SLDF DeathlyEyes, on 16 April 2014 - 01:57 PM, said:
That being said, Paul needs to go. Nothing he posts seems to generate any sort of positive feedback. At best it results in some borderline neutral feedback. He has failed consistently to balance the game and that seems to be the main point to his job at PGI. He needs to be moved to a new position so someone else can balance the game properly.
I use this as an example against the game having trouble with that.
Also... if all weapons were truly done in relation to tabletop, a 10 shot AC/2 would deal 0.2 damage per shot, 1 shot per second, and spend 5 seconds reloading. Of course, you could easily have another variation that spends no time 'reloading', pumps out a shot every 0.5 seconds (the original MWO firing time for AC/2s), deal 0.05 damage per shot, and effectively still make Source's 2 damage in 10 seconds.
The point is there are many variants. MGs from 12.5mm to 25mm. AC/2s from 30mm to 80mm. AC/5s from 40mm to 120mm. (Just to note: the 120mm is described as requiring 3 shots which is 1.67 damage rounded, so no single shot AC/2s or AC/5s). AC/10s between 80mm and 100mm (so far). AC/20s from in lore from 40mm to 185mm (Inner Sphere; largest tank or mech mounted one being the 4 shot 185mm Chemjet Gun with each shot being 5 damage) or for Clans 100mm to 203mm (the only single shot UAC/20 in existence is the 203mm mounted on the Cauldron Born with some fluff story about its Stalker-length body, thicker-than Catapult legs and very short height playing a role in maintaining balance with a weapon that'd make any other mech fall on its back when firing that cannon).
Autocannons would be able to fire as many shots as needed to make their rating. Thusly if an AC/2 required 100 shots to make 2 damage, it'd generate 1 heat with 100 shots. If it required 2 shots, it'd generate '1 heat' after 2 shots or 0.5 heat per shot.
PPCs and Gauss Rifles would obviously be very powerful due to their typically single shot nature, but obscenely slow to fire again. That'd require the proper heat threshold of 30 (thusly 3 PPCs at once = shutdown. 2 ER PPCs at once, shutdown. But 6 ER PPCs are perfectly doable in 10 seconds if you space them out, as such heat penalties would certainly be necessary).
It's an overall design failure which to me is on more than just Paul's shoulders.
Now, the lead cause of HSR failure is speed. You see this mech here. But in reality he left ages ago and is heading for the hills. Your HSR tries to do the math but because his speed wasn't consistent, HSR failed to put him where you saw him. So what's the solution to that? MOAR SPEED! ....Sorry PGI, but that's a failure. Redesigning the weapons would be significantly better.
Now, far as SRMs it was explained that CryEngine has a limited number of explosive calls at once, and queues them to happen later. With LRMs this doesn't matter; they are guided. With SRMs they are not guided (when by lore they ARE GUIDED), and so HSR when it queues the explosions says "Oops, he left." And you don't get any damage dealt.
An explanation on what happens with server, client, and HSR.
Koniving, on 08 April 2014 - 01:36 PM, said:
Now, the 0.5 second delay is not shown to you. Your shot occurs before your shot occurs.
Basically pull the trigger. You see the shot. 0.5 seconds later, "you fired." At close range when you see the shot hit something, you actually just "fired" when you saw the target get hit.
Except the target isn't there anymore, and wasn't there since before you shot, let alone when you fired.
Think of it like a time paradox. We call this "lag" with "lag compensation."
Except unlike most games where "I shoot," and the game says "I shoot and killed this dude" to the server, the server of that game says "Okay, whatever, okay dude that the guy just shot even though you already went around the corner, this guy killed you." (then the player that got killed cries "HACKS!")
MWO works like this. Your game client says "I shoot at this guy." Server says "Oh yeah? what's your ping?." "150." Server asks the other guy, "What's your ping?" "300." So the server sits down pulls out a calculator and gets to work. "Mkay, so your ping is 150 and you shoot here and we draw the bullet path and this other dude has a ping of 300 so he thinks he's here... sorry man, he aint' there but PGI says I can't rubber band him ahead to where he is. It looks bad."
And your game shouts Bullseye, but the feedback from the server says "Bulls-it!" And now, you're wondering if they get a damage discount.
Far as slug-fire LBX options, I agree. But that won't happen unless repair and rearm becomes re-implemented, as it would obsolete AC/10s (less heat, less slots, less tonnage, same damage).
Far as AC/20s having similar ballistic traits, the only thing that really limited an AC/20 to 270 meters is that the recoil (much stronger) would throw the shots off beyond that losing a solid shot grouping. Of course with recoil it'd be all the more reason to have a 'crouch' function to help handle the recoil.
Now... Another potential idea is this. Ever notice how you always 'glide' in a straight line when moving at any speed in any mech? Sure the cockpit moves but your "head" magically flies straight like a gliding camera. Even as your mech bobs up and down and the cockpit raises and lowers with every step your head and by extension your aim never moves.
Now switch to third person, aim at something nearby and watch THAT crosshair. It bobs with your mech's movement. Side to side bob? The crosshair goes side to side. Up and down bob? It goes up and down. It matches your mech's movement at any speed. Some mechs bob more when slower, some bob more when faster. You can have pinpoint aim and increase the amount of skill necessary because at 81 kph you're now bobbing a bit and have to time that shot just right to hit where you want. For some mechs you might even have to slow down or even stop completely for that perfect pinpoint shot.
Sadly I'm loaded with lots of ideas and many of them are pretty simple or already 'partially' or previously implemented in MWO. For example did you know that heat penalties did exist in MWO in closed beta? If you had heat above 80% your heatsinks, weapons, and ammo would slowly and randomly take damage until you cooled below 80% heat. This resulted in heatsinks melting, weapons being destroyed, even ammunition exploding. Of course back then at 101% heat if you had any kind of ammo at all it was instantly destroyed, killing you.
I sincerely would like to see any drastic rebalancing done before Clans are released and tested to be ready to go out when they are ready and not done afterward.
Edited by Koniving, 16 April 2014 - 02:49 PM.