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Fatal Flaw With Weapons


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#961 Tombstoner

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Posted 09 January 2014 - 12:48 PM

View PostJoseph Mallan, on 09 January 2014 - 09:32 AM, said:

What will fix it is to add that much hated RoF when we fire more than one weapon. Making it bigger with every weapon added. I still haven't seen a naval broadside that can hit one paper plate sized target with all its guns! Cause I guess Naval Gunners don't have as mad of skillz as us video game geeks! :)

GPS guides munitions exist. http://defense-updat...3_excalibur.htm

I suspect the kinetic energy in a navy cannon is simply too large for current electronics to withstand otherwise then yes you bet your *** the navy would use it.

Current weapons development for the navy is aiming at EM derived propulsion. http://breakingdefense.com/2012/0/new-navy-rail-gun-fires-50-miles-with-no-propellant-latest-test/

or lasers.

Modern weapons development is moving to one shot kill systems or a big red button AKA easy mode. That works for real life.
In a FPS not very fun. As for MWO, targeting technology cant be/shouldn't be much more advance then what influenced the game designers of the 80's. Accurate but imprecise weapons are the backbone of the IP. Otherwise mech cockpits would be one shoted buy 2 man AT team 3 miles away. The IP just dies.

#962 Cimarb

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Posted 09 January 2014 - 01:16 PM

View PostVarent, on 09 January 2014 - 12:34 PM, said:


I would say you continue to ignore my comment on how taking alpha out of the game would benefit anything but a light mech? That said I have not tried in any way to avoid comments about how to determine what the problem is. I would actually (as I said) welcome testing. I feel a good way to test this would be to take a testing of the ac40 jager vs similiar 65 ton mechs with different configurations and see how they do in comparison. I know ive faced ac40 jager in 65 ton mechs withough dirtect fire, using alot of srms and ive come out on top more often then not. Actually ive faced them using 55 ton mechs so having a 10 ton loss on my end and won.

I would like to test mechs out vs this build over and over in test runs with help, take videos, make notes to see if this is truly as overpowered as people think or if its just an assumption people are coming to for lack of being able to deal with it themselves.

SIDENOTE - None of this is ment offensive in any way. Im honestly trying to come to a middle ground here to try to resolve a debate. Also I would love to test out mechs that use jump jets without using jump jets vs mechs of similiar weight and different builds to see how those mechs fair without the use of jump jets (even while using high alpha weapon). Personally I feel they will fair quite poorly.

I know from experience in playing my stalker-misery that if I dont play smart and get out of position I die fast to any type of flanking force. The moment someone gets on top of me im pretty much dead. This mech does not have jump jets and uses a high alpha, Wich is where many of my thoughts are coming from.

You don't have to test mechs against each other. Take your favorite jump sniper mech and run it two ways: 1) with no jump jets and 2) with no front-loaded weapons. Losing the jump jets has nothing to do with your ability to put all your damage in one spot at one time, while losing that damage ability makes jump sniping no better than firing while running. Remove FLD (front-load damage) and jump sniping still exists, but is not nearly as effective.

Also, lights alpha as much as any other mechs, if not more, because they are unable to mount as many weapons while (usually) having much better heat dissipation. I don't want to get rid of the ability to alpha - I have no problem with firing an alpha when needed, though you should have heat issues when doing so. A Jenner firing an alpha of 4-6 MLs, though, is a whole lot different than a Battlemaster firing its alpha of 6 MLs, PPC and assorted ballistics/missiles all at once, so the term alpha is pretty subjective to the mech.

#963 Varent

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Posted 09 January 2014 - 01:22 PM

View PostCimarb, on 09 January 2014 - 01:16 PM, said:

You don't have to test mechs against each other. Take your favorite jump sniper mech and run it two ways: 1) with no jump jets and 2) with no front-loaded weapons. Losing the jump jets has nothing to do with your ability to put all your damage in one spot at one time, while losing that damage ability makes jump sniping no better than firing while running. Remove FLD (front-load damage) and jump sniping still exists, but is not nearly as effective.

