Paging Karl Berg...karl Berg, Please Pick Up The White Courtesy Phone...
#1681
Posted 19 October 2014 - 11:40 PM
Are empty ammo slots counted in the crit roll, or are they ignored?
#1682
Posted 20 October 2014 - 02:41 PM
DarkonFullPower, on 19 October 2014 - 11:40 PM, said:
Are empty ammo slots counted in the crit roll, or are they ignored?
I believe this may have been answered outside of this thread in a previous Ask The Devs or somewhere else. I'll see if I can dig it up for you, but from what I remember, once ammo in that location is expended, it is no longer counted against the crit roll.
In a similar vein, if there is still ammo left, say 3 shots of AC20 ammo in your Right Leg, and it gets crit, you take the damage equal to the remaining ammo count (3) as opposed to the full ton ammo count (7).
#1683
Posted 20 October 2014 - 06:40 PM
Kageru Ikazuchi, on 19 October 2014 - 07:27 PM, said:
That said, this may not help to maintain the balance of the number of groups on each side, and the sizes of those groups, and the skill level of those groups, and the weight class distribution between the two sides. When those things are out of whack, we get pre-determined stomps in the group queue much more often than we do in the solo queue.
One thing I forgot to mention. IMO if solo player opt in is implemented, it should be restricted so that no more than 1 solo player is placed in a lance i.e. no more than 3 solo players per team. This allows groups of 3 to remain together instead of being broken up as fillers for other groups.
#1684
Posted 20 October 2014 - 11:14 PM
p4r4g0n, on 20 October 2014 - 06:40 PM, said:
One thing I forgot to mention. IMO if solo player opt in is implemented, it should be restricted so that no more than 1 solo player is placed in a lance i.e. no more than 3 solo players per team. This allows groups of 3 to remain together instead of being broken up as fillers for other groups.
People were talking about only a single solo player being added to one whole group of 12, never more. Purely as a mechanism to speed up the creation of drops in the group que.
#1685
Posted 20 October 2014 - 11:39 PM
On a related note, if a solo player who opted to drop in both queues drops in group queue, there should be some kind of indicator in the Ready screen or when hitting Tab to indicate which queue he / she is in. Unless of course, the option is restricted to allowing the solo player to drop only in solo or only in group due to technical constraints.
#1686
Posted 21 October 2014 - 02:01 AM
p4r4g0n, on 20 October 2014 - 11:39 PM, said:
p4r4g0n, on 20 October 2014 - 11:39 PM, said:
I think most times it would be pretty obvious with unit tags and all but for those times when it's not a simple symbol would be not too hard to implement I guess. Or maybe a little bit of text saying 'solo dropping' or 'group dropping'.
#1687
Posted 27 October 2014 - 04:54 PM
I just wanted to add a small point from the recent NGNG podcast.
The concept was Elo per mech vs. Elo per weight class.
Your explanation why it would be problematic per mech if players weren't playing the mechs frequently enough made perfect sense.
Instead of full on separate Elo, I think a small modifier that could be from the design team's assessment of that mechs tier or (probably easier) a small modifier to the weight class Elo per mech, as opposed to it's own independent score.
That's all, great podcast it was fun hearing you speak on the MM.
#1688
Posted 27 October 2014 - 08:13 PM
Ultimatum X, on 27 October 2014 - 04:54 PM, said:
Phil's point that a CDA is not equal to a SCR is valid (judging by the Chassis leader board, no medium is equal to a SCR).
One option for implemention would be a global adjustment on a variant-by-variant basis using a similar computation to the one that was done for groups.
While this won't solve everything, it should help some.
#1689
Posted 28 October 2014 - 05:03 AM
Kageru Ikazuchi, on 27 October 2014 - 08:13 PM, said:
One option for implemention would be a global adjustment on a variant-by-variant basis using a similar computation to the one that was done for groups.
While this won't solve everything, it should help some.
Quirks will help solve that too. If you balance the mechs (which quirks will allow), then you don't need modifiers.
Modifiers just muck up the math in the long run.
#1690
Posted 28 October 2014 - 01:08 PM
#1691
Posted 28 October 2014 - 01:17 PM
Heffay, on 28 October 2014 - 05:03 AM, said:
Quirks will help solve that too. If you balance the mechs (which quirks will allow), then you don't need modifiers.
Modifiers just muck up the math in the long run.
I agree that quirks will help, and I am very anxious to see what happens on Nov 4th, but the best thing about a minor Elo modifier for each variant would be that it could be dynamic. In the long run, as different chassis and variants get tweaked to help balance the playing field, the modifiers would change, and highlight the need for additional tweaks (or removal or scaling down of the quirks).
#1692
Posted 30 October 2014 - 11:56 AM
So, adding variables actually makes the balance process less efficient and effective - in other words, it just mucks up the math in the long run.
#1693
Posted 30 October 2014 - 12:17 PM
Part of the problem with the Locust is that its legs are disproportionally weak for its size. Following a linear progression, the Locust ought to have 10 internal structure and 20 max armor - after all the Commando has 12/24, and the Spider has 14/28. However, the design team gave the Locust a mere 8/16 structure/armor - in essence a 20% reduction in leg durability. I don't believe this was a design decision on their part; they just imported the canon numbers from tabletop BattleTech.
This was a mistake; I won't bore you with the nuts and bolts, but the Locust (or any 20-ton or lighter 'mech) could easily reach speeds that gave it an extra +1 modifier to its target number to get hit. Because of the bell-curve nature of the 2D6 system, this made the Locust significantly harder to hit than heavier chassis, and thus the legs (and arms, for lower tonnages) were reduced. This relationship does not exist in MWO - the difficulty of hitting a fast-moving target is linear and dependent on the weapon you're using as well as the target's speed.
So! Finally my question is: Do you know if the design guys have identified this facet of the Locust's design problems, or is the same issue going to recur every time they release a 20-ton or lighter BattleMech?
#1695
Posted 31 October 2014 - 12:10 AM
#1697
Posted 31 October 2014 - 10:35 AM
Right now, if players don't care what gamemode they get, they can check all of them and therefore give the matchmaker an easier time finding them a match.
What if we did the same concerning weight classes? Create a 100% voluntary option for solo queue players to create a 4-mech "dropship" containing a mech of each weight class and allow the matchmaker to choose his class when slotting him into a game. Surely the matchmaker would have an easier time with such players?
I know this is a feature that'd require a bit of work, but you've said that gouging wait times is a priority for you.
Edited by Rebas Kradd, 06 April 2015 - 08:55 AM.
#1698
Posted 31 October 2014 - 02:23 PM
Void Angel, on 30 October 2014 - 12:17 PM, said:
Part of the problem with the Locust is that its legs are disproportionally weak for its size.
So! Finally my question is: Do you know if the design guys have identified this facet of the Locust's design problems, or is the same issue going to recur every time they release a 20-ton or lighter BattleMech?
Yeah I can see how that should definitely be on the table for consideration.
But I'd guess one other way to handle this could be through quirks depending on mech geometry.
One thing I'd love to see considered is boost overall armor by 25%, by separating the shared front and back torso sections and adding any remainder to the legs.
Here's an example for the different tonnages about what I mean:
#1699
Posted 01 November 2014 - 08:36 PM
#1700
Posted 01 November 2014 - 08:59 PM
Void Angel, on 01 November 2014 - 08:36 PM, said:
Exactly why you don't want to just "buff the worst" all the time. Nerfs need to happen too, or you end up with power creep.
13 user(s) are reading this topic
0 members, 13 guests, 0 anonymous users