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Pop-Tarts And The New Module Instant Target Loss

Balance Metagame Upgrades

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#21 Duncan Aravain

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Posted 28 May 2014 - 07:02 PM

Every time I think that PGI can't F-up the game any more than they already have, they surprise me yet again..........

#22 Xenon Codex

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Posted 28 May 2014 - 07:04 PM

View PostImperius, on 28 May 2014 - 06:46 PM, said:

According to the way the dev explained it it negates all locks once there is no line of sight. Hopefully Team locks will still count otherwise this will be a must have module. More OP than ECM only those you can see can shoot you... Or know your location.


Well they weren't very specific when then described it. I believe (hope) that it works like Levi described. It will create instant target loss for anyone not carrying Advanced Target Decay, and reduce it for those that are (basically negates it).

#23 Imperius

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Posted 28 May 2014 - 07:17 PM

View PostPh30nix, on 28 May 2014 - 06:58 PM, said:

you can only get this module by preordering right?

if so this will be the strongest pay to win item in the game and it truely wil be pay to win.

if you can get it with cbills later then.... its just plain OP.


No everyone can buy them. The clan pack only part is cosmetic versions or they make certain sounds.

View PostXenonCx, on 28 May 2014 - 07:04 PM, said:


Well they weren't very specific when then described it. I believe (hope) that it works like Levi described. It will create instant target loss for anyone not carrying Advanced Target Decay, and reduce it for those that are (basically negates it).


Still a buff to poptarts though, unless they actually nerf the ability to fire while JJ

#24 Trauglodyte

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Posted 28 May 2014 - 07:21 PM

Just going to lay down some facts here: Target Decay was intended to give you 2.5/3.6s of additional lock on time for when you fire (poorly) at a target that is about to gain concealment and not cover. Target Decay + TAG gave you 4.6s of padding which, combined with a 160m/s velocity, offered a major window for pounding people with LRMs. What the new module will do is force people to LRM smartly, which way too many people don't do. It also forces people to utilize spotters which most people don't do. In essence, this cuts out the re-tard baddies that take way too much ammo and only have a sub-30% hit chance on LRMs. In that case, these people will cry their eyes out. For those that actually know when and when not to fire, nothing changes.

If you're firing at a good/great poptarter, countering with missiles is a bad idea because they're going to shift positions the second that they land. That means, even without the module, if you're firing at an excessive range, the missiles would simply land on the ground doing no damage anyway. If you're firing at a poor poptarter, they're not going to move which means the missiles land on them with or without the module. And, as I wrote above, if you're doing any of this without Target Decay and/or a spotter, you are wrong.

#25 Imperius

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Posted 28 May 2014 - 07:26 PM

View PostTrauglodyte, on 28 May 2014 - 07:21 PM, said:

Just going to lay down some facts here: Target Decay was intended to give you 2.5/3.6s of additional lock on time for when you fire (poorly) at a target that is about to gain concealment and not cover. Target Decay + TAG gave you 4.6s of padding which, combined with a 160m/s velocity, offered a major window for pounding people with LRMs. What the new module will do is force people to LRM smartly, which way too many people don't do. It also forces people to utilize spotters which most people don't do. In essence, this cuts out the re-tard baddies that take way too much ammo and only have a sub-30% hit chance on LRMs. In that case, these people will cry their eyes out. For those that actually know when and when not to fire, nothing changes.

If you're firing at a good/great poptarter, countering with missiles is a bad idea because they're going to shift positions the second that they land. That means, even without the module, if you're firing at an excessive range, the missiles would simply land on the ground doing no damage anyway. If you're firing at a poor poptarter, they're not going to move which means the missiles land on them with or without the module. And, as I wrote above, if you're doing any of this without Target Decay and/or a spotter, you are wrong.


I use target decay to see when they are going to pop up again to time my shot for them to "fly into it" I'm a gauss sniping Ilya... It doesn't just nerf added missile suppression. It's still a buff IMO, just throwing out my perspective you may have overlooked :D

#26 Felicitatem Parco

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Posted 28 May 2014 - 07:34 PM

View PostFupDup, on 28 May 2014 - 06:28 PM, said:

Unintended consequences™.

The last time someone told me to "prepare for unintended consequences" was back when I was interning in this Laboratory an-... oh... wait a second...


Posted Image

#27 DeathlyEyes

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Posted 28 May 2014 - 07:46 PM

Instead of totally breaking lock they should just rework how target decay works. Instead of having locks carry 100% accurately locks should be based off the last seen movement. Target decay should try to predict where the mech will be based off last known location and vector of movement. After a few seconds the tracking should be thought of as no longer viable and then the lock disappears.

#28 Flaming oblivion

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Posted 28 May 2014 - 07:53 PM

And the moment this comes out remove all your lrms off all your mechs.

#29 wanderer

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Posted 28 May 2014 - 07:58 PM

Paul just put this in to continue to "balance" via trolling.

I'm not being trolled. His hamhanded attempts at balance are slapstick humor at it's finest.

#30 Flaming oblivion

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Posted 28 May 2014 - 08:03 PM

I wouldn't care about lrms taking a hit on indirect fire if it wasn't for the fact they're the weakest weapon by far direct fire. Its just ********.