Also, lights alpha as much as any other mechs, if not more, because they are unable to mount as many weapons while (usually) having much better heat dissipation. I don't want to get rid of the ability to alpha - I have no problem with firing an alpha when needed, though you should have heat issues when doing so. A Jenner firing an alpha of 4-6 MLs, though, is a whole lot different than a Battlemaster firing its alpha of 6 MLs, PPC and assorted ballistics/missiles all at once, so the term alpha is pretty subjective to the mech.


that still did not answer my question of how removing alpha ability from the game would effect other chasis? Most of the argument is based around being one shot wich would not occur unless your in an already damaged light mech.

I already used the example of my stalker? He uses all alpha weapons and gets anihilated when someone gets in close. I simply dont have the heat efficiency to fight someone at that range nor the range of movement. Having lost my jump jets in a game before with my dragonslayer it was as similiar story and while I got one or two good shots off, I was quickly taken out as faster mechs got behind me and destroyed me while I was trying to cool down enough to use my ac.

Jump snipers and high alpha mechs are normally defeated when you close distances that make it hard to operate. The ac40 jager would be the exception but at the same time you can usually out maneuver them and there torso is a great target, there side torsos absorbing alot of damage and since most run xl they can be downed fairly quickly. I stated already that many srm and medium laser using medium mechs with standard engines are more then a match for the ac40 jager.

#964 Cimarb

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Posted 09 January 2014 - 01:55 PM

View PostVarent, on 09 January 2014 - 01:22 PM, said:


that still did not answer my question of how removing alpha ability from the game would effect other chasis? Most of the argument is based around being one shot wich would not occur unless your in an already damaged light mech.

I already used the example of my stalker? He uses all alpha weapons and gets anihilated when someone gets in close. I simply dont have the heat efficiency to fight someone at that range nor the range of movement. Having lost my jump jets in a game before with my dragonslayer it was as similiar story and while I got one or two good shots off, I was quickly taken out as faster mechs got behind me and destroyed me while I was trying to cool down enough to use my ac.

Jump snipers and high alpha mechs are normally defeated when you close distances that make it hard to operate. The ac40 jager would be the exception but at the same time you can usually out maneuver them and there torso is a great target, there side torsos absorbing alot of damage and since most run xl they can be downed fairly quickly. I stated already that many srm and medium laser using medium mechs with standard engines are more then a match for the ac40 jager.

Anything that doesn't get hit is more than a match for an AC40. Avoid/survive the shot every 4 seconds and it is easy to kill. Bring a group and they don't even take two cycles of their weapons. That's beside the point, though.

You keep saying I want to remove high alpha from the game - I don't...

I want to remove the high amount of front-loaded damage (FLD), whether it is one AC20 or an AC20+2xPPC or whatever. Alpha with your AC2s, AC5s, lasers, LRMs, SRMs, MGs, etc all you want - I can torso twist and move to disperse the damage to offset your skill with my own. Shoot me with a large alpha of FLD and my skill at maneuvering means nothing if it connects - every point of that damage instantly gets applied to that one spot.

What does your Stalker alpha? You mention losing your jump jets in your Dragonslayer, but that means you were already missing all of your torso armor and suffering from at least several crits to have taken out your JJs - of course you were about to die!

Take your Dragonslayer into combat. Equip it with all FLD weapons and no jump jets and see how you do over a couple of matches. Now, equip it with all duration/spread weapons and jump jets and see how you do over a couple of matches. Compare your results. Jump sniping performance is dependent on FLD, while FLD performance is not at all dependent on jump jets.

#965 Varent

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Posted 09 January 2014 - 02:08 PM

View PostCimarb, on 09 January 2014 - 01:55 PM, said:

Anything that doesn't get hit is more than a match for an AC40. Avoid/survive the shot every 4 seconds and it is easy to kill. Bring a group and they don't even take two cycles of their weapons. That's beside the point, though.

