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#61 Appogee

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Posted 20 March 2014 - 12:34 AM

View PostMaster Maniac, on 20 March 2014 - 12:23 AM, said:

LRMs *are* the problem if they are a problem when boated.
It's more subtle than that.

PPCs weren't by themselves the issue. It was Stalkers carrying and firing 4 of them all at once that was the issue. PGI's remedy wasn't only change the speed and heat of PPCs, they also added a whole new game mechanic (ghost heat) to discourage the boating of them.

Gauss wasn't the problem. It was the ability to group them with PPCs and fire simultaneously for pinpoint damage, that was the problem. So PGI introduced the Gauss-charge mechanic.

(I happen to think both of the above solutions were hamfisted and clunky and there were better solutions available, but that's beside the point.)

Now, LRMs aren't the problem. It's boating 50+ of them - especially when multiple Mechs do it - that is the problem.

#62 Master Maniac

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Posted 20 March 2014 - 01:15 AM

View PostAppogee, on 20 March 2014 - 12:34 AM, said:

It's more subtle than that.

PPCs weren't by themselves the issue. It was Stalkers carrying and firing 4 of them all at once that was the issue. PGI's remedy wasn't only change the speed and heat of PPCs, they also added a whole new game mechanic (ghost heat) to discourage the boating of them.

Gauss wasn't the problem. It was the ability to group them with PPCs and fire simultaneously for pinpoint damage, that was the problem. So PGI introduced the Gauss-charge mechanic.

(I happen to think both of the above solutions were hamfisted and clunky and there were better solutions available, but that's beside the point.)

Now, LRMs aren't the problem. It's boating 50+ of them - especially when multiple Mechs do it - that is the problem.


I see what you're saying, but - as you say - that's only part of the issue.

The *main* issue, and it is an issue, is that player skill and player-to-game input *is* a distinct factor when it comes to weapon mechanics. Pinpoint weapons are powerful (at least they are now - who knows what they'll nerf into oblivion in their quest to make this game as munchkin-friendly as possible), but this power comes at an extremely high demand on the player. That *is* a factor, no matter how much the superleet MOBA pros want to deny it in their quest to make everything numbers based.

A free-floating reticule makes it so that the slightest twitch can send your OMG ONE HIT KO super shot flying off into space, missing the target by inches. And that's if they're just standing still. There are dozens of variables for the player to contend with when aiming and lining up a precise shot - there's two at most when the player is using LRMs. That is why there is a stark difference between the two weapons.

Boating ballistics means you are heavily vulnerable while you wait for a painfully slow recycle, and more often than not, you're sitting right in the enemy's line of sight. Ammunition on these weapons is scarce, so there is an inherent, heavy limit on a mech's capabilities if it sacrificed enough armor/armament/speed to truly be considered an all-powerful ballistic "boat." Plus, he's a walking time bomb with all that ammo stuffed in his legs. So, yeah, he earned that 40 point alpha from a logistical standpoint - but he's still got to line up that perfect shot. The onus is on the other guy not to give it to him.

Boating high-damage energy weapons makes you pay in heat, which can screw you over in a heartbeat if you aren't careful. An overheat in the middle of a brawl is instant death. Sure, you may kill a guy, but that's it. You're done. Alpha strikes are a gamble, as they should be.

In these ways, those high-damage weapons are already balanced, with fairly sharp "cons." They don't need that extra, artificial nonsense to limit them. People who complained about alpha damage back in the PPC and Gauss days - yeah, a lot of those guys were boats who rightfully got reamed because they were sitting still and spamming missiles.

LRMs are subject to little, if any, of these setbacks under many conditions. They require no exposure, no aim, no control, and no timing. I mean, the biggest obstacle to hitting a marked target is...well...an obstacle. And I'm talking an obstacle the size of a friggin' mountain here. Anything less than that is not a problem for LRMs and their omniscient homing capabilities.

Too many players think that in a game like this, they're the star of the show, and if they make a mistake that gets them killed quickly, then there is something intrinsically wrong with the game. Charge right into an Atlas with your light mech and get blown away by an AC/20 and two ERPPCs? Yeah, that's on you. That *should* go without saying. It's the equivalent of people whining about shotguns in military shooter games. Like kids playing Army in the back yard, the loser of such an engagement cries foul, demanding some sort of mechanic to "give them a fair chance" when they find themselves up against that massive firepower. Don't earn your burn. Present yourself as a target in a fair contest, and you're risking being shot. But the enemy is risking himself to shoot you, too.

