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Damage Numbers.


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Poll: Toggleable Damage numbers (65 member(s) have cast votes)

Would you like to see damage numbers?

  1. Yes. (19 votes [29.23%])

    Percentage of vote: 29.23%

  2. No. (46 votes [70.77%])

    Percentage of vote: 70.77%

Vote Guests cannot vote

#1 Strum Wealh

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Posted 20 April 2014 - 01:32 PM

View PostZelthar the mecha wizard, on 20 April 2014 - 06:13 AM, said:

I know this is a little nerdy to want... But, I think this will nice addition to the game. It will allow players to be gauge their damage and the overall effectiveness of their build in-game against other players rather than static targets in the testing grounds.

If you mean having the damage done with each salvo pop up and float above the hit, like some other MMOs... then the answer should (IMO) be a most-emphatic "no".

Example 1 (Naruto Uzumaki Chronicles 2):
Posted Image

Example 2 (Warframe):
Posted Image

Edited by Strum Wealh, 20 April 2014 - 01:45 PM.


#2 Durant Carlyle

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Posted 20 April 2014 - 11:42 PM

View PostZelthar the mecha wizard, on 20 April 2014 - 06:13 AM, said:

I know this is a little nerdy to want... But, I think this will nice addition to the game. It will allow players to be gauge their damage and the overall effectiveness of their build in-game against other players...

This is what your stats pages are for.

#3 Jaeger Gonzo

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Posted 21 April 2014 - 05:42 AM

We could have numbers that additionaly to colors represent armour, or even better, little circles like on BT mech charts.
But nothing like this one in exemples for sure.

#4 Bobzilla

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Posted 21 April 2014 - 06:36 AM

I voted no, getting used to range/paying attention to paper doll has similar effects. A compromise would be to have more detailed stats of damage being delt by weapon then a sub menu by range, but may not be recorded.

#5 Strum Wealh

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Posted 21 April 2014 - 09:26 AM

View PostZelthar the mecha wizard, on 21 April 2014 - 04:28 AM, said:

Yeah, that's what I meant.

In that case, I would still vote no.

The (IMO) acceptable alternative would be to have Beagle grant the ability to change the "paper doll" indicator for damage to a HTAL bar indicator, as illustrated below in MechWarrior 3 (in the lower-left and lower-right corners).
Posted Image

Tying it to Beagle, specifically, fits with BattleTech canon, specifically the advanced "Scanning" rules found on page 219 of Tactical Operations.
  • "Armor Condition: How much armor is left in a given location. The sensor readings follow a color code, based on the percentage of armor left compared to its standard undamaged condition: 100-90 percent = green; 90-50 percent = yellow; 50-10 percent = red; 10-0 percent = black. For example, a player is facing a Centurion that took damage from a medium laser hit to its right arm. When the player asks his opponent what the Centurion’s status is, the opponent responds that all locations are green except for the right arm, which is yellow [16 (original armor value) – 5 (damage) = 11 / 16 (original armor value) = .68, or 68 percent (yellow)]."
  • "Any time a unit enters the range of any type of active probe operated by an opponent, the player must reveal that unit’s record sheet to the opponent. The player must leave the sheet face up and available for the opponent to examine as long as the unit remains within the probe’s effect radius."
  • "Any unit mounting an ECM suite can potentially defeat an active probe on a 2D6 dice roll against a Target Number of 8. If the roll fails, the unit must reveal its information."
So, Beagle should be able to get the detailed armor & structure health information, but Guardian should also be able to block Beagle's ability to do so within its effect radius (unless Beagle is able to "burn through" the ECM interference).

#6 Basilisk222

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Posted 21 April 2014 - 10:35 AM

We pretty much have this. You know where shots are going, and how effective they are at whatever they're hitting.

Also you know how much damage you're doing anyway.

Damage in this is not effected by armor anyway, so an ac/20 does 20 then does a bit less as range goes up.

The Mech display shows an effective, easy to read way of determining health. Generally speaking,
Red Outline = Shoot here to begin disabling
Red Interior = Shoot here to watch fireworks
Orange Outline = Armor is not doing well here
Orange Interior = Shoot here for fireworks
Yellow Outline = Depending on where this is, you might want to focus here, or leave it alone.
Yellow Interior = Shoot here for a good chance at fireworks.
Nothing = Decide where you'd like to begin cutting up your steak.

You get real time feedback if you're hard targeted to an enemy anyway, do you really need numbers?

Edited by Kilgorin Strom, 21 April 2014 - 10:36 AM.


#7 Androas

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Posted 21 April 2014 - 11:34 AM

Voted no,

it doesn´t even have ANY use in MWO, your weapons do Fixed ammounts of damage, its not like its "10-15" damage.
You do not know the exact Armor value of your target, so you cant even put the numbers to use to "calculate" how many more Hits you need to land.
I would even vote yes, if it would be optional to turn it on/off, but, i guess most have been at the ****** party that life-damage-numbers bring a.k.a. world of warcraft PUG raids and recount....

#8 BloodMate

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Posted 06 May 2014 - 06:43 AM

I vote yes, because I think its important to know if Matchmaker is reducing or inccreasing damage or armor to cause a team to win or lose. Losing 10 matches in a row where your team only gets 1-3 kills just seems too much like a rigged situation. We've all had this happen to us. A good match isn't a slaughter, but a close game. So I want to see the damage done. It could be in a game log if nothing else. That would be easy enough to do.

Edited by BloodMate, 06 May 2014 - 06:44 AM.


#9 BourbonFaucet

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Posted 08 May 2014 - 08:21 PM

How about yes, but testing grounds only so we can learn to gauge damage a little more?