You keep saying I want to remove high alpha from the game - I don't...

I want to remove the high amount of front-loaded damage (FLD), whether it is one AC20 or an AC20+2xPPC or whatever. Alpha with your AC2s, AC5s, lasers, LRMs, SRMs, MGs, etc all you want - I can torso twist and move to disperse the damage to offset your skill with my own. Shoot me with a large alpha of FLD and my skill at maneuvering means nothing if it connects - every point of that damage instantly gets applied to that one spot.

What does your Stalker alpha? You mention losing your jump jets in your Dragonslayer, but that means you were already missing all of your torso armor and suffering from at least several crits to have taken out your JJs - of course you were about to die!

Take your Dragonslayer into combat. Equip it with all FLD weapons and no jump jets and see how you do over a couple of matches. Now, equip it with all duration/spread weapons and jump jets and see how you do over a couple of matches. Compare your results. Jump sniping performance is dependent on FLD, while FLD performance is not at all dependent on jump jets.


My mistake I should have been saying FLD, both terms are tossed around constantly. That said its standard practice of a centurion (for example) to lower its shoulder as it closes distance. Therebye absorbing damage on one of its arms and its loseable torso section before it opens up with its SRM. Its pretty easy to keep your arm towards an opponent while you weight for the torso rock and then turn to unload on them, keep movement going until you catch there backside then open up again and keep firing. Its not about making an opponent miss as much as its about knowing how to absorb shots properly while coming into a fight and then out maneuvering. The problem with the jager is it has no way to absorb blows at all, losing an arm or a torso are both very very devastating. Where as many other builds can take a pounding, lose both arms and one torso and still maintain 100% combat effectiveness.

Even FLD and how you use your mech is a matter of skill, patience and perseverence on both ends of the equation. That is why I dont see it as an issue in any other mech besides light mechs other then some mediums and heavies that sacrafice this ability to absorb blows for the ability to have large scale weapons. The Jager for example being one of them.

My Stalker's FLD is 40 normally. 50 if I fire everything (ill advised). It is unwieldy in close and often times if im facing an equally skilled opponent they will simply circle and kill me. Its not very hard. Honestly I do it to stalkers all the time. I like to call it the cost of doing business. Its especially prevalent on mechs that use an AC since its will always be the first weapon a smart opponent will target and kill first and its a very easy to target and destroy weapon system.

Regarding my DS, In my leg actually (usually keep them there when I can) and no I was still pretty combat effective in my dragon slayer. That Said without my mobility I was a sitting duck for a flanking lance that took me out. I also have made a point to run ppc and heavy ac before on some of my mediums and heavies like my jager and catphract and frankly I dont like it. I ripped them mostly out and replaced them with quick firing ac and srm as well as MOSTLY medium lasers (since I dont feel large are worth it). I do much better in all of those then I do in the FLD mechs you seem to be fearful of so much.

That said I DO use the heavy ac and ppc on most jump capable mechs because it makes sense on them and works so damn well.

I can only judge from this that there is a valid reason for it since all these changes were based off of what I have found to truly work in game while ignoring the numbers and only judging by results.

#966 Cimarb

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Posted 09 January 2014 - 02:57 PM

I'm not fearful of any build, and I run the builds I am trying to change (AC40 or AC+PPC)

#967 Varent

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Posted 09 January 2014 - 04:26 PM

View PostCimarb, on 09 January 2014 - 02:57 PM, said:

I'm not fearful of any build, and I run the builds I am trying to change (AC40 or AC+PPC)


I did however make a point to answer your question (I think). I still want answered how those builds are less viable compared to an ac40 since I gave examples with weight and how to fight them, strengths weaknesses.

Im not trying to start an argument really. I honestly want to know thoughts etc. If nothing else im trying to figure out why people find the ac40 so hard to conquer when ive seen so many others laugh at it. Perhaps discussing it can help both sides understand.

