

Suggestions How To Desync The Current Ppc&ac Meta, Plus Some Thoughts On (Ab)Use Of Jumpjets
Started by Ryoken, Jan 15 2014 05:52 PM
129 replies to this topic
#121
Posted 20 January 2014 - 12:04 PM
Its funny, because all of the things people complain wholesale now were pointed out before closed beta even launched;
"hey, these were the problems in the earlier Mechwarriors that were game breaking, you should avoid those mistakes by....."
"hey, these were the problems in the earlier Mechwarriors that were game breaking, you should avoid those mistakes by....."
#122
Posted 20 January 2014 - 01:18 PM
Mystere, on 19 January 2014 - 08:54 PM, said:
I'd agree with you, if it wasn't for the catastrophic -- possibly even fatal -- effects it would create for the game.
Unless of course we had a sudden influx of those who'd left the game (for many reasons) to balance those who'd left?
#124
Posted 20 January 2014 - 09:37 PM
For Jumpjets, a heat increase would be a good idea...
However here's another suggestion...
How about the use of the jumpjets automatically centers your torso on both the x & y axis and locks the freedom of movement of the targeting cursor to only the y-axis while in flight. This should cut down of poptarting.
If you want the Jumpjets to be used for what they're actually supposed to be used for (terrain clearance) then also give them 20% increase in forward momentum on activation and a 50% decrease in yaw to the left and right...
However here's another suggestion...
How about the use of the jumpjets automatically centers your torso on both the x & y axis and locks the freedom of movement of the targeting cursor to only the y-axis while in flight. This should cut down of poptarting.
If you want the Jumpjets to be used for what they're actually supposed to be used for (terrain clearance) then also give them 20% increase in forward momentum on activation and a 50% decrease in yaw to the left and right...
#125
Posted 20 January 2014 - 10:08 PM
Ryoken, on 15 January 2014 - 05:52 PM, said:
In the current meta it is a lot of synced PPC&ACs for several reasons. Both weapons do deliver pinpoint damage. Similar projectile speed (exsp. AC5&PPC). And in case of the AC the extreme DPS.
So as it has been discussed in the NGNG Stream (http://www.nogutsnog...8c42d65e7d4e577) to desync those two weapons, as they did desync the Gaussrifle with its charging mechanism.
Autocannons are a tad out of line in my opinion. As soon as you have ballistic hardpoints on a mech, it is put ACs on it ftw. And as soon as you put ACs on there the damage per match gets up to the roof. Therefore they should be looked at first when it comes to rebalancing/desyncing. One suggestion would be to change ACs from making pinpoint damage with one projectile into firing a burst of projectiles with each shot and therefore make them spead damage.
PPCs nowadays work fine according to my observations. (But er-ppcs could need some love as they are hardly seen because of the heat problems) Never the less one way to also desync the PPC from the powerfull pinpoint-syncspeed-combo that rules the current meta could be to derive the PPCs of their pinpoint damage as well. For example they could do some splash damage to adjecent locations as the particle containing bubble splashes on the enemy mech armor. Like 7 damage to the hit location and splitt the remaining 3 points of damage to adjecent locations.
Then there are jump jets that need another look to. As it is jump jets do not provide an additional way of mobility but also and very much an additional way of fighting - jumpsniping.
Concerning balancing Jumpjets and heat I just wanted to add that in TT, even if you jump only one hex, the minimum heat generated is 3! not 1! So maybe heat may be some tool of adjustment.
Also rules for building mechs could be changed. As it stands now most mechs only mount one jumpjet to minmax its use. So maybe also giving a minimum of 3 jumpjets may be a way to tool around.
I also like the ideas of recharge and precharge time discussed, or even more JJ-shake.
So what do you guys think? And please try to be polite and constructive, insults and capslock do not bring us any further.
Cheers, Ryo
So as it has been discussed in the NGNG Stream (http://www.nogutsnog...8c42d65e7d4e577) to desync those two weapons, as they did desync the Gaussrifle with its charging mechanism.
Autocannons are a tad out of line in my opinion. As soon as you have ballistic hardpoints on a mech, it is put ACs on it ftw. And as soon as you put ACs on there the damage per match gets up to the roof. Therefore they should be looked at first when it comes to rebalancing/desyncing. One suggestion would be to change ACs from making pinpoint damage with one projectile into firing a burst of projectiles with each shot and therefore make them spead damage.
PPCs nowadays work fine according to my observations. (But er-ppcs could need some love as they are hardly seen because of the heat problems) Never the less one way to also desync the PPC from the powerfull pinpoint-syncspeed-combo that rules the current meta could be to derive the PPCs of their pinpoint damage as well. For example they could do some splash damage to adjecent locations as the particle containing bubble splashes on the enemy mech armor. Like 7 damage to the hit location and splitt the remaining 3 points of damage to adjecent locations.
Then there are jump jets that need another look to. As it is jump jets do not provide an additional way of mobility but also and very much an additional way of fighting - jumpsniping.
Concerning balancing Jumpjets and heat I just wanted to add that in TT, even if you jump only one hex, the minimum heat generated is 3! not 1! So maybe heat may be some tool of adjustment.
Also rules for building mechs could be changed. As it stands now most mechs only mount one jumpjet to minmax its use. So maybe also giving a minimum of 3 jumpjets may be a way to tool around.
I also like the ideas of recharge and precharge time discussed, or even more JJ-shake.
So what do you guys think? And please try to be polite and constructive, insults and capslock do not bring us any further.
Cheers, Ryo