But of course, these people want to have their cake and eat it, too. They'll complain about skill based weapons blowing them away in a straight fight when they get ambushed in their LRM shooting camp, while at the same time they cry "get tactics" when people complain about LRM spamming. But again I digress.

Back to my point, and I do have one. Skill is an underlying factor for every weapon in the game...save LRMs. In most conditions, boating LRMs does not provide a negative risk factor for a player for at least 80% of the fight, up until the moment the enemy closes into close combat (should I say "if" they close into close combat?). Concentrated alphas are risky for the majority of the game's weapons, but it is *not* an impairment for LRMs. At worst, it can invoke a very brief shutdown which means the slightest delay between salvos. When you're in a nice, safe location (which LRM boats are for 80% of the match), this means nothing. No risk at all. This is why boating LRMs is fundamentally different from boating lasers, PPCs, or any type of ballistic weapon. There is little to no drawback to doing so if you're sitting back and firing from a comfortable spot.. And people *will* do so, because it is simply better to bring two LRM 20s than it is to just bring one.

Introduce a skill factor to LRM use, and *bam* - problem solved.

Edited by Master Maniac, 20 March 2014 - 01:23 AM.


#63 Koniving

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Posted 20 March 2014 - 01:21 AM

Posted Image

My solution to LRM boats.
Twin high-mounted AC/2s + AC/5 and LB-10x + 4 ML + 12 tons of ammo and a standard 305 engine and AMS
Later changed to 1 AC/2 + 1 UAC/5 + 1 LB-10x + 4 ML + 14 tons ammo + standard 305 engine and AMS + maxed armor.

#64 Master Maniac

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Posted 20 March 2014 - 01:25 AM

View PostKoniving, on 20 March 2014 - 01:21 AM, said:

Posted Image

My solution to LRM boats.
Twin high-mounted AC/2s + AC/5 and LB-10x + 4 ML + 12 tons of ammo and a standard 305 engine and AMS
Later changed to 1 AC/2 + 1 UAC/5 + 1 LB-10x + 4 ML + 14 tons ammo + standard 305 engine and AMS + maxed armor.


That is a whole lot of gun.

#65 Mighty Spike

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Posted 20 March 2014 - 01:27 AM

LRM´s....AC´s......same old song:
Artist: PGI
Title:Buff,Nerf, Buff,Nerf,Buff,Nerf,Buff,Nerf (180 BPM Remix)
.........someone secured the copyright for the songtitle???

#66 Adran

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Posted 20 March 2014 - 01:27 AM

View PostNauht, on 19 March 2014 - 02:54 PM, said:

I'm here shaking my head in disbelief at your pointed blindness. There's a 37 page thread against the LRM buff, another 13 page one in the patch feedback about lrmageddon, then another in Announcements.

Clearly there are more people against the LRM butf than not. There is no general concensus about everyone liking the LRM buff at all.

If you don't see that then you're just as bad as PGI on that island.

But whatever, like I said who am I to ruin your fun. Enjoy it while it lasts cos you can safely bet PGI will swing it the other way.

I bet if you read those threads, at LEAST 80% of them say that LRMs are balanced now, not OP. I'm very confident of that.

#67 Master Maniac

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Posted 20 March 2014 - 01:39 AM

View PostAdran, on 20 March 2014 - 01:27 AM, said:

I bet if you read those threads, at LEAST 80% of them say that LRMs are balanced now, not OP. I'm very confident of that.

Of course they are. A huge number of players are bad and don't care about getting good. I bet they're just fine sticking with Easy mode.

#68 o0Marduk0o

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Posted 20 March 2014 - 01:42 AM

View PostVarent, on 19 March 2014 - 02:13 PM, said:

You have been doing alot good lately.

Just felt you should know it.

Good job balancing, keep it up.

Welcome to the bright side.

#69 Adran

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Posted 20 March 2014 - 01:44 AM

View PostMaster Maniac, on 20 March 2014 - 01:39 AM, said:

Of course they are. A huge number of players are bad and don't care about getting good. I bet they're just fine sticking with Easy mode.

I'm typing up a big post on why Missiles aren't easy mode. It'll be here in probably 10 minutes. You've already been proven wrong.