#968 Cimarb

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Posted 09 January 2014 - 04:49 PM

View PostVarent, on 09 January 2014 - 04:26 PM, said:


I did however make a point to answer your question (I think). I still want answered how those builds are less viable compared to an ac40 since I gave examples with weight and how to fight them, strengths weaknesses.

Im not trying to start an argument really. I honestly want to know thoughts etc. If nothing else im trying to figure out why people find the ac40 so hard to conquer when ive seen so many others laugh at it. Perhaps discussing it can help both sides understand.

The AC40 build isn't difficult to "conquer" and I'm not trying to nerf a certain build or mech. I don't have it out for them, and use them myself every day. There are lots of builds that are effective and good skill can make up for most builds even if they aren't effective (look at the people that can do well in a Locust, for instance). That doesn't mean that those same skilled pilots couldn't be even more effective with a FLD build, and most are.

My issue is with FLD, period. It is significantly better than any other damage type, and that is a problem. PGI is having to make up stupid rules to fix individual weapons, when making them burst fire or spread would significantly reduce the need for any of those systems at all.

Having said that, I think a reduction in ballistics range (to x2 like all other systems) would help quite a bit, and adding a GCD could help, though I think that would be a lot more complex system to get right than it seems at first.

#969 Varent

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Posted 09 January 2014 - 05:46 PM

View PostCimarb, on 09 January 2014 - 04:49 PM, said:

The AC40 build isn't difficult to "conquer" and I'm not trying to nerf a certain build or mech. I don't have it out for them, and use them myself every day. There are lots of builds that are effective and good skill can make up for most builds even if they aren't effective (look at the people that can do well in a Locust, for instance). That doesn't mean that those same skilled pilots couldn't be even more effective with a FLD build, and most are.

My issue is with FLD, period. It is significantly better than any other damage type, and that is a problem. PGI is having to make up stupid rules to fix individual weapons, when making them burst fire or spread would significantly reduce the need for any of those systems at all.

Having said that, I think a reduction in ballistics range (to x2 like all other systems) would help quite a bit, and adding a GCD could help, though I think that would be a lot more complex system to get right than it seems at first.


I disagree. heat efficient light damage types are just as good when applied properly. In fact they can be even better in many situations and especially good against Front load damage since they are more heat efficient and weight less and can out perform front load in close quarters.

#970 YueFei

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Posted 10 January 2014 - 12:57 AM

View PostKhobai, on 09 January 2014 - 03:40 AM, said:


Its a well known fact that mechs die significantly faster in MWO compared to Battletech as a direct result of precise aiming. I really cant see how making MWO resemble Battletech more is a bad thing. The best way to get there is a combination of a damage spread mechanism and internal structure buff.

Another option might be to add area cover bonuses to the game. For example, Battletech gave you cover bonuses for standing in light or heavy woods. It would certainly help increase time to kill if MWO emulated that by giving you damage reduction bonuses while standing in cover. It would also make movement much more tactical, especially if combined with movement penalties for moving through certain terrain (forests would slow you down but also protect you, and water would slow you down considerably). There should be a lot more tactical throught involved in movement; it should be important to consider what type of terrain youre moving through and whether the defensive bonus is worth the speed hit or not.

It would also be nice if PGI added "hardened armor" as well to give players the option to play a more tanky mech at the expense of additional tonnage, speed, and stability. Right now if you want to play something that can tank, your best bet is a light mech, which is pathetic... assaults shouldnt have to cower behind rocks in fear of being shredded by ballistics. Thats NOT battletech.

Hardened armor could also help balance IS and Clans since Clans cant use hardened armor. Allowing IS access to Hardened armor is a way better balancing mechanic than forcing clan mechs to use their base armor and engine values, which makes many clan mechs dead on arrival.

