Edited by Melissia, 27 November 2011 - 02:25 PM.
The Alpha Strike & Boating: Two sides of the same coin.
#201
Posted 27 November 2011 - 02:25 PM
#202
Posted 27 November 2011 - 02:26 PM
#203
Posted 27 November 2011 - 02:43 PM
#204
Posted 27 November 2011 - 03:04 PM
Melissia, on 27 November 2011 - 02:25 PM, said:
I like this idea. Having coolant flush only be good for keeping the 'Mech from shutting down and ammo from exploding. Since the coolant is boing focused towards the Engine and Ammo bays, it doesn't cool down the entire 'Mech just keeps them from redlining.
#205
Posted 27 November 2011 - 03:07 PM
#206
Posted 27 November 2011 - 03:09 PM
#207
Posted 27 November 2011 - 03:12 PM
Malavai Fletcher, on 27 November 2011 - 03:07 PM, said:
No one is saying that. People are saying to remove coolant flush as an option because what will happen is you alpha, overheat, flush coolant and go again.
People need to be considerate of their heat gauge and if it means waiting a few extra seconds before firing then so be it. Heat dissipates depending on the number of heat sinks and the environment anyway, If you decide though to overheat by firing your all laser boat and you're helpless while your system desperately tries to take heat way then you need to reconsider tactics.
Edited by Black Sunder, 27 November 2011 - 03:14 PM.
#208
Posted 27 November 2011 - 03:26 PM
Black Sunder, on 27 November 2011 - 03:12 PM, said:
No one is saying that. People are saying to remove coolant flush as an option because what will happen is you alpha, overheat, flush coolant and go again.
People need to be considerate of their heat gauge and if it means waiting a few extra seconds before firing then so be it. Heat dissipates depending on the number of heat sinks and the environment anyway, If you decide though to overheat by firing your all laser boat and you're helpless while your system desperately tries to take heat way then you need to reconsider tactics.
hmmm,no one is saying remove coolant flush?
Black Sunder, on 27 November 2011 - 02:43 PM, said:
Nik Van Rhijn, on 27 November 2011 - 02:26 PM, said:
Zakatak, on 27 November 2011 - 01:12 PM, said:
Three people mentioned it on this page,you did twice.I am not fighting a battle for laser boaters.
I could shut down mechs and kill them in a matter of seconds in MW4 as it is,the right map,flamers and arty beacons,wait for them to fire,overload their heat,drop arty on them.To remove the chance to flush coolant and remove heat from your mech will make this even easier!
#209
Posted 27 November 2011 - 03:28 PM
#210
Posted 27 November 2011 - 03:34 PM
Malavai Fletcher, on 27 November 2011 - 03:26 PM, said:
I could shut down mechs and kill them in a matter of seconds in MW4 as it is,the right map,flamers and arty beacons,wait for them to fire,overload their heat,drop arty on them.To remove the chance to flush coolant and remove heat from your mech will make this even easier!
So are you saying the only way to remove heat is to coolant flush?
dm5k, on 27 November 2011 - 03:28 PM, said:
But think of all the heat they won't have to deal with anymore.
Edited by Black Sunder, 27 November 2011 - 03:35 PM.
#211
Posted 27 November 2011 - 03:43 PM
dm5k, on 27 November 2011 - 03:28 PM, said:
Are we talking the massive, bulky things with only 8 shots per ton? Seems to me that limited battlefield endurance is a penalty.
How about the variants introduced after 3060? Seems to me that that probably wont be an issue unless they alter the timeline, but even then, that isn't a terrible issue given the weight/bulk and reload times of most Gauss weapons.
The only one I see being a potential issue is Clan Jade Falcon's AP Gauss Rifle (introduced in 3069) as it's only 0.5 tons/1 space and holds 40 shots/ton, but only 3 damage per makes it only mildly more dangerous than a Machine Gun. Put 10 of then together to make a Pirahna and we are down to 4 shots/ton for a 30-point Alpha.
I guess you are thinking Clan-style battles where endurance doesn't matter and teams don't exist, but in a team-based game with combats lasting more than 2 minutes, your concerns seem odd to me.
#212
Posted 27 November 2011 - 03:47 PM
Black Sunder, on 27 November 2011 - 03:34 PM, said:
So are you saying the only way to remove heat is to coolant flush?
The only way to remove heat quickly on some maps is to coolant flush,which is why i said "the right map".Mechs even in stock aren't built to stand upright against a constant attack by flamers,the hotter the map the quicker you will shut down.
#213
Posted 27 November 2011 - 03:49 PM
@ Black Sunder
My point is that people would find a way around the heat penalties from a laser boat. I would be happy if an alpha strike wasn't as accurate compared to if you fired single fire instead.
Edited by dm5k, 27 November 2011 - 03:50 PM.
#214
Posted 27 November 2011 - 03:52 PM
Jervinator, on 27 November 2011 - 03:43 PM, said:
I guess you are thinking Clan-style battles where endurance doesn't matter and teams don't exist, but in a team-based game with combats lasting more than 2 minutes, your concerns seem odd to me.
This is a bizarre comment to me,are you under the impression that fighting against a clan means they use only tactics found in CBT lore?