#31 Lynx7725

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Posted 28 May 2014 - 08:30 PM

View PostTrauglodyte, on 28 May 2014 - 07:21 PM, said:

Just going to lay down some facts here: For those that actually know when and when not to fire, nothing changes.

Oh I won't say nothing changes. It'll get more difficult. But nothing a LRM specialist can't handle. I'm already waiting for good strong locks which won't be affected by this module much (since good strong locks means someone is having good LOS on the target), or when the enemy shows himself well enough. It'll make a difference against dug in enemies who are using cover smartly, but that's just another tactical problem we'll just have to get better at solving.


View PostFlaming oblivion, on 28 May 2014 - 07:53 PM, said:

And the moment this comes out remove all your lrms off all your mechs.

Nah. LRMs have a lot of tactical usage and it's more psychological anyway. I'm happy to keep a few around just so that I can scare the pants off people who should know better.

#32 Tekadept

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Posted 28 May 2014 - 08:47 PM

Once implemented this should be working as intended as I am sure a great deal of thought and game design went into this decision.

#33 A banana in the tailpipe

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Posted 28 May 2014 - 08:58 PM

View PostFupDup, on 28 May 2014 - 06:28 PM, said:

Unintended consequences™.


This guy gets the bigger picture ^

#34 Toadkillerdog

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Posted 28 May 2014 - 09:10 PM

because we absolutely needed more motivation for poptarts

#35 dario03

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Posted 28 May 2014 - 09:11 PM

View PostFlaming oblivion, on 28 May 2014 - 08:03 PM, said:

I wouldn't care about lrms taking a hit on indirect fire if it wasn't for the fact they're the weakest weapon by far direct fire. Its just ********.


They should be the weakest direct fire weapon since they are the only weapon that can do indirect fire. Besides unless you let the enemy get within 180m they're not weak at direct fire anways.

#36 5th Fedcom Rat

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Posted 28 May 2014 - 09:16 PM

View PostTekadept, on 28 May 2014 - 08:47 PM, said:

Once implemented this should be working as intended as I am sure a great deal of thought and game design went into this decision.


Sure, just like it did with ECM.

I'm rather concerned about the obvious P2W nature of this module. Frankly, I think the whole targeting system in this game should be overhauled to make light and medium scouts and strikers viable. Inner Sphere mechs should not be able to share targeting data in the year 3050 (they don't have C3) and lock should be much harder to achieve and maintain in general. Right now it's just suicide trying to attack the flanks or rear of an enemy formation in a non-ecm mech because you're spotted so easily and your position is instantly relayed to all mechs on the enemy team. It's no wonder tactics play such a limited role in this game compared to ability to jumpsnipe.

.

Edited by 5th Fedcom Rat, 28 May 2014 - 09:19 PM.


#37 LordKnightFandragon

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Posted 28 May 2014 - 09:19 PM

View PostTincan Nightmare, on 28 May 2014 - 04:55 PM, said:


Have they announced if you can add JJ's to a clan variant that doesn't carry them? Because if you can't, Timber Wolfs won't be poptarting since none of the variants announced uses JJ's. Mad Cats will always land on their feet because they don't jump.



So pretty much the customization of clan mechs will come downto we can only customize what gun pods we carry on the arms?

we cant change engine, heatsinks, JJ, speed, armor or anything?

#38 FupDup

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Posted 28 May 2014 - 09:21 PM

View PostLordKnightFandragon, on 28 May 2014 - 09:19 PM, said:



So pretty much the customization of clan mechs will come downto we can only customize what gun pods we carry on the arms?

we cant change engine, heatsinks, JJ, speed, armor or anything?

Engine cannot be changed no matter what. Heatsinks can be added to the design, but you can't remove your hardwired "base" sinks (i.e. Daishi must carry at least 15 DHS at all times). Armor is rumored that we can modify it, but not confirmed. You can modify JJs if you have JJ hardpoints and your mech doesn't have them hardwired into the base config (Thor and Black Hawk, for example, have them hardwired so you can't remove them).

#39 Alex Warden

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Posted 28 May 2014 - 09:47 PM

View PostImperius, on 28 May 2014 - 04:05 PM, said:

I think this will add more incentive to pop-tart and I for one would never pop-tart without this module.

Let's discuss... I would add a poll but #LostTech <-(Yup, I had to add that part)

Posted Image

This was my face after I heard about that module.


well poptarts will suffer from increased falldamage... heavier mechs will get that increased scaled by weight, so good luck assault bunnies ( i hope they make it really hurt ) :D

Edited by Alex Warden, 28 May 2014 - 09:47 PM.


#40 LordKnightFandragon

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Posted 28 May 2014 - 09:54 PM

Lol, so wehn do we see what equates to the Wizkids MW game RISC cards?

Where a Lightmech can put on a module to quadruple his energy weapon damage for 2% more heat....only down side is a 10% change the weapons might explode in his face....lol.

So a Light mech just runs up with 2 ER PPC to the back of a Atlas and cores it out in 1 shot lol....


Or a Hunchie who gets Rapid fire mode and is able to punch out like 10 AC20 rounds in 1 1/2 seconds and destroy everything in his path...

While Assault gear, Gauss Rifles, PPC, AC10 and 20 get nerfed into the ground and become kinda lame overall.





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