I think hardened armor would be fairly balanced at +20% damage reduction, -20% armor points per ton, -10% max speed/turning speed, and a stability penalty (once knockdowns are readded). Additionally, certain weapons/ammo types could be classed as armor piercing and would partially ignore the damage reduction. Those should be sufficient enough downsides to balance hardened armor.


Yeah, lethality is several times higher. The rate of fire is anywhere between 2.5x and 20x faster. To take a popular dangerous build, you have 2xPPC and 2xAC/5. In TT the DPS would be 3. In MWO, the DPS is 11.66. Armor is doubled, so you can divide by 2, but that still makes it 5.88 DPS vs 3 DPS, or nearly twice the lethality.

Now, combine that with precision aiming and Alpha Strikes all striking the same location. Normally the weapons would strike different armor panels, maybe 2 would hit the same spot. But here, all 4 will hit the same spot. That *quadruples* the lethality.

Combine that with nearly 2x higher DPS vs TT, and you have 2*4=8. 8 times the lethality compared to TT.

Now that's not necessarily a bad thing per se. But we must keep that in mind when comparing TT vs MWO. Do we assume that TT is a good baseline for balance? If so, then the lethality in MWO is too high.

Think of it this way: in TT, a bounding maneuver from one covered position to the next might be safe, as in, you'll take a single round of fire from an enemy mech in that turn, before making it safely into cover. In MWO, you'll not only take twice as much damage relative to TT, but it can all be focused into your torsos. So that makes moving from cover to cover much riskier. Not only that, but in TT you might catch the enemy in enfilade, so that their own mechs block line-of-sight and only the mech at the edge of that line can shoot you. But in MWO, with jump jets, they can *all* take turns jumping over their teammate's shoulders to hit you. So not only is it that a single mech can put several times more effective damage into you compared to TT, but now *several* enemy mechs can shoot at you, not just 1.

Host-State-Rewind also favors the jump sniper when it comes to defensive torso twisting, because by the time you see him on your screen, he has already fired sometime in the past, depending on his latency and your latency. You see a PPC bolt appear, but in reality it was fired 200 milliseconds ago, and even if you react *now* to try to twist to tank the damage on your arm or shoulder, it won't matter because the server is going to rewind the game state and determine that you were hit in the CT. This is why sometimes players say "WTF? I was giving him my shoulder, how did he hit my CT?" HSR, that's why. Same reason sometimes people dive behind cover, and moments later the server tells them they are missing an arm or a shoulder, even though on their screen, the enemy fire clearly missed.

Anyways, all this means it's very very risky trying to close in, even if you aren't being a DERP and directly charging at the enemy in a straight line. You can get pretty hurt running from one piece of cover to the next, even moving diagonally. Not only is it that you take many times more damage than TT, but HSR means you can't even reactively torso twist defensively. Sure, you can permanently give them your shoulder while closing in, but then you aren't returning fire.

It's a tough deal.

#971 YueFei

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Posted 10 January 2014 - 01:04 AM

View PostVarent, on 09 January 2014 - 07:51 AM, said:


I would agree on the last note, but I must still say I feel that is how the game should be. I will admit that is purely opinion but to me it has a correct mechwarrior feel with the current system. When you are fresh as a light mech its not a death sentence. When you are a little beaten up your heart starts racing and you should worry about turning corners more. It gives light mech pilots a reason to play more cautiously and focus more on there role as scouts. I do think this will improve with the onset of CW but either way we will see I suppose.

I feel there are always lucky shots and there should be them out there. Its what players talk and laugh about and to take away the concept of them would make the game abit stale. It may not be something you like while piloting a light mech but even you just admited you laugh when you see it happen to another. Its chuckle worthy. Just as an example I was piloting a locust last night and was one shot in the first minute of the game. I came around a corner and caught an alpha from 2 mechs and died instantly. I could have instantly raged and thrown my arms up but instead I chuckled and said to myself, "I guess thats what I get for going around that corner to fast without stopping to check my seismic." Its all part of the game I feel. If you play smart usually those things dont happen and when they do and they are luck just understand its not going to happen all the time.