#10 wickwire

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Posted 09 May 2014 - 03:38 PM

As long as it's an option... an alternative could be a damage log, thrown together by your nifty battle computer :)

#11 Chihuahuablend

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Posted 10 May 2014 - 01:23 PM

I would like a more accurate paper doll for a user's own mech. other than that, against damage numbers.

#12 wDraco

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Posted 10 May 2014 - 05:26 PM

voted no
i see 2 problems first its against the game natural flow as a combat simulator to have arcady pop ups with damage.
Second in the year 3050 they dont have rearview mirrors or cameras to see to the back, so why should they have pop up damage.

sometime you can hardly see the mecks you are shooting, and now a popup covers the meck also.INSANE

#13 crossflip

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Posted 10 May 2014 - 11:13 PM

More detailed paper dolls, now those have possibilities. Damage numbers would seriously get annoying.

#14 Viscount Hood

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Posted 05 November 2015 - 06:29 AM

I would rather have more information at the end of a match like which players did damage to me and which players I did damage to. Whereas now we just know which weapons killed you.

#15 MrMadguy

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Posted 18 March 2016 - 07:16 AM

Yes, I want to see feature, that will show me, how much damage server actually registered, instead of letting me guess it.

#16 Alardus

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Posted 18 March 2016 - 09:06 AM

its really supposed to be a combat sim. Damage numbers violate that.

View PostStrum Wealh, on 21 April 2014 - 09:26 AM, said:

In that case, I would still vote no.

The (IMO) acceptable alternative would be to have Beagle grant the ability to change the "paper doll" indicator for damage to a HTAL bar indicator, as illustrated below in MechWarrior 3 (in the lower-left and lower-right corners).
Posted Image

Tying it to Beagle, specifically, fits with BattleTech canon, specifically the advanced "Scanning" rules found on page 219 of Tactical Operations.
  • "Armor Condition: How much armor is left in a given location. The sensor readings follow a color code, based on the percentage of armor left compared to its standard undamaged condition: 100-90 percent = green; 90-50 percent = yellow; 50-10 percent = red; 10-0 percent = black. For example, a player is facing a Centurion that took damage from a medium laser hit to its right arm. When the player asks his opponent what the Centurion’s status is, the opponent responds that all locations are green except for the right arm, which is yellow [16 (original armor value) – 5 (damage) = 11 / 16 (original armor value) = .68, or 68 percent (yellow)]."
  • "Any time a unit enters the range of any type of active probe operated by an opponent, the player must reveal that unit’s record sheet to the opponent. The player must leave the sheet face up and available for the opponent to examine as long as the unit remains within the probe’s effect radius."
  • "Any unit mounting an ECM suite can potentially defeat an active probe on a 2D6 dice roll against a Target Number of 8. If the roll fails, the unit must reveal its information."
So, Beagle should be able to get the detailed armor & structure health information, but Guardian should also be able to block Beagle's ability to do so within its effect radius (unless Beagle is able to "burn through" the ECM interference).




Miss that game. Despite bag of guns syndrome, it was so balanced. Even with the bag of guns, a light "canon" mech that took on plenty of medium lasers, like a jenner, would still get crushed, rightfully, by a larger mech with more armor and PPC/ACs on the scale that a larger mech can carry.

The driver's mech in that pic is a cauldron born, isnt it.

Edited by Alardus, 18 March 2016 - 09:08 AM.


#17 Podex

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Posted 18 March 2016 - 09:49 AM

No, this isn't Street Fighter.

#18 Chound

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Posted 22 March 2017 - 12:27 AM

View PostBasilisk222, on 21 April 2014 - 10:35 AM, said:

We pretty much have this. You know where shots are going, and how effective they are at whatever they're hitting.

Also you know how much damage you're doing anyway.

Damage in this is not effected by armor anyway, so an ac/20 does 20 then does a bit less as range goes up.

The Mech display shows an effective, easy to read way of determining health. Generally speaking,
Red Outline = Shoot here to begin disabling
Red Interior = Shoot here to watch fireworks
Orange Outline = Armor is not doing well here
Orange Interior = Shoot here for fireworks
Yellow Outline = Depending on where this is, you might want to focus here, or leave it alone.
Yellow Interior = Shoot here for a good chance at fireworks.
Nothing = Decide where you'd like to begin cutting up your steak.

You get real time feedback if you're hard targeted to an enemy anyway, do you really need numbers?


If yo have good eyesight I wouldn't be able to read the numbers on the HUD they're too small and the contrast of yellow on clear is a bad combination. colors or a bar is good for at a glance information especially if the cockpit is shaking.

#19 Chound

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Posted 22 March 2017 - 12:38 AM

View PostwDraco, on 10 May 2014 - 05:26 PM, said:

voted no
i see 2 problems first its against the game natural flow as a combat simulator to have arcady pop ups with damage.
Second in the year 3050 they dont have rearview mirrors or cameras to see to the back, so why should they have pop up damage.

sometime you can hardly see the mecks you are shooting, and now a popup covers the meck also.INSANE


that's one thing that's never been implemented in a nechwarrior game. In the novels, view strip similar to what is used in flight simulators where a 360 degree view is compressed into 160 degrees implementing this in a cockpit of a mech would be almost unusable.. go into the testing ground and pull up a map. shrink your window down to 2 inches high and see what that looks like.

#20 VonBruinwald

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Posted 06 April 2017 - 06:41 AM

I vote no simply because there's enough enough full-alpha try-hards as it is. All this would do is encourage more of them.

If anything we should have damage taken given more prominence.





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