Dev Vlog #5
#81
Posted 16 June 2014 - 10:41 AM
#82
Posted 16 June 2014 - 10:54 AM
Also Lisa, wow, that nova cockpit, there are buttons everywhere,can I get a manual?
Edited by Lily from animove, 16 June 2014 - 11:07 AM.
#83
Posted 16 June 2014 - 11:05 AM
Suggestion: More, sooner, and longer... vlog that is.
#85
Posted 16 June 2014 - 11:17 AM
Wich side won the IS vs Clan mech battle?
How can theses two guy not liking the Dire Wolf and the Timber Wolf?! ARE THEY NUTS?
And if I get it right:
IS mech = For average player.
Clan Mech = For true Mechwarriors.
....
....
#88
Posted 16 June 2014 - 12:13 PM
ebea51, on 15 June 2014 - 08:16 PM, said:
That way you have a large area DENIED because it is sustaining reduced but regular damage over time. As it is now, you just get POUNDED and that's it... you are either fast enough to get out and avoid it or you are slow (and heavily armoured enough) to just take it.
As an 'area denial tool' its not very effective (I think)... but as a AOE BURST-DMG tool, it is.
I totally agree with this. On top of your suggestions, I also think that air and arty should be a little more differentiated than hey currently are.
For example, air strike should carpet bomb a long, narrow corridor in a rapid amount of time. Lots of little bombs, blanketing a strip of land. Everything in that strip should get a small amount of damage everywhere. Maybe 5 points of damage per shell, but many more shells in the area of effect.
In comparison, artillery should be large shells, doing much more damage, but should land randomly in a circular area for 10-20 seconds. During that time, it would be cool if the "caller" could even slowly reposition the area of effect, thereby "walking the rounds" to push the enemy back from that position.
That would make them much more situational and effective in different objectives. Air is the DPS version, giving quick, effective damage, while artillery is the "area denial" version, making the enemy take a large risk in using that path.
In addition, I have been an advocate of Odanan's proposal for quite a while. Air/Arty should require a Command Console to be used - in fact, I think the Command Console should come with a module slot just for one consumable (air/arty/UAV only).
Nightmare1, on 16 June 2014 - 06:47 AM, said:
I'll admit that I don't like the notion of reducing strike damage and putting up invisible forcefields around the cockpit. Neither option makes much sense to me. I think that the whiners who complain about these issues should just get better at moving around and being aware of their surroundings. If they stand still for a strike, then they should get hit with the full ferocity of it - please don't build in any protection for their stupidity.
Stupidity should be painful.
The issue is not about stupidity. No matter how aware you are of your surroundings, it is very easy to place an arty/air just behind a mechs legs where they are unable to see it. Even if they are on Teamspeak and it is communicated, there is relatively little time to do anything about it. It is not an area denial weapon currently - it is a DPS weapon used by players to get quick, almost unavoidable damage and kills at extremely low cost.
See my suggestions in the quote above yours for how I think it should be adjusted.
#90
Posted 16 June 2014 - 12:41 PM
Cimarb, on 16 June 2014 - 12:13 PM, said:
For example, air strike should carpet bomb a long, narrow corridor in a rapid amount of time. Lots of little bombs, blanketing a strip of land. Everything in that strip should get a small amount of damage everywhere. Maybe 5 points of damage per shell, but many more shells in the area of effect.
In comparison, artillery should be large shells, doing much more damage, but should land randomly in a circular area for 10-20 seconds. During that time, it would be cool if the "caller" could even slowly reposition the area of effect, thereby "walking the rounds" to push the enemy back from that position.
That would make them much more situational and effective in different objectives. Air is the DPS version, giving quick, effective damage, while artillery is the "area denial" version, making the enemy take a large risk in using that path.
In addition, I have been an advocate of Odanan's proposal for quite a while. Air/Arty should require a Command Console to be used - in fact, I think the Command Console should come with a module slot just for one consumable (air/arty/UAV only).
The issue is not about stupidity. No matter how aware you are of your surroundings, it is very easy to place an arty/air just behind a mechs legs where they are unable to see it. Even if they are on Teamspeak and it is communicated, there is relatively little time to do anything about it. It is not an area denial weapon currently - it is a DPS weapon used by players to get quick, almost unavoidable damage and kills at extremely low cost.
See my suggestions in the quote above yours for how I think it should be adjusted.
Overall, a great post! Your ideas regarding strikes are fresh and interesting.
As they are, I think they are fine. If they were to be changed to what you suggest, I think that would also be fine. What would be wrong (to the general audience here, not Cimarb) would be to nerf them more. A longer recharge time or a reduction to the number available per match, sure, but don't nerf them. Virtually everything in this game has been nerfed and it's really getting old.
That being said, requiring a Command Console to field strikes is a nice idea. I personally like the notion of restricting strikes to the Lance Commanders and Company Commander. That caps the overall number and encourages teamwork in deciding where and when to place the strikes.
As for stupidity, it is very much an issue. Yes, I can put strikes behind someone's legs where they don't see it (and have had that happen to me, in turn), but if I can do that, then it's because they're not moving enough. I've also seen many cases where eight out of twelve Mechs will huddle in a hole and get hit twice by strikes. That's stupidity and it should be painful.
Quirks will always happen. Even the best will get hit on occasion. However, by and large, it's easy to avoid getting hit. Just fight smart and you (generally speaking, not directed at anyone in particular) can save yourself a lot of damage and deaths, and the rest of us won't have to have yet another great feature of the game get nerfed.
#91
Posted 16 June 2014 - 01:03 PM
KuroNyra, on 16 June 2014 - 11:17 AM, said:
Wich side won the IS vs Clan mech battle?
How can theses two guy not liking the Dire Wolf and the Timber Wolf?! ARE THEY NUTS?
And if I get it right:
IS mech = For average player.
Clan Mech = For true Mechwarriors.
Nothing wrong with having a favorite mech.
and your second point, is completely incorrect unless you're a delusional clangirl.
All that fire power doesn't mean jack if you dont know how to use it.
#92
Posted 16 June 2014 - 01:20 PM
WeekendWarrior, on 15 June 2014 - 11:00 AM, said:
And the fight was actually exciting?
In real BattleTech, the Nova could stay home, and the Clanners would still walk over the IS...
Ofcourse, these Clanners also got suckered into a brawl (with an Atlas and a Hunchback no less) in faster Mechs. Must have been freebirths...
You do realize it would ruin the game if they were made to be that Op right?
come on man use some of those brain cells
#93
Posted 16 June 2014 - 01:43 PM
Clans are way technically advanced, so they are better, deal with it.
#95
Posted 16 June 2014 - 02:19 PM
Iron Harlequin, on 16 June 2014 - 01:03 PM, said:
and your second point, is completely incorrect unless you're a delusional clangirl.
All that fire power doesn't mean jack if you dont know how to use it.
I suppose "for true MechWarriors" meant more or less what you are saying.
LiGhtningFF13, on 16 June 2014 - 01:43 PM, said:
Clans are way technically advanced, so they are better, deal with it.
A Steiner saying this warms my heart.
#96
Posted 16 June 2014 - 04:16 PM
That said... I know, everything is about clans and stuff this days, but erm... there's one matter I so wish you could have a look at.
There's this beautiful mech that could need another hit-box tuning, maybe a general overhaul. It's just a pretty one, even it's hero variant is called like that. I'm sure you know, wich mech