point.

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The reality is that your system would make ECM a nightmare and a ******* half. It's already bad enough that ECM is an effective area-cloak (Null Sig).


No Actually this will make mech stay under the ECM umbrella like they should and work as a team. AND I think you misunderstand how this is implemented. ALL this will do is NOT converge if weapons are fired without the targeting computer having range calculated. The target will Still receive FULL damage just not converged.

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The other problem is that if you can easily have weapons converging in front of the target (substantially in front of the target) even at relatively small differences in distance that cause a complete miss.


No if you reread the above posts you will find this.

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Actually most of them should miss (but lets settle on scattered damage so no QQ'ing)


yup I didn't see this one coming ;)


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Even then - this doesn't change the fact that the game will still be PPCwarrior online. No matter what convergence system you were to implement (and there is a very simple one in place, now), the player base would gravitate toward the seven ton weapon that deals as much damage as a 12 ton AC10 at over 500 meters with no ammunition restrictions.


As stated before I am not trying to FIX all the issues of the game with one Idea, THAT is IMPOSSIBLE! But This and heat management as well as other (hard point size/weight restrictions) Balance added mechanics will eventually FIX this very broken game.

PGI is trying to buff and nerf ever weapon to balance and that is just an impossible task and that will and is should becoming more apparent to them as the larger the chassis selection becomes.

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That is why you see so many PPCs, and why convergence is said to be a huge part of the issue.

Even if you were to implement convergence - why should I take two AC10s over two PPCs unless the hardpoints I have almost mandate that I do? Why should I take four medium lasers over two PPCs?

Convergence doesn't change that fundamental problem.


Again you are just repeating yourself over and over in response to this read the bolded text above.


Quote

Further - lights revolve around precise fire. Sure - you can dish out a good amount of damage in a Jenner - but you don't have the armor to be hanging around for more than is absolutely necessary to prune that damaged part and ****.


Lights will be in LOS and have target painted for Support fire so there for will have target range and will Converge. Your argument is a false one. Targeting IS the lights duty. Come, think this through

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A convergence or accuracy penalty is, in most of the cases I've seen, going to be to the detriment of lights. A fair amount of people can't seem to hit the broad side of a barn, anyway - and turning their alpha strike into a sort of LBX AC is only going to help them. I'd rather they dump their whole alpha into the ground rather than half of it into my Jenner's center torso and the other half into my legs.Remove the insta-damage from PPCs and give them a slight DOT with a charge mechanic.


I would rather they lose the boating feature as well but that isn't going to happen, So we have to deal the cards we a re dealt. And No this is not an accuracy penalty as all weapons will still hit. IN reality THIS WILL BE A GREAT THING FOR LIGHTS. They will not be getting one shotted left and right. It will Add back into the game their maneuverability advantage.

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Allow ballistics to be the up-front damage dealers. Otherwise, there's simply no place for them. You dump a good 25% of your ammo into nothing because of RNG. Compared to the PPC - where you don't dump any ammo, just missed shots. With a weapon that can be mounted nearly two-for-one with most ballistics and comes at a more than manageable heat penalty.

Well then maybe you should have you ballistic weapons the primary and mapped to separate groups if you want every shot to be pinpoint and you can have the energy weapons follow them. Remember One weapon will be on the reticule at all times It is the others that have to synch with range to achieve convergence. This is a basic mechanic of any multi weapon firing system. BUT as is stated Even If you fire a ballistic At RNG with no targeting data you still hit the target!

No-one is saying you will miss the shots will all still hit!!!! How many times do I have to repeat this????

#10 Ken Fury

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Posted 08 July 2013 - 08:40 AM

How will this deal with shots beyond targeting range?
How will this deal with Mechs hidden under ECM?

Also random scatter is bad in a skill based system. In a MMORPG it's okay.

#11 Typhoon Storm 2142

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Posted 08 July 2013 - 09:28 AM

This is an important issue and the OP got it right. To my personal understanding, it was always canon that 'Mechs need some time to converge their weapons on a target. Often the pilots in the novels would fire prematurely, before the computer can fix the weapons on a single spot and completely miss with some of their weapons.

