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Two More Simple Solutions!


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#1 Charles Seneca

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Posted 11 February 2014 - 09:32 AM

Proper implementation of reticle shake could really improve the game and solve a lot of problems. As follows:

- For speeds <= 40kph no reticule shake
- A steady increase in shake in 10kph intervals with 100% shake at speeds of say 150 Kph+ (example only).

1. Makes logical sense.
2. Helps with the weapon convergence (pin point hit) problem.
3. Light mechs unhittable cos they are so fast? Well now they need to slow down if they want to hit you! Making them more vulnerable...

The shake should be very minimal to begin with, being barely noticeable at 50-60 kph and should increase in an exponential rather than linear fashion so that shooting a target at 1000m while doing 100 kph should be possible (though very unlikely) while at 150kph pulling off the same shot should be miraculous!

The devs could also introduce a "targeting computer" which would reduce reticule shake.

Of course the above would make pop-tarting even more valuable. So...

1. As others have said, make jumping with 1 JJ enough to get you barely off the ground, with hight increase more dependant on the number of JJs.

2. JJs cause internal heat (actually they can do damage to nearby mechs just like flame throwers - "I am Jade Falcon"). Have JJs significantly heat up the user. The more JJs the more heat, but never generating enough heat to cause shut-down.

By the time a mech has enough altitude to "pop" over a 1 story building (requiring at least 2 JJS for example) it should have generated so much internal heat that firing more than a single PPC (or large laser for that matter) should result in shutdown and possible internal damage.

Voila!

Edited by Charles Seneca, 11 February 2014 - 09:36 AM.


#2 Bagheera

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Posted 11 February 2014 - 09:37 AM

Please explain why you want to nerf my 80-90kph Hunchbacks? Were they so dominating and OP that people complained on the forums about them?

What about the Cent-D and the -3C Treb? Why do you want to nerf those as well? Do 116kph mediums somehow ruin the game?

Sarcasm aside, your idea is WAY too broad stroke to solve anything, but thank you for playing.

#3 Alcom Isst

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Posted 11 February 2014 - 09:38 AM

View PostCharles Seneca, on 11 February 2014 - 09:32 AM, said:

Light mechs unhittable cos they are so fast?


Edited by Alcom Isst, 11 February 2014 - 09:46 AM.


#4 Bilbo

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Posted 11 February 2014 - 09:38 AM

This won't make everyone want to sit back and snipe at all.

#5 Bront

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Posted 11 February 2014 - 09:40 AM

Are light mechs really that overpowered?

They're quite hit-able, and they already have trouble aiming due to their speed. What you're instead doing is badly nerfing the mid-speed mechs unnessessarily (Like the above hunchback).

#6 Noesis

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Posted 11 February 2014 - 09:46 AM

Jump jets or lift jets essentially cause a pressure wave with the thruster that creates a thrust force in a certain direction. If this applied force is greater than the weight of the object it lifts into the air in the opposite direction of this wave. It is the magnitude of the applied force that then creates the amount of shake. So it is irrelevant how fast a Mech is traveling in relation to the ground when the JJs are used to the amount of shake applied so no it does not make logical sense.

Your proposal as you rightly say would of course benefit ridge hugging pop tarters who are practically stationary and instead penalise lights on the move. Neither of which would correct problems with pop tarters and penalie light mobility and defence when it is not really required.

The idea of taxing the amount of lift with the number of JJ's applied however does make more sense to me and a viable reason to try and make more than 1 JJ used on a mech. Also the idea of turning in the air could have this capability relative to the number of JJs used also.

#7 Noesis

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Posted 11 February 2014 - 09:52 AM

Just noticed that I think you meant applied shake with increased ground speed and not associated with JJ's.

For which this already happens as a Mech travels across the terrain. It is already an issue for lights to have a less capable aim due to their mobility and they also tend to use weapons that spread with aim, e.g. lasers. Which are effected by this relative mobility more than larger Mechs due to beam spread, same with SRM use and leading targets.

Also GYRO, it is there for a reason.

If anything we need to encourage mobility in this static sniping game, and certainly not penalise a lights defense mechanism (speed) when they are already fragile enough.

#8 Corvus Antaka

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Posted 11 February 2014 - 09:55 AM

the issue is much more the lock arms to torso feature that greatly enhances stability and pinpointing ability.

#9 Stelar 7

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Posted 11 February 2014 - 10:02 AM

You lost me at, "lights are unhittable" because that is patently false however just FYI, Mechs are on average 12 meters tall, 1 story buildings are, on average, 5 meters tall. 1 JJ is supposed to confer 6 meters of clearance in TT, MWO it really depends on how you use it.

#10 Artgathan

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Posted 11 February 2014 - 10:08 AM

Guys, clearly the Assault Mechs are not strong enough in comparison to all other mechs - they are still killed by them! I have devised a system to prevent this from happening in the future.

#11 Charles Seneca

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Posted 11 February 2014 - 10:20 AM

Quote

Just noticed that I think you meant applied shake with increased ground speed and not associated with JJ's.


Thank god for that your first post had me thinking "Wtf is this guy on?" :)

To everyone else I said

Quote

and should increase in an exponential rather than linear fashion


Mechs doing ~100kph would not be severely nerfed at all. Sure long range shots would be very hard but that's it. We're talking a small reticule wobble even at 100kph - just enough to make those long range shots which would normally hit - miss, but barely effecting short to medium range. Futhermore lights defense mechanism would not be affected - my suggestions do not make lights any slower or faster than they currently are.

Quote

You lost me at, "lights are unhittable"

When you quote someone you are supposed to ACTUALLY quote them - not paraphrase so as to totally misrepresent what was said. :wacko: "Light mechs unhittable cos they are so fast?" Note the "?". For the record, I don't find them unhittable at all.

Bilbo has a good point. But the game is practically sniper-wars already, especially at higher skill levels. If pop-tarting was eliminated only "normal" sniping would be available - which usually takes place at very low speeds anyway (moving back and forth to and from cover) and so would be unaffected by my suggestions.

Quote

the issue is much more the lock arms to torso feature that greatly enhances stability and pinpointing ability.

That's a good point. The feature should simply be removed.

Quote

Guys, clearly the Assault Mechs are not strong enough in comparison to all other mechs - they are still killed by them! I have devised a system to prevent this from happening in the future.

And just the other day I was apparently a locust pilot! :P

Edited by Charles Seneca, 11 February 2014 - 10:22 AM.


#12 Noesis

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Posted 11 February 2014 - 10:23 AM

View PostCharles Seneca, on 11 February 2014 - 10:20 AM, said:

Futhermore lights defense mechanism would not be affected - my suggestions do not make lights any slower or faster than they currently are.


Yes it does as you are suggesting a need for lights to slow down in order to being able to aim effectively.

#13 Stelar 7

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Posted 11 February 2014 - 10:31 AM

When you propose a solution to "unhitable?" lights you want me to put more weight on a ? than on all the characters you spent saying mechs moving more than 40kph should have their accuracy nerfed? I read your whole post and nothing in your OP suggests you think lights are easy pickings, they suggest you want them to slow down to the speed of an Atlas to have a chance to hit what they are aiming at.

Simple solutions to complex problems are almost universally bad. They lack the nuance to properly fix things. In this case you are solving 'problems' that in one case apparently you don't agree is a problem and in the other I definitely don't agree is a problem. Your "solutions" would make JJ nearly useless since the heat you are proposing would be crippling, not just to shots in the air but shots for the next 15 seconds after while the heatsinks sink.

I think you need to spend more time playing and less time trying to 'solve' the games 'problems'.





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