#70 Noesis

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Posted 20 March 2014 - 01:49 AM

Nice to see more than one kind of role having a place in the meta.

echo: ty PGI

3,3,3,3 + AC change = more roles hopefully.

#71 Adran

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Posted 20 March 2014 - 01:50 AM

View PostMaster Maniac, on 20 March 2014 - 01:15 AM, said:


I see what you're saying, but - as you say - that's only part of the issue.

The *main* issue, and it is an issue, is that player skill and player-to-game input *is* a distinct factor when it comes to weapon mechanics. Pinpoint weapons are powerful (at least they are now - who knows what they'll nerf into oblivion in their quest to make this game as munchkin-friendly as possible), but this power comes at an extremely high demand on the player. That *is* a factor, no matter how much the superleet MOBA pros want to deny it in their quest to make everything numbers based.

A free-floating reticule makes it so that the slightest twitch can send your OMG ONE HIT KO super shot flying off into space, missing the target by inches. And that's if they're just standing still. There are dozens of variables for the player to contend with when aiming and lining up a precise shot - there's two at most when the player is using LRMs. That is why there is a stark difference between the two weapons.

Boating ballistics means you are heavily vulnerable while you wait for a painfully slow recycle, and more often than not, you're sitting right in the enemy's line of sight. Ammunition on these weapons is scarce, so there is an inherent, heavy limit on a mech's capabilities if it sacrificed enough armor/armament/speed to truly be considered an all-powerful ballistic "boat." Plus, he's a walking time bomb with all that ammo stuffed in his legs. So, yeah, he earned that 40 point alpha from a logistical standpoint - but he's still got to line up that perfect shot. The onus is on the other guy not to give it to him.

Boating high-damage energy weapons makes you pay in heat, which can screw you over in a heartbeat if you aren't careful. An overheat in the middle of a brawl is instant death. Sure, you may kill a guy, but that's it. You're done. Alpha strikes are a gamble, as they should be.

In these ways, those high-damage weapons are already balanced, with fairly sharp "cons." They don't need that extra, artificial nonsense to limit them. People who complained about alpha damage back in the PPC and Gauss days - yeah, a lot of those guys were boats who rightfully got reamed because they were sitting still and spamming missiles.

LRMs are subject to little, if any, of these setbacks under many conditions. They require no exposure, no aim, no control, and no timing. I mean, the biggest obstacle to hitting a marked target is...well...an obstacle. And I'm talking an obstacle the size of a friggin' mountain here. Anything less than that is not a problem for LRMs and their omniscient homing capabilities.

Too many players think that in a game like this, they're the star of the show, and if they make a mistake that gets them killed quickly, then there is something intrinsically wrong with the game. Charge right into an Atlas with your light mech and get blown away by an AC/20 and two ERPPCs? Yeah, that's on you. That *should* go without saying. It's the equivalent of people whining about shotguns in military shooter games. Like kids playing Army in the back yard, the loser of such an engagement cries foul, demanding some sort of mechanic to "give them a fair chance" when they find themselves up against that massive firepower. Don't earn your burn. Present yourself as a target in a fair contest, and you're risking being shot. But the enemy is risking himself to shoot you, too.

But of course, these people want to have their cake and eat it, too. They'll complain about skill based weapons blowing them away in a straight fight when they get ambushed in their LRM shooting camp, while at the same time they cry "get tactics" when people complain about LRM spamming. But again I digress.

Back to my point, and I do have one. Skill is an underlying factor for every weapon in the game...save LRMs. In most conditions, boating LRMs does not provide a negative risk factor for a player for at least 80% of the fight, up until the moment the enemy closes into close combat (should I say "if" they close into close combat?). Concentrated alphas are risky for the majority of the game's weapons, but it is *not* an impairment for LRMs. At worst, it can invoke a very brief shutdown which means the slightest delay between salvos. When you're in a nice, safe location (which LRM boats are for 80% of the match), this means nothing. No risk at all. This is why boating LRMs is fundamentally different from boating lasers, PPCs, or any type of ballistic weapon. There is little to no drawback to doing so if you're sitting back and firing from a comfortable spot.. And people *will* do so, because it is simply better to bring two LRM 20s than it is to just bring one.

Introduce a skill factor to LRM use, and *bam* - problem solved.


Okay, I have to respond to this, simply because it annoys me as a Missile Specialist. Allow me to enlighten you as to the skill requirements of the Missile Boat, and there are a surprising number of them.