Furthermore, I always thought torso weapons can't coverge at all, because no 'Mech has actuators in the torso. That means they never hit inside the crosshair. Just weapons in arms that have lower actuators can be converged at one spot.

I think, if THIS would be implemented in MWO, alot of problems would be solved. High damage alphas can't happen, if the shooter doesn't aim maybe 3 seconds before firing. That will make sniping more dangerous and less effective.

#12 Lord of All

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Posted 08 July 2013 - 10:56 AM

View PostTank Boy Ken, on 08 July 2013 - 08:40 AM, said:

How will this deal with shots beyond targeting range?
How will this deal with Mechs hidden under ECM?


This is all explained in the above posts. But I will repeat myself again. If there is no target lock there is no convergence so the shots will still hit but not be converged. How they hit I could care less just that they are not automatically converged,

View PostTank Boy Ken, on 08 July 2013 - 08:40 AM, said:

Also random scatter is bad in a skill based system. In a MMORPG it's okay.

It could be scatter pattern or random or whatever. The point is to make Convergence a SKILL, not a default configuration. And in a way which is logical. We would have actual snipers and not BoatWarriors.
I would suggest a Primary weapon in every fire group be the lead weapon which will hit where aimed (NOT random at all) whether the range is locked or not as that weapon is the one you are aiming and the others will have to have convergence calculated from. So for whatever weapon group you have selected that primary will be the default. You may change weapon groups to change that primary weapon focus. But How we implement it is not as important as doing as it will balance the game significantly.


View PostTyphoon Storm 2142, on 08 July 2013 - 09:28 AM, said:

This is an important issue and the OP got it right. To my personal understanding, it was always canon that 'Mechs need some time to converge their weapons on a target. Often the pilots in the novels would fire prematurely, before the computer can fix the weapons on a single spot and completely miss with some of their weapons.

Furthermore, I always thought torso weapons can't coverge at all, because no 'Mech has actuators in the torso. That means they never hit inside the crosshair. Just weapons in arms that have lower actuators can be converged at one spot.

I think, if THIS would be implemented in MWO, alot of problems would be solved. High damage alphas can't happen, if the shooter doesn't aim maybe 3 seconds before firing. That will make sniping more dangerous and less effective.

THANK You, someone gets it!

Edited by Lord of All, 08 July 2013 - 11:09 AM.


#13 Aim64C

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Posted 08 July 2013 - 05:28 PM

View PostLord of All, on 08 July 2013 - 06:16 AM, said:



No-one said it will "FIX" the game. There is no ONE action that will fix the game. Combining this with proper heat management should go a long way to creating a more realistic (sim) game as well as curbing most of the pinpoint alpha's.

I have no issue with a pinpoint alpha if the pilot has the time to set the shot up.


So you -have- to be a 'sniper' to play the game.

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No Actually this will make mech stay under the ECM umbrella like they should and work as a team. AND I think you misunderstand how this is implemented. ALL this will do is NOT converge if weapons are fired without the targeting computer having range calculated. The target will Still receive FULL damage just not converged.


I don't think you understand what convergence is.

Basic Geometry. Use it. When you converge at 350 meters, a target at 700 meters will be missed almost entirely (at that point, the separation of shots will be almost identical to their separation at firing).

Further - you are completely overpowering ECM in this case as you simply cannot establish any kind of convergence without a solid lock.

That's HORRIBLE simulation behavior. You do not clump up in real combat. Unless you just like 60% casualties from a mortar strike. The reason 'teamwork' in this game means to stack up nut-to-butt is largely because communication doesn't exist outside of premade teams. No one knows what the hell is going on with the other players unless they are right there to see it.

In the real world, teamwork means communication. You spread out so that you are less vulnerable to being pinned down but not so far away that you can't support each other.

What you're suggesting would more or less arbitrarily force everyone into a little sphere to protect themselves from anyone who isn't carrying TAG.