Hell one time while I was tracking an AC/40 Jager in my Jenner, I lost sight of him amongst the buildings on Crimson Strait. Based on his speed I should've drawn a mental circle of where he could be, and steered wide. But then I saw an Orion that was nearby beating a hasty retreat. I figured the Jagermech would not want to be isolated and would probably be tagging along with that Orion. So I tracked the Orion... only to blunder right into the Jagermech's ambush. I saw him outta the right corner of my eye, tried to veer away and tap my jump jets... killed by 1 shot to the right side torso.

I didn't complain, I should've known he could be occupying that spot based on a speed/time circle. Instead of running in the streets, with much of my vision obscured by the buildings, I could've jumped on top of the roofs and gained better awareness, probably even spotted that Jagermech from a distance. Or not tunnel-visioned on the Orion with the assumption that the Jagermech would be tagging along with that Orion. Purely my mistake, and a very good shot by the Jagermech pilot, which I congratulated him for.

I have no problem with Light mechs getting swatted by big guns up close.

I do, however, believe Light mechs should be able to stay relatively safe at long range. If a Light mech can't safely avoid most sniper fire at long range, how the heck is he supposed to do his job of scouting the enemy positions and keeping tabs on the enemy mechs, or holding locks for LRMs? If the enemy wants to info-deny, they should be forced to send their own Lights and/or Mediums to push our Light scout mech from that position, not just PPC/AC/Gauss the Light mech to death.

That is at the core of Role Warfare and Information Warfare. That's really where it needs to begin.

It's not about Lights beating Assaults which beat Heavies which beat Mediums. This isn't a series of 1v1 duels, so even if a Light can beat an Assault mech 1v1, it doesn't matter cuz in even a 2 v 2, the Assaults can cover each other and swat those Light mechs off each other's backs. Same way in World of Warcraft, 1 Rogue can defeat 1 Warrior, but when it's 5 Rogues vs 5 Warriors, the Warriors win every time assuming they don't suck (at least that was the case in Vanilla and TBC). Role Warfare isn't about which weight class can beat which other weight class in a duel. It's about each weight class having a vital role to play, and it starts with Information Warfare, which is where the Light mechs come in.

Edited by YueFei, 10 January 2014 - 01:12 AM.


#972 Joseph Mallan

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Posted 10 January 2014 - 05:32 AM

View PostTombstoner, on 09 January 2014 - 12:48 PM, said:

GPS guides munitions exist. http://defense-updat...3_excalibur.htm

I suspect the kinetic energy in a navy cannon is simply too large for current electronics to withstand otherwise then yes you bet your *** the navy would use it.

Current weapons development for the navy is aiming at EM derived propulsion. http://breakingdefense.com/2012/0/new-navy-rail-gun-fires-50-miles-with-no-propellant-latest-test/

or lasers.

Modern weapons development is moving to one shot kill systems or a big red button AKA easy mode. That works for real life.
In a FPS not very fun. As for MWO, targeting technology cant be/shouldn't be much more advance then what influenced the game designers of the 80's. Accurate but imprecise weapons are the backbone of the IP. Otherwise mech cockpits would be one shoted buy 2 man AT team 3 miles away. The IP just dies.

Neither example is shown being fired. Nor how accurate they are when firing multiples at a single target. ^_^

Words like more accurate is fuzzy enough to mean many things where the military is concerned. :angry:

#973 Cimarb

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Posted 10 January 2014 - 07:17 AM

View PostVarent, on 09 January 2014 - 05:46 PM, said:


I disagree. heat efficient light damage types are just as good when applied properly. In fact they can be even better in many situations and especially good against Front load damage since they are more heat efficient and weight less and can out perform front load in close quarters.

What are you disagreeing with? Where I said FLD is better than the other two damage types?