As a missile boat, I have to rely on my teammates to have any chance of using my missiles indirectly, where I am safest. This means I spend anywhere fromm 3-8 minutes standing there doing nothing but waiting. While not a skill requirement, this means I need patience, or reliable teammates I know I can count on. That second one more than the first. Lacking reliable teammates, a Missile Boat is just a big target for pretty much every sniper on the enemy team, and easily killed overall.

I have to keep a CONSTANT awareness of my surroundings. If I don't, and something sneaks up on me, I'm dead. While other mechs need to keep awareness of their surroundings in mind, there's a big difference. Most of those mechs can still FIGHT if they get snuck up on. My Catapult may have 4 mlas, but I still do better with my 30 artemis-guided missiles than those 4 lasers. Since the thing that will probably be attacking me is most likely fast anyway, that makes it even HARDER to use those lasers. The only way I can counter this is by having teammates protect me, which leads back to the first problem: I need reliable teammates.

While my missiles can fly over a lot of obstacles, you don't need a mountain to stop them. Any old thing will do, like a teammate, yours OR mine, a building (or more than one building), a few stacked AMS, or worst of all, ECM. Now, I can of course counter this with careful timing, firing in larger volleys (though my Cat isn't a large-volley missile boat, and is more of an all-around support so it doesn't become completely helpless), or in the case of ECM, hoping my teammates can counter it (I don't use tag on my mech, since I don't WANT to be visible, since that means you all can shoot me). This is something else that none of the other weapon systems have, hard-counters that pretty much every mech can use.

So, in order for my missiles to kill you, you have to 1) be fighting my teammates already, 2) be in the open where my missiles won't hit anything, 3) not have a lot of AMS to protect you, 4) not have ECM to protect you, and 5) I have to not be in danger so I can focus on firing on you and not protecting myself.

What do you need to use PPCs? 1) Clear line of sight to your target, and 2) low enough heat to not kill yourself. And if it's normal PPCs, 3) the enemy to not be in your face so the PPC can work.

What do you need for ACs? 1 and 2 for PPCs, and 3) Ammo.

What do you need for pretty much everything else? 1 and 2, and occasionally 3. Now, COULD I move and direct-fire my missiles? Of course. And then I'll get counter-fired from enemy missiles and snipers immediately. Depending on how many enemy mechs can hit me at once, that attempt to direct-fire may have killed me, which is why I consider it a BAD idea, unless absolutely necessary, or the enemy team is definitely occupied elsewhere.

#72 Noesis

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Posted 20 March 2014 - 01:51 AM

To add, ams, narc and the "spotting" role also added as being more purposeful with the LRM change.

#73 Appogee

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Posted 20 March 2014 - 02:06 AM

View PostKoniving, on 20 March 2014 - 01:21 AM, said:

My solution to LRM boats.
Twin high-mounted AC/2s + AC/5 and LB-10x + 4 ML + 12 tons of ammo and a standard 305 engine and AMS
Later changed to 1 AC/2 + 1 UAC/5 + 1 LB-10x + 4 ML + 14 tons ammo + standard 305 engine and AMS + maxed armor.

Or I can just take my D-DC.

Trouble is, I don't particularly enjoy driving my D-DC ... yeah, it works, but it's slow and clunky. I enjoy piloting fast Heavies or Mediums or Lights.

So, being forced to take an Assault or one of the other few ECM Mechs, just because other players are boating LRMs doesn't feel like a particularly good solution to me :wacko:.

View PostAdran, on 20 March 2014 - 01:50 AM, said:

I spend anywhere fromm 3-8 minutes standing there doing nothing but waiting.

You are such an asset to your team ;)

#74 Adran

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Posted 20 March 2014 - 02:10 AM

View PostAppogee, on 20 March 2014 - 02:06 AM, said:

Or I can just take my D-DC.

Trouble is, I don't particularly enjoy driving my D-DC ... yeah, it works, but it's slow and clunky. I enjoy piloting fast Heavies or Mediums or Lights.

So, being forced to take an Assault or one of the other few ECM Mechs, just because other players are boating LRMs doesn't feel like a particularly good solution to me :wacko:.


You are such an asset to your team ;)

I spend that time waiting because my team isn't getting me targets, not because I'm not trying. If my team just turtles up and does nothing, or the enemy has a bunch of ECM and my team never bothers to counter it, of course I'm useless. That's the case with EVERY missile boat. Which is why I mentioned that problem.