Because the DDC wasn't already important enough to bring along.

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No if you reread the above posts you will find this.


You are describing two completely different concepts.

-accuracy- is different from -convergence-.

When you set your weapons to converge at 600 meters, that means your bullets, lasers, etc will all cross paths with each other at 600 meters.

Accuracy is whether or not the dispensed fire ends up going where it is intended.

If you have convergence enabled on a target at 150 meters, and you decide to shift to a target at 450 meters, you will miss with every shot. That's how geometry works.

Having accuracy based on what you currently have targeted simply introduces an arbitrary cluster roll to everything that is largely outside of player control.


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yup I didn't see this one coming ;)


If you understood your idea half as well as you thought you did, you would have seen that your "solution" to this problem that you 'saw coming' doesn't have any basis in real world mechanics.

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As stated before I am not trying to FIX all the issues of the game with one Idea, THAT is IMPOSSIBLE! But This and heat management as well as other (hard point size/weight restrictions) Balance added mechanics will eventually FIX this very broken game.

PGI is trying to buff and nerf ever weapon to balance and that is just an impossible task and that will and is should becoming more apparent to them as the larger the chassis selection becomes.


And what does this actually do to fix one of the main problems?

People are still going to min-max their builds to get the quickest kill possible. Not only is that done for competitive reasons, it's also done for very practical reasons of rapidly reducing the amount of incoming fire.

Is this really going to make mediums more survivable?

Possibly, but on the flip side - they're going to be missing just about as much as an equally skilled assault pilot. So there's little reason to pilot one for competitive play.

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Again you are just repeating yourself over and over in response to this read the bolded text above.


What do you think that says about how I perceive your level of intelligence?

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Lights will be in LOS and have target painted for Support fire so there for will have target range and will Converge. Your argument is a false one. Targeting IS the lights duty. Come, think this through


That's a nice thought in a perfect little world.

It doesn't work out that way in reality. You're lucky to have a paper doll to look at by time you're in range of the target and needing to fire and evade. Targets are rapidly shifting in and out of contact and ranges. You take shots of opportunity within a split second of seeing your team land a solid LRM hit.

Lights as scouts/spotters and lights as combatants are two different roles.

If your system is fast enough to make lights viable - then it's also fast enough to render any changes it makes moot - as a target can be acquired and killed as quickly as a light can pick up a target and click (because that's about all the time they have).

Which means mediums are back to being ****** and lights are back to being vaporized in that one good/lucky hit.

And your system would actually make convergence 'worse' for many weapons. When you lead a target, currently, you actually are set to converge on the terrain or skybox behind it - which means hitting a moving target with anything requiring a lead time cannot apply damage at the same exact spot on a mech. It can (and often does) register as hits to components adjacent to where one is intending to hit, spreading the damage.

Under this system - convergence would be set at target range and a moving target would be hit as if it were standing still.

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I would rather they lose the boating feature as well but that isn't going to happen, So we have to deal the cards we a re dealt. And No this is not an accuracy penalty as all weapons will still hit. IN reality THIS WILL BE A GREAT THING FOR LIGHTS. They will not be getting one shotted left and right. It will Add back into the game their maneuverability advantage.


I fail to see how.

Highlanders will simply drop in a TAG somewhere and make lights as delightfully irrelevant to your system as can be.

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Well then maybe you should have you ballistic weapons the primary and mapped to separate groups if you want every shot to be pinpoint and you can have the energy weapons follow them. Remember One weapon will be on the reticule at all times It is the others that have to synch with range to achieve convergence. This is a basic mechanic of any multi weapon firing system. BUT as is stated Even If you fire a ballistic At RNG with no targeting data you still hit the target!


This makes zero sense, as well. Your weapons must converge with your reticule - which is, itself, a line drawn straight out from your direct line of sight (actually, your eyes must converge on a target to see it properly, but they are so close together at this scale that we consider them as one). Unless the weapon is shooting out of your face, it can't possibly always converge where you are looking without some kind of system to adjust its aim.