Skill can overcome the disadvantage that duration and spread damage has, and they CAN be just as good when applied properly. All other things being equal, though, FLD has a serious advantage over the other two damage types.

Heat and weight/ammo are supposed to be the balancing differences ballistics and energy weapons, not damage delivery. In TT, all non-missile weapons do their stated damage to a single hitbox once in a ten second period. In MWO, they changed every weapon system to do quicker damage, but only FLD weapons retained the advantage of having 100% of the damage applied to a single hitbox - all other weapons were nerfed so that their damage was dispersed amongst multiple hitboxes in some manner (duration or spread). LRMs, for what it's worth, were also nerfed because they were give a hard range limit of 1000m, when they actually should have the same range as the ERLL and ERPPC (28 hexes), which is just short of the range of an AC2 (which is supposed to do 2 damage in ten seconds, not the insane 38.46 damage it currently does in 10 seconds, but I'm getting off topic).

What I'm getting at is that FLD weapons retained the advantage of damage delivery from TT, but gained both of the advantages of MWO: range boost and firing rate boost. This has caused them to be significantly better than all other weapons systems (though skill differences CAN make up for that, of course).

#974 Varent

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Posted 10 January 2014 - 08:39 AM

View PostCimarb, on 10 January 2014 - 07:17 AM, said:

What are you disagreeing with? Where I said FLD is better than the other two damage types?

Skill can overcome the disadvantage that duration and spread damage has, and they CAN be just as good when applied properly. All other things being equal, though, FLD has a serious advantage over the other two damage types.

Heat and weight/ammo are supposed to be the balancing differences ballistics and energy weapons, not damage delivery. In TT, all non-missile weapons do their stated damage to a single hitbox once in a ten second period. In MWO, they changed every weapon system to do quicker damage, but only FLD weapons retained the advantage of having 100% of the damage applied to a single hitbox - all other weapons were nerfed so that their damage was dispersed amongst multiple hitboxes in some manner (duration or spread). LRMs, for what it's worth, were also nerfed because they were give a hard range limit of 1000m, when they actually should have the same range as the ERLL and ERPPC (28 hexes), which is just short of the range of an AC2 (which is supposed to do 2 damage in ten seconds, not the insane 38.46 damage it currently does in 10 seconds, but I'm getting off topic).

What I'm getting at is that FLD weapons retained the advantage of damage delivery from TT, but gained both of the advantages of MWO: range boost and firing rate boost. This has caused them to be significantly better than all other weapons systems (though skill differences CAN make up for that, of course).


were just gonna argue back and forth on this one. I disagree that they are better on other weapon systems. I actually dont like many of the larger ac. I actually dont even use the ac20 much because I find it to be a very poor weapon overall that teams target and take out to easily. I prefer to use medium laser/machine gun/srm and uac5/ac2/lbx when brawling. Ive found them all to be immeasurably more efficient and consistent in taking out FLD mechs that are super heat inefficient and rely on one weapon or 2 for all that damage that I can easily take out and destroy and block by just lowering my shoulder and closing distance.

#975 Cimarb

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Posted 10 January 2014 - 09:20 AM

View PostVarent, on 10 January 2014 - 08:39 AM, said:


were just gonna argue back and forth on this one. I disagree that they are better on other weapon systems. I actually dont like many of the larger ac. I actually dont even use the ac20 much because I find it to be a very poor weapon overall that teams target and take out to easily. I prefer to use medium laser/machine gun/srm and uac5/ac2/lbx when brawling. Ive found them all to be immeasurably more efficient and consistent in taking out FLD mechs that are super heat inefficient and rely on one weapon or 2 for all that damage that I can easily take out and destroy and block by just lowering my shoulder and closing distance.

But you are dismissing the issue because you don't prefer them yourself. I understand you prefer smaller weapons, just like I understand that Sandpit likes his laser boats - more power to you both! Just because you prefer them, and randomGuy2 prefers Jenners that can't even try to equip one, and randomGuy3 prefers his LRM boat, doesn't mean there isn't an issue with FLD.

