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A Request In Three Parts


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Poll: Feedback here (3 member(s) have cast votes)

Should turning be difficult at a sprint?

  1. Yes (3 votes [100.00%])

    Percentage of vote: 100.00%

  2. No (0 votes [0.00%])

    Percentage of vote: 0.00%

Weapon convergence off or less effective?

  1. As it is (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Turned down (3 votes [100.00%])

    Percentage of vote: 100.00%

  3. Gone entirely (0 votes [0.00%])

    Percentage of vote: 0.00%

LRM DPS change

  1. Fine how it is (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. Reduce rate of fire on large launchers (2 votes [66.67%])

    Percentage of vote: 66.67%

  3. Reduce rate of fire on all launchers (1 votes [33.33%])

    Percentage of vote: 33.33%

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#1 Errant Variable

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Posted 26 March 2014 - 04:42 PM

-Turning approaches zero at high speeds
In the tabletop game that MWO derives from, a mech running flat-out could not turn at all, and heavier/slower mechs had to make some difficult choices between moving, turning, and firing accuracy and slowed turning lights down dramatically. The system implemented in MWO allows charging assaults to still turn well, and lights at a dead sprint can exceed 70 degrees/second of turn rate (approximation using the in-game graph of a JR7 with a 300XL). This, using the same 10-second "turn that" speed calculations are roughly based on, gives us 700+ degrees the mech can turn - or 12MP worth of turning on top of the 12 it already runs at (ignoring tweak). In short, that Jenner is moving like it has a 600-rated engine. Bringing the max-speed turning radius of all mechs much closer to zero (say 20% of what it is now) would go a long way towards making light mechs mortal, making assaults feel more ponderous without destroying their ability to stand and deliver, and may take the feel of the game more towards

-Weapon convergence off for torso or all weapons
Many of the oft-complained-about mechs are reviled for their ability to focus significant damage into a single armor panel, consistently and with little effort. Eliminating weapon convergence, even if it is just within the same component, will do much to mitigate this - although leaving arm convergence present will be an indirect buff to 'meta' chassis like the HGN-HM and all VTRs.

-Missiles: lower DPS (more spread out volleys and/or stream launches)
The biggest problem with LRMs is not that they are immediately punishing after the speed increase - most weapons are - but that the follow-up volleys come so rapidly and from such a high angle that most cover is useless until the shooter's lock breaks due to lack of LOS. Decreased DPS from larger launchers would serve to offset the crushing weight of their fire when boated, but still leave LRM-5 and -10 as viable options for lighter mechs to carry in pairs or more yet still produce a reasonable weight of fire.
Comments and criticism welcome.

#2 Circles End

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Posted 26 March 2014 - 06:19 PM

You may want to consider a "no opinion" option for the selections since some people, i.e. me, might not have a basis for arguing for one choice over the other. But I do agree that weapon convergence is an issue. Many people in fact do, but it's never going to change as per Word of Paul.





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