That's like saying two people standing fifteen feet apart, facing the same direction can always look at the same thing without either having to turn their head. Without pulling out non-Euclidean geometry to describe space on the cosmic scales, that idea doesn't work.

Sight-of-Player must converge with Sight-of-Weapon A. If Sight-of-Weapon A is displaced from Sight-of-Player by any amount, then Sight-of-Weapon B can just as logically be set to always converge.

Your eyes do it without a tracking radar or really knowing what the distance to the target is.

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No-one is saying you will miss the shots will all still hit!!!! How many times do I have to repeat this????


You can say it all you want. It doesn't make the system you described behave the way you explain it - as you're pretty much trying to tell us that your system is going to taste like purple.

The convergence system is, for the most part, fine. They might still have some tweaking to do with how quickly mechs can 'focus' their weapons (you can see this if you snap to a more distant target and fire at it), but that's not the major problem with combat.

The major problem with combat is the mechlab as well as the overall balance of weapons, themselves.

The major problem with -game- balance is the lack of proper role warfare. So long as the primary objectives hinge largely around destroying the other team, heavies and assaults will be the preferred war-horses.

If you were to introduce modes of play that are more similar to, say, a king of the hill type match where a single 'hill' spawns and will award points based on whichever team is in it until a total of 50 points (or something) has been dispensed before another hill spawns.... then lights, mediums, and some of the quicker heavies would dominate those game modes.

There are still elements lacking within the role warfare aspect of combat - but even then, the fact is that on these incredibly small maps (even Alpine is a very small map for the proper implementation of role warfare utilizing scouts and mobility), a group of several decently skilled, coordinated assaults is going to trash a mixed role team even if they are 'better' in terms of skill and coordination.

Until gameplay objectives force more splitting of forces and force more uncertainty on your opponents' locations and routes of approach with movement of assaults coming with a heavy committal cost.... combat is never going to be 'what it should be.'

Which, to be honest, is going to require more than 12-v-12.

We'd need something more like a mod for ARMA2 or ARMA3 - hundreds of square kilometers of terrain with a whole myriad of strategic gameplay options with the occasional PvE scenario that needs addressing (squad of infantry needs to be put down - dispatch the locust).

Right now - we're basically playing Team Solaris without weight brackets. Which is really going to put a damper on how important role warfare actually is. Especially when maps are still as tiny as Alpine. It's only -just- big enough for some of the role warfare to start to show up from time to time. It's hardly large enough to make it a staple way of playing.

#14 Lord of All

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Posted 08 July 2013 - 05:54 PM

View PostAim64C, on 08 July 2013 - 05:28 PM, said:

BLAH BLAH BLAH Insult BLAH BLAH BLAH
What a load of hyperbole I'm not going to waste my time on this .


Added: I sent this in a pm in response to a question of why weapons cannot have pinpoint instantly.

The Entire problem MW has compared to say COD is that in COD you only have ONE weapon at a time so these problems do not exist. Now imagine if in COD you have a pistol on each knee and a rifle in your hand and a bazooka on your shoulder. Now when you aim that Rifle the pistols and Bazooka do no point at the same spot your rifle is aiming at because they are starting from a different X,Y,Z coordinate. You can't possible want a reticule for each weapon so you have a targeting computer that makes all those other weapons point at where you are aiming the rifle (or which ever one you choose). But that is not instantaneous! It is physically impossible! And the only way for the other weapons to all aim at the point your rifle is aimed at is for the targeting computer to figure out the range to the target. Once that has been established then the system can aim all the other "tethered" weapons to that point and you have "Convergence" and those will then all strike the same point. This is what makes piloting a multi-platform vehicle a challenge and a skill.

Edited by Lord of All, 09 July 2013 - 02:40 PM.


#15 Volthorne

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Posted 10 July 2013 - 08:01 AM

View PostLord of All, on 08 July 2013 - 05:54 PM, said:

What a load of hyperbole I'm not going to waste my time on this .