It isn't a big enough problem where they HAVE to fix it immediately because the game is broken. I don't think anyone is saying that. Just because there is a decent amount of balance doesn't mean we can't work towards more, though, and if that increased balance works, that we can't then remove all of the silly bandaids PGI has used over the last year to adjust individual weapons and heat.

(Notice how I didn't say HOW to fix it - I think we have a few good suggestions that would work now - I just want to test them)

#976 Varent

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Posted 10 January 2014 - 09:23 AM

View PostCimarb, on 10 January 2014 - 09:20 AM, said:

But you are dismissing the issue because you don't prefer them yourself. I understand you prefer smaller weapons, just like I understand that Sandpit likes his laser boats - more power to you both! Just because you prefer them, and randomGuy2 prefers Jenners that can't even try to equip one, and randomGuy3 prefers his LRM boat, doesn't mean there isn't an issue with FLD.

It isn't a big enough problem where they HAVE to fix it immediately because the game is broken. I don't think anyone is saying that. Just because there is a decent amount of balance doesn't mean we can't work towards more, though, and if that increased balance works, that we can't then remove all of the silly bandaids PGI has used over the last year to adjust individual weapons and heat.

(Notice how I didn't say HOW to fix it - I think we have a few good suggestions that would work now - I just want to test them)


oh I agree with the testing whole heartedly.

And its not about the fact that I prefer those weapons. I prefer those weapons because find FLD ineffective on a brawling mech. That said I know some have found some success with it and some like it and kudos to them. However I truly find it to be a crutch and one very easy to knock out from under someone. I have never put up the same numbers on a brawler with an ac20 that I have with mechs that use smaller more effective weapon systems.

#977 Sandpit

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Posted 10 January 2014 - 09:28 AM

The true fatal flaw with weapons was letting 90% of the community post their opinions about them.... ^_^

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Posted 10 January 2014 - 09:34 AM

View PostSandpit, on 10 January 2014 - 09:28 AM, said:

The true fatal flaw with weapons was letting 90% of the community post their opinions about them.... ^_^


Customers providing "Feedback" is a lot better than regulars posting flame bait followed by ninja masks.

Edited by lockwoodx, 10 January 2014 - 09:34 AM.


#979 Varent

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Posted 10 January 2014 - 09:40 AM

View Postlockwoodx, on 10 January 2014 - 09:34 AM, said:


Customers providing "Feedback" is a lot better than regulars posting flame bait followed by ninja masks.


Customer feedback entails sending a message to customer support or writing a nice detailed letter. I know this because (gasp) ive seen responses to those directly a few times now and seen nice feedback back and forth.

Posting on a forum and complaining and raging (mostly) while using examples about how item(a) ruins item(^_^ for you in game without providing any reasoning besides "I dont like it" is not feedback. That is called "complaining".

#980 Mcgral18

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Posted 10 January 2014 - 09:40 AM

View PostVarent, on 10 January 2014 - 09:23 AM, said:


oh I agree with the testing whole heartedly.

And its not about the fact that I prefer those weapons. I prefer those weapons because find FLD ineffective on a brawling mech. That said I know some have found some success with it and some like it and kudos to them. However I truly find it to be a crutch and one very easy to knock out from under someone. I have never put up the same numbers on a brawler with an ac20 that I have with mechs that use smaller more effective weapon systems.


Well, less damage because it was concentrated on the panel and you would normally kill them faster. My SRM mech can get 4-800 damage and no kills if allies take advantage of the holes it punches, but cant target. My ballistics have gotten kills with much less effort, since you can target whatever weak point is available. Admittedly, no artemis so I can't comment on SRM+A.

Although I've had 500 plus runs with MGs and LPLs, while not a high score, was very fun to play in. Play styles will affect how the weapons work.

Edited by Mcgral18, 10 January 2014 - 02:13 PM.






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