Definitely issues that need to be looked at for sure.
Jump sniping as its used now is mostly just an exploit creating a "very low risk" vs "high reward" scenario, which is just completely out of place of MWO's version of real time combat. Basically its an exploit against most other mechs (of course the exploiters will flatly deny it).
AC's even with their higher tonnage costs are simply the best weapon systems in the game. Low heat, plenty of ammo per ton, VERY fast cooldown times, and 2-3x the range of most other weapons, fire and turn ability (dont have to keep facing the target like lasers for example), and lastly limited hardpoints on all chasis for different weapons (so you can't make something competitive like a 10 medium laser victor or something to that effect). They have all the qualities that highly benefit our real time combat game with limited hardpoint totals.
PPC's I could see the heat being lowered with a much slower projectile speed. Knock it down to 600'ish like ac20's are now. Not that I want them synced, but if you are going to lower that heat you need to offset it with a much higher cooldown time (6-7 seconds), and/or a much slower speed so at range they arent godly again.
Edit: Typos
Edited by WarZ, 20 January 2014 - 10:26 PM.
#126
Posted 20 January 2014 - 10:12 PM
ZippySpeedMonkey, on 20 January 2014 - 09:37 PM, said:
For Jumpjets, a heat increase would be a good idea...
However here's another suggestion...
How about the use of the jumpjets automatically centers your torso on both the x & y axis and locks the freedom of movement of the targeting cursor to only the y-axis while in flight. This should cut down of poptarting.
If you want the Jumpjets to be used for what they're actually supposed to be used for (terrain clearance) then also give them 20% increase in forward momentum on activation and a 50% decrease in yaw to the left and right...
However here's another suggestion...
How about the use of the jumpjets automatically centers your torso on both the x & y axis and locks the freedom of movement of the targeting cursor to only the y-axis while in flight. This should cut down of poptarting.
If you want the Jumpjets to be used for what they're actually supposed to be used for (terrain clearance) then also give them 20% increase in forward momentum on activation and a 50% decrease in yaw to the left and right...
Once again, don't forget about the lights!

#127
Posted 20 January 2014 - 10:14 PM
You take the charge from the gauss, and put it on PPC's.
Problem solved.
Problem solved.
#128
Posted 24 January 2014 - 12:26 AM
Its pretty clear that JJ are not how they are suppose too function. Instead of a long drawn out thrust into the air it suppose too be a burst up or in what ever direction your mech was facing since the JJ are on the back of the mech, second apon touch down the mech would take 1 -2 stall before being able too move, 3rd the heat generated by the JJ would be in the region of 30-40 % heat and lastley the recharge time would take any where between 2-3 before the JJ would start too regen. As for foward thrust if you were running foward say at the speed a HGN moves 60 odd something if the JJ was fired at that speed the mech should leap foward 120 as it describes in BT not like 3 meters. And the last thing is if a 90 ton mech should jump its full 110 straight up with no thrust too use while coming too land it should damage the leg actuators big time. So if I round it up JJ should be used for a mobility advantage while poptarting has its place in MWO if the JJ were done correctly it would make it both a harder tactic but more skill full Landing should also be there if you land wrong you topple over or suffer a huge movment decrease.. If you want a good example play Mechwarrior living legends and use the jump jets thats exactly how it is suppose too function.
A few fixes MWLL team used too adress JJ poptarting.
A few fixes MWLL team used too adress JJ poptarting.
- Mech HUD shake on ascent - Reduced the amount of time the pilot has to locate and fire at a target to the descending arc of a jump
- Slower Jump Jet energy recharge - Increased delay before JJ energy starts to recharge. This reduces the frequency the pilot may poptart.
- Jump Jets produce more heat - Another balance change to reduce the effectiveness of Alpha strike poptarters.
#129
Posted 24 January 2014 - 12:34 AM
xMEPHISTOx, on 19 January 2014 - 06:35 PM, said:
This ^
Not this ^
FYI, jump sniping in mwo probably requires the most skill level to be good at, as opposed to the contrary arty/airstrik ez mode bs.
^ Not by how it is in MWO it was one of the easiest tactics due too the dullness of the jump jets and lack of phsyics I'v done it myself and its by far the most powerfull construction on the field if the jump jets were like how they were in battletech then it would take skill but this no heat , no shake , no foward thrust and pin point high alpha {Scrap} is not even close. In battletech there was a total of 8 pilots who could effectively shoot while in the air.
Not this ^
FYI, jump sniping in mwo probably requires the most skill level to be good at, as opposed to the contrary arty/airstrik ez mode bs.
^ Not by how it is in MWO it was one of the easiest tactics due too the dullness of the jump jets and lack of phsyics I'v done it myself and its by far the most powerfull construction on the field if the jump jets were like how they were in battletech then it would take skill but this no heat , no shake , no foward thrust and pin point high alpha {Scrap} is not even close. In battletech there was a total of 8 pilots who could effectively shoot while in the air.
#130
Posted 24 January 2014 - 06:43 PM
Well none of the previous bt/mw games have gotten it right either, w/exception to Battletech: Solaris (aol) of which it was damn near impossible to jump snipe, but that is really the last and only bt/mw game that was even close to TT values.
And while it is not a perfect mechanic at this time in MWo it is still far better than the mw3 and 4 versions in which a light could fly as if they were LAM's, which I always thought of as being silly and was in large part why I did not take those titles to seriously as I had with versions of bt/mw games.
And while it is not a perfect mechanic at this time in MWo it is still far better than the mw3 and 4 versions in which a light could fly as if they were LAM's, which I always thought of as being silly and was in large part why I did not take those titles to seriously as I had with versions of bt/mw games.
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