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Headshot By An Airstrike Rly?

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#121 Joseph Mallan

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Posted 14 May 2014 - 07:03 AM

View Postmeteorol, on 14 May 2014 - 06:03 AM, said:

Maybe i did express a bit unclear.
What i'm saying is, that with the current hitboxes (there is no rear head hitbox), you shouldn't die through a cockpit hit when you are hit to the back, because it is a bug with the hitregistration and not planned by PGI. Since the hitregistration issues are uncontinuous, dying from a cockpit hit when shot to the back is random under the current way PGI handles the cockpit hitboxes.

You were clear. I just think its a crock of feces. And the "Bug" should become a permanent feature.

#122 SweetJackal

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Posted 14 May 2014 - 08:26 AM

I wonder if people in this thread realize that there is an added resistance to the explosive damage from LRMs and SRMs to the Cockpit location as the old code for them allowed those weapons to pretty much insta-gib a mech by headshot damage from the spread.

By the same respect, Airstrikes and Arty Strikes should be given the same treatment.

#123 Joseph Mallan

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Posted 14 May 2014 - 08:29 AM

View PostSuckyJack, on 14 May 2014 - 08:26 AM, said:

I wonder if people in this thread realize that there is an added resistance to the explosive damage from LRMs and SRMs to the Cockpit location as the old code for them allowed those weapons to pretty much insta-gib a mech by headshot damage from the spread.

By the same respect, Airstrikes and Arty Strikes should be given the same treatment.

See I want the Arty effect on our Missiles instead of the other way around. The objective is killing the enemy. Why make it harder?

#124 Khobai

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Posted 14 May 2014 - 08:34 AM

Quote

See I want the Arty effect on our Missiles instead of the other way around. The objective is killing the enemy. Why make it harder?


The thing is, even if we accept artillery damage and headshotting as "fine", theres still the huge problem with artillery being way better than every other module to the point where its become auto-include on nearly every mech. It undermines the entire purpose of the module system which is to help promote role warfare... instead it promotes artillery warfare.

#125 Solahma

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Posted 14 May 2014 - 08:40 AM

How else are you going to accumulate enough?

Guillotine: Kill 1000 enemies with headshots. (Title: Guillotine)

#126 Joseph Mallan

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Posted 14 May 2014 - 08:42 AM

View PostKhobai, on 14 May 2014 - 08:34 AM, said:


The thing is, even if we accept artillery damage and headshotting as "fine", theres still the huge problem with artillery being way better than every other module to the point where its become auto-include on nearly every mech. It undermines the entire purpose of the module system which is to help promote role warfare... instead it promotes artillery warfare.

We don't have other Direct Offensive Modules so that isn't quite fair... I don't leave home without info gathering Modules Ever so to me those are more OP than Arty.

And Arty is The Fire Support Role of Combat.

Edited by Joseph Mallan, 14 May 2014 - 08:43 AM.


#127 Drasari

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Posted 14 May 2014 - 08:50 AM

View PostSteve Pryde, on 12 May 2014 - 10:39 AM, said:

Fix this ****, thx for reading.



It's so rare and random. Noting to fix other then max armor in your head. Stop striping half of it out.

#128 Khobai

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Posted 14 May 2014 - 08:59 AM

Quote

And Arty is The Fire Support Role of Combat.


Its not really a role though. Using artillery doesnt require you to give anything else up. Everyone just takes it because it because its better than everything else.

In a properly balanced role warfare system, taking an artillery module, would mean not taking something equally important.

#129 Joseph Mallan

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Posted 14 May 2014 - 09:01 AM

View PostKhobai, on 14 May 2014 - 08:59 AM, said:


Its not really a role though. Using artillery doesnt require you to give anything else up. Everyone just takes it because it because its better than everything else.

In a properly balanced role warfare system, taking an artillery module, would mean not taking something equally important.

Arty should cost tonnage. Having a Command Console could allow an exemption for the first Tonnage cost. ;)

#130 Khobai

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Posted 14 May 2014 - 09:03 AM

Quote

Arty should cost tonnage. Having a Command Console could allow an exemption for the first Tonnage cost.


Why? Your mech isnt launching the artillery. Its being fired from offboard. So it doesnt make much sense for it to take up tonnage. Unless Long Tom is added to the game... and THEN artillery is a ROLE. Because taking Long Toms means giving up access to other weapons.