The funny thing is that he understands your topic better than you do.

#16 Lord of All

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Posted 10 July 2013 - 10:44 AM

View PostVolthorne, on 10 July 2013 - 08:01 AM, said:

The funny thing is that he understands your topic better than you do.

I stopped reading after about the second insult so that may be possible but I'll not waste my time finding out.

#17 Dirus Nigh

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Posted 10 July 2013 - 02:08 PM

I like the idea.

I always thought that weapons converge a little to quickly. At the very least torso and arm weapons should converge at different rates.

I would like to see the idea implemented. We would then see the effect it has on the game, and how the system itself works. It can always be adjusted.

#18 Ken Fury

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Posted 11 July 2013 - 05:17 AM

View PostLord of All, on 08 July 2013 - 05:54 PM, said:

What a load of hyperbole I'm not going to waste my time on this .


Added: I sent this in a pm in response to a question of why weapons cannot have pinpoint instantly.

The Entire problem MW has compared to say COD is that in COD you only have ONE weapon at a time so these problems do not exist. Now imagine if in COD you have a pistol on each knee and a rifle in your hand and a bazooka on your shoulder. Now when you aim that Rifle the pistols and Bazooka do no point at the same spot your rifle is aiming at because they are starting from a different X,Y,Z coordinate. You can't possible want a reticule for each weapon so you have a targeting computer that makes all those other weapons point at where you are aiming the rifle (or which ever one you choose). But that is not instantaneous! It is physically impossible! And the only way for the other weapons to all aim at the point your rifle is aimed at is for the targeting computer to figure out the range to the target. Once that has been established then the system can aim all the other "tethered" weapons to that point and you have "Convergence" and those will then all strike the same point. This is what makes piloting a multi-platform vehicle a challenge and a skill.



Too bad he has a lot of good points, while your balance suggestion is just bad. The best way to improve balance is to increase Mech hitpoints (+50% armor, +100% internal) and add +1 heat to PPCs. Problem solved

#19 Lord of All

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Posted 11 July 2013 - 05:38 AM

View PostTank Boy Ken, on 11 July 2013 - 05:17 AM, said:



Too bad he has a lot of good points, while your balance suggestion is just bad. The best way to improve balance is to increase Mech hitpoints (+50% armor, +100% internal) and add +1 heat to PPCs. Problem solved



This is only a portion of the balance fix. The Balance CANNOT be fixed with one change, I see at least 3 issues.

Convergence and Heat Scale/Diffusion being at the top.

BUT whatever is done now this close to launch HAS TO BE simple. A massive engine overhaul for some of the admittedly great Idea's on this subject is just not going to happen as there is no TIME left.

#20 Homeless Bill

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Posted 14 July 2013 - 01:09 PM

I actually asked for this feature quite a while ago (convergence on target range instead of crosshair), and they said no =[

I like the simplicity, but here are a few things to consider:
  • ECM - This would be a game-changer. They'd have to re-think ECM or it would become the must-have again because it prevents convergence.
  • Brawlers vs Snipers - When I'm sniping, I often have time to take a couple of seconds and line up a shot. When I'm brawling, I'm basically just running through a crowd, shooting at everyone, cycling for weak targets. I think this approach ends up hurting brawlers more than snipers.
  • Effectiveness - It delays the pinpoint alpha strike, but it doesn't prevent it. In my 732, I fire with a full lock about 75% of the time.
  • Twitch Shooting - Even though a lot of people think it has no place in MechWarrior, I like rewarding that guy that can spin a 180 in mid-air and blow away some guy before he gits the ground. This implementation would effectively do away with it.
While it might be a slight improvement on the sniper side of things, its collateral effects scare me enough that it would need quite a bit of testing. I think it will end up really hurting brawlers.

I've thought a long time about any sort of "simple" solution. What I've found is that the easier the solution is to implement, the less solvency and more unintended effects it has. It's not a bad thought though, and I do wish they had an option to converge on targeted enemy range.





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