#75 Appogee

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Posted 20 March 2014 - 02:50 AM

View PostAdran, on 20 March 2014 - 02:10 AM, said:

I spend that time waiting because my team isn't getting me targets,

I'm not sure I buy into the ''it's our job to get you targets" idea.

No more than I think it's your job to save me by LRMing the guy I'm in a brawl with.

Generally though I'll do whatever I can to help my team mates succeed.

#76 Adran

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Posted 20 March 2014 - 02:57 AM

View PostAppogee, on 20 March 2014 - 02:50 AM, said:

I'm not sure I buy into the ''it's our job to get you targets" idea.

No more than I think it's your job to save me by LRMing the guy I'm in a brawl with.

Generally though I'll do whatever I can to help my team mates succeed.

As a missile boat, the only other option I have is to risk myself, and as I'm not doing pin-point damage, I need sustained fire to really get anywhere. That means staying in the open for an extended period of time, which means more time for those pinpoint damage dealing mechs to kill me. Thus, it's a BAD idea to get targets myself if I want to not die. The pinpoint mechs can just get back into cover if I try to target them, but if I want to keep direct-firing, I CANT get into cover, or I lose my target. Thus, I need my teammates to get targets for me. It's simply a fact that if I want to be effective and not die, that's the best option for me. Now, if a sniper happens to get targeted by one of my teammates, I can lay fire on them from cover and now they're the ones in trouble, but otherwise snipers and brawlers and completely devastate a missile boat. I should know, having been on the losing side of a battle between a sniper and my missiles before. I've also been on the winning side thanks to a teammate getting me a target on a sniper.

#77 Sephlock

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Posted 20 March 2014 - 03:02 AM

View PostAppogee, on 20 March 2014 - 02:50 AM, said:

I'm not sure I buy into the ''it's our job to get you targets" idea.

No more than I think it's your job to save me by LRMing the guy I'm in a brawl with.

Generally though I'll do whatever I can to help my team mates succeed.
Those are exactly your jobs, though ;).

#78 Appogee

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Posted 20 March 2014 - 03:12 AM

View PostAdran, on 20 March 2014 - 02:57 AM, said:

As a missile boat, the only other option I have is to risk myself, and as I'm not doing pin-point damage, I need sustained fire to really get anywhere.

Wait.

I didn't ask you to missile boat.

You do have other options... just saying.

However, if I do get a say in what you drop in... please bring some heavy hitting direct fire weapons as well as your LRMs, so that you can contribute to the fight for the first 8 minutes AND defend yourself more capably.

I tend to find this works out better for the team than a bunch of LRM boats standing at the back of the map hoping their missiles get a lock and hit something.


View PostSephlock, on 20 March 2014 - 03:02 AM, said:

Those are exactly your jobs, though :wacko:.

Really? I don't remember any mention of these during the interviews? ;)

Edited by Appogee, 20 March 2014 - 03:15 AM.


#79 Adran

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Posted 20 March 2014 - 03:14 AM

View PostAppogee, on 20 March 2014 - 03:11 AM, said:

I didn't ask you to missile boat.

You do have other options.

Just saying.

... If no one missile-boated, then you might as well remove the weapons from the game, and then the game will be completely dominated by the snipers that can often out-range the brawlers. Right now, even the damage seems to be better for the snipers than the brawlers.

#80 El Bandito

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Posted 20 March 2014 - 03:37 AM

View PostAppogee, on 20 March 2014 - 12:34 AM, said:

It's more subtle than that.

PPCs weren't by themselves the issue. It was Stalkers carrying and firing 4 of them all at once that was the issue. PGI's remedy wasn't only change the speed and heat of PPCs, they also added a whole new game mechanic (ghost heat) to discourage the boating of them.

Gauss wasn't the problem. It was the ability to group them with PPCs and fire simultaneously for pinpoint damage, that was the problem. So PGI introduced the Gauss-charge mechanic.

(I happen to think both of the above solutions were hamfisted and clunky and there were better solutions available, but that's beside the point.)

Now, LRMs aren't the problem. It's boating 50+ of them - especially when multiple Mechs do it - that is the problem.



You do realize that LRMs are also affected by Ghost Heat, right?

You can't fire a 50+ volley more than 3 times before you shut down.





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