#131 Mcgral18

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Posted 14 May 2014 - 09:05 AM

View PostDrasari, on 14 May 2014 - 08:50 AM, said:



It's so rare and random. Noting to fix other then max armor in your head. Stop striping half of it out.


40>33

#132 ExplodedZombie

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Posted 14 May 2014 - 09:28 AM

Happens pretty rarely but always hilarious.

#133 Joseph Mallan

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Posted 14 May 2014 - 09:58 AM

View PostMcgral18, on 14 May 2014 - 09:05 AM, said:


40>33

I have died only twice to Arty... 40 damage random locations... 33 to the head... is a bummer of a birthmark.

#134 Willard Phule

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Posted 14 May 2014 - 11:35 AM

View PostKhobai, on 14 May 2014 - 08:59 AM, said:


Its not really a role though. Using artillery doesnt require you to give anything else up. Everyone just takes it because it because its better than everything else.

In a properly balanced role warfare system, taking an artillery module, would mean not taking something equally important.


I beg to differ, having actually served in the Artillery.

Our role in combat is to lay a serious beat-down to everything within an area at the request of our military's forward elements. There's a reason they're calling for us and not some kind of surgical strike. They want a path of advance denied to the enemy, destruction of a specific target (ever dropped an arty strike between 3 turrets?), or just pounding the snot out of the enemy. They don't call us the "King of Battle" for nothing.

Joe...spot me on this one, tabletop wise. The amount of damage caused by an Arty strike in BattleTech is based upon the artillery piece doing the shooting. You've got 3 Howitzer types...Longtom, Sniper and Thumper...and one missile based, the Arrow IV.

In MW:O, a standard Arty strike is six rounds that do 40 points of damage to any location they hit directly and then have a blast radius effect that does less damage. The strike increases to 10 rounds if you buy it with MC or upgrade the module.

So, a potential of 240 (for normal) to 400 points (for improved/MC version). Noone is EVER going to take the full amount of potential damage....not unless they're running real fast in a circle and catching every round coming down.

In Battletech, the Long Tom (that's the biggest of them all) does 25 points to the hex it hits (ie: hits the target), 15 to everything between 31-60m and 5 points to everything 61-90m. BUT...that having been said, in Battletech, your artillery is available for however long the parameters of the battle say, not just one volley.

In Battletech, if you have a force that has access to a Battery that can fire 10 Long Toms, your enemy isn't going to last long. Artillery is SUPPOSED to be scary.

View PostJoseph Mallan, on 14 May 2014 - 09:01 AM, said:

Arty should cost tonnage. Having a Command Console could allow an exemption for the first Tonnage cost. ;)


Part of me agrees with this, if for no other reason than to give purpose to the Command Console. However, only Heavies and Assaults can equip a Command Console...and that should NEVER be bastardized by PGI out of convenience sake.

Granted, I absolutely agree with requiring something be equipped to allow communication with the Fire Direction Team. Be it some kind of "spotters" module that allows you to call it or even some .25 ton communications gear or something. If you want to limit the number of Arty strikes being used, limit the access to players that actually build a mech with fire support in mind.

View PostKhobai, on 14 May 2014 - 09:03 AM, said:


Why? Your mech isnt launching the artillery. Its being fired from offboard. So it doesnt make much sense for it to take up tonnage. Unless Long Tom is added to the game... and THEN artillery is a ROLE. Because taking Long Toms means giving up access to other weapons.


True, but you're not taking into account how Artillery REALLY works. At least in the real world.

It requires someone to request the indirect fire. Normally, that's a forward observer of some flavor....but, most importantly, he's able to communicate with the Fire Direction Center (FDC) and to request the strike. Sometimes it's done by voice (giving of grid coordinates and adjusting fire) but nowadays, digitally is more common. But that STILL requires someone to laze a target and request the support mission. You don't just hit a button and watch the world explode.

FDC gets the request and begins putting the mission together. They have to take into account things like distance, the weather, types of charges and rounds available to their unit, location of each piece to receive the mission, etc. Once they have all that together, then they send the fire mission down to the Gunline.

The Guns receive the mission, swing to the appropriate elevation and declination, call out for the correct charge and round, then wait for FDC to give the command to fire.

