Jump to content

Alpha-Strikes With Pin-Point Damage, As Intended


22 replies to this topic

#21 verybad

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,229 posts

Posted 26 July 2013 - 10:51 AM

View PostAcid Phase, on 26 July 2013 - 05:32 AM, said:


Good God man. Tell him you're kidding. I'm sure you wanted to make a point. Anything but this. For f*cks sake.

He used KPH not MPH, so it's safe to assume that the people in his country aren't absolute morons that would actually do that...

Edited by verybad, 26 July 2013 - 10:51 AM.


#22 Taemien

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,576 posts
  • LocationNorth Carolina

Posted 26 July 2013 - 10:53 AM

View PostMarmon Rzohr, on 26 July 2013 - 10:22 AM, said:

So yeah, targeting computers ftw and all, but for the targeting computer to have a point it has to be hard to hit something first.


Thats a pilot's problem. They make themselves too easy to hit.

In MW4 I used a Thanatos with 3 (IS) LBX10s and a (IS) Large Laser (config was to meet league standards since I was in an Inner Sphere unit) to take on Daishi's loaded with either 3 LBX20s + 2 LBX10s, or 2-3 Gauss Rifles and ER Large Lasers. I was able to do this because of advanced mobility. Games were played like MWO, 8v8 with no respawn.

MW4 had no targeting computer, but had pinpoint accuracy like we have now. I did just fine, no one complained and piloting skill meant alot. MWO is the same. Most people just are horrible pilots. This is why we have boats. This is why we have snipers.

Players use the easiest thing nowadays and think its the best. 4-6 PPC boats suck, plain and simple. But everyone rages about how OP they are. These issues were never complained about before in previous titles. Then we have players who have the audacity to say its a new generation of gaming. Ok good, go play the new games. MWO is a throw back to the 90s, let the 30-40+ crowd have their game and go on steam and play your own.

You don't see me in the World of Tank Forums or other games and demand that they have pin point accuracy or the other things that the MechWarrior Franchise has always had. I live and let live.

As I've said in other threads, if you read QnA 42 you'd know that they aren't even going to mess with the convergence. Its not possible because of server side detection. What you all want is a single player game. Google Search Blender BattleTech and enjoy yourselves. It has no convergence at all (attacks are determined randomly), and all the weapons are balanced. Have fun. By the end of the year it will even have a single player campaign. There's the fix you all are looking for. Stop trying (futilely) to mess with ours.

This has been in Beta for nearly a year and they haven't indicated they will even think about changing the pin point accuracy, why keep wasting your breaths?

#23 Kalgram

    Rookie

  • 1 posts

Posted 26 July 2013 - 11:01 AM

Sorry, I'm completely new to the battletech/mechwarrior universe but immensely intrigued by the game's potential. That said, would it be possible to try and balance this ongoing debate via adding 2 or 3 additional degrees of freedom to the current mechanics? I believe that, when one must add conditional penalties to achieve balance, there just isn't a large enough sand box to play in.

Here's my idea (attempting to base it off of real-world physics):

1) Allow targeting reticule size to be dynamic based on the number of weapons, type of weapons and range of engagement. The number/classification of weapons will control your overall firing precision while the range will control your overall firing accuracy.

2) Ammunition caliber, fire rate and heat emission will manifest as both weapon vibrations and weapon heat. This will affect individual firing accuracy for large weapons (i.e. Large laser, AC20, etc.). This will affect individual firing precision for smaller weapons (medium laser, ac5, ac5 ultra, etc.)

3) Overheating and subsequent shutting down penalizes both accuracy and precision for a set period of time (3-5 seconds) AFTER restarting. Also, maybe a large number of missiles launched together could affect overall weapon precision during their in time flight due to computational load?


I feel that a methodology such as this could be added to the current game mechanics (with or without conditional penalties) and be used to make players, whom regularly utilize LRM boating and high damage pinpoint alphas, adjust their load-out/play style to become more efficient. People already using well-balanced builds will just need to become familiar with the new mechanics.

I have not explained my reasoning for this proposal in attempt to keep the post reasonable short. However, I am willing to exhaustively explain myself should someone have criticism. Do you think this could work?





6 user(s) are reading this topic

0 members, 6 guests, 0 anonymous users