#215
Posted 27 November 2011 - 04:05 PM
Malavai Fletcher, on 27 November 2011 - 03:52 PM, said:
This is a bizarre comment to me,are you under the impression that fighting against a clan means they use only tactics found in CBT lore?
I was thinking the traditional Clan combats which are often (but not always) a series of duels. However, given that each Clan has it's own ideas about Zellbrigen, your point is taken, at least insofar as combat styles do vary.
Would it have been better if I had used Solaris arena duels as an example instead?
#216
Posted 27 November 2011 - 04:48 PM
When it comes to actually playing this game i will find my home with a clan Hells Horses if its at all possible,we roleplayed a little back in our league,but our emphasis was more on developing tactics and fine tuning our teamwork.
We only offered Zell to two teams and accepted it from one in the whole time i played in the league.The two times we offered it was because the drops against the team had been absolutely amazing,back and forward fights.What should of been settled in two or three nights of drops went on till one team literally had no mechs left.Then we would give them the chance to drop the last of their mechs and fight each mech one on one.The rest of the time we would use intelligence about who we were fighting and devise a tactic around that,exploiting their weaknesses and trying to win with the least possible trouble for us.
Not very clan like,but hugely immersive and incredibly tactical,we didn't use clan tactics in league drops because clanners in CBT lore seem to lack self preservation,our aim was to win,not stay true to CBT.
#217
Posted 27 November 2011 - 05:16 PM
There needs to be a mechlab in the game if not it is nothing more than a fighting game to me. This allows us to build and play to our strengths and cover our weaknesses. A laser boat suffers from heat so they cannot keep firing as effectively or have less weapons for more heat sinks. Missile and ballistic boats suffer from both heat and ammo shortages. So in my opinion AS and groupfire is already pretty well balanced as is. Also, to make to make AS less of a problem the weapons don't deal damage to one location. And if they add the special armors Reflective and Reactive and AMS, and if they can chaff for missiles as standard equipment on mechs, the problem lowers even further. The problem of poptarts could be solved by the same method as most FPSs while jumping your accuracy is lowered. Building mechs to cover certain areas is good for teamwork if not calls for even more teamwork, in my opinion
#218
Posted 27 November 2011 - 06:18 PM
Considering the way that weapons were fired in previous MW titles, one would simply aim, fire, and each of the individual weapons would, with varying degrees of accuracy, hit the same point. That is essentially what leads to "boating," since all weapons, whether lasers, PPCs, ACs, etc., all hit the same point with varying degrees of accuracy.
Now, in conventional combat this is not the case. Few weapon platforms have the capability of firing multiple platforms and striking the same point due to the barrels being offset from one another. One exception that comes to mind, fighter aircraft from WWII, fire multiple machineguns under each wing and are zeroed at a certain range, but within and beyond that range there is a significant spread. If they weren't zeroed at a particular range, they would be largely ineffective since they were generally just throwing a bunch of lead downrange.
The solution is simple in my mind: fix weapons to be zeroed at a certain range. Firing all weapons at once should be allowed, but it shouldn't be a surgical strike. It SHOULD be more like a giant shotgun blast, since all the weapon platforms have been calibrated independent of one another.
#219
Posted 27 November 2011 - 08:29 PM
As far as canon goes, I wouldn't object to some sort of chance based system of a critical overload on mech components, BUT if you were to do something like that I'd also like to see a customisation option to reinforce the electronics/engineering systems of your mech, so that it better copes with the stresses and strains of an alpha strike. Maybe this could be heavy as well as take a few crit slots (gotta fit in all those heavy gauge wires and redundant power couplings right?), that should balance out the alpha strike capabilities by forcing a reduction in total firepower, armour, or speed.
Boating would be better fixed by rebalancing the weight, crit, and damage aspects of the canon weaponry, as unpopular as that may be it's the only real way to stop stuff like ER Med filling just about every spare slot on a mech
#220
Posted 28 November 2011 - 11:20 AM
Taurich, on 27 November 2011 - 08:29 PM, said:
As far as canon goes, I wouldn't object to some sort of chance based system of a critical overload on mech components, BUT if you were to do something like that I'd also like to see a customisation option to reinforce the electronics/engineering systems of your mech, so that it better copes with the stresses and strains of an alpha strike. Maybe this could be heavy as well as take a few crit slots (gotta fit in all those heavy gauge wires and redundant power couplings right?), that should balance out the alpha strike capabilities by forcing a reduction in total firepower, armour, or speed.
Boating would be better fixed by re-balancing the weight, crit, and damage aspects of the canon weaponry, as unpopular as that may be it's the only real way to stop stuff like ER Med filling just about every spare slot on a mech
The Dev could force the use of Targeting Computers to allow more than 2-3 weapons to be convergent at any one time.
BT rules have it that a TC weighs 1 Ton for everyone 4 tons of weaponry tied into it (rounded up). To test, take a low end Medium Mech and build your Boat. Then take the total Weapon Weight and subtract 1T for every 4T of weapons you want to Alpha. That TC will soon become a drain on available weight. High end Mediums and Heavies eat weight up real quick.
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