And ALL of this happens BEFORE you worry about how many mapboards/turns it takes before the artillery hits.

It's absolutely a role and requires the coordination of a LOT of people to make it happen accurately and efficiently. Putting 10 rounds into a group like you see in the game takes a LOT of practice (unless it's digital, and even then, it's not exactly simple).

What I would like to see are different types of Artillery Mission modules available...not just HE rounds. Smokescreens, Minefields, forest fires....all are easily and frequently accomplished with Arty in our day and age. I'd like to think it'd be the same in 3050.

#135 Mystere

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Posted 14 May 2014 - 11:37 AM

View PostSuckyJack, on 14 May 2014 - 08:26 AM, said:

I wonder if people in this thread realize that there is an added resistance to the explosive damage from LRMs and SRMs to the Cockpit location as the old code for them allowed those weapons to pretty much insta-gib a mech by headshot damage from the spread.

By the same respect, Airstrikes and Arty Strikes should be given the same treatment.


Actually, I would like the exact opposite: remove the partial force field protecting cockpits from missiles.

#136 3rdworld

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Posted 14 May 2014 - 12:25 PM

View PostWillard Phule, on 14 May 2014 - 11:35 AM, said:


So, a potential of 240 (for normal) to 400 points (for improved/MC version).


no.

You said earlier that it does 40 direct & 40 splash. Which is why a low leg hit will more or less destroy almost any mechs leg, because it will take 40 direct + 40 splash. Any one that plays against them often has had a fully armored assault leg pulled off from a single arty, which can be upwards of 100 damage to a single mech location.

And if there are multiple targets in the location which gets arty'd the max damage climbs dramatically, as a single round can hit multiple targets.

#137 MoonUnitBeta

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Posted 14 May 2014 - 02:08 PM

View Postcdlord, on 13 May 2014 - 01:08 PM, said:

Somehow I doubt this..... I've always gotten a response from PGI, even if just to say "known issue, functioning as designed, or wrong place noob".


So... No legit headshots without the meta crutch?

No it's true, no one actually typed a response to me. Just the "This ticket has been deemed solved, etc etc Thank you for your response etc," automatic reply. But I guess what would they have said? Nothing really to talk about I guess.. oh well doesn't matter.

#138 MoonUnitBeta

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Posted 14 May 2014 - 02:12 PM

View PostKyle Lewis, on 13 May 2014 - 03:30 PM, said:


yeah, cause artillery in real life lets you drive a car safely through a barrage. anyone that dies from arty to the head, either extremely unlucky or have shaved some armor off to put more meta in their trunk. lolz

Cars? What? Real life???
I'm talking about poor design, not realism. And no, full head armor. Extremely unlucky? Maybe? I must be extremely extremely unlucky then because it happens to me very often…

#139 Willard Phule

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Posted 14 May 2014 - 02:53 PM

View Post3rdworld, on 14 May 2014 - 12:25 PM, said:


no.

You said earlier that it does 40 direct & 40 splash. Which is why a low leg hit will more or less destroy almost any mechs leg, because it will take 40 direct + 40 splash. Any one that plays against them often has had a fully armored assault leg pulled off from a single arty, which can be upwards of 100 damage to a single mech location.

And if there are multiple targets in the location which gets arty'd the max damage climbs dramatically, as a single round can hit multiple targets.


Then you're experiencing something different than what I'm experiencing. I've been killed by Arty more than my fair share (I'm a heavy brawler player) but, generally a direct hit won't kill you unless you're already beat up. Granted, if you're a Light/Medium player, I can see it being a serious problem.

As far as the splash from each round goes, you don't take splash from all 6 (or 10)....if you did, I'd be racking up a lot higher scores than I do. I use it every match...I consider it an entrance fee into the arena.

It's REAL hard to target it correctly, to maximize damage over multiple targets.....UNLESS they're standing still in a group, zoomed in, target fixated on something out on the horizon.....catch my drift?

There is a certain point along the learning curve that you realize that red smoke is a bad thing and you get away from it. If people have not reached that point in the experience bell curve, then it's kind of their problem and they need to either learn how to deal with it or accept it. Because mobility ALWAYS trumps indirect fire. The faster you move and the more cover you grab, the harder you are to kill....and that applies to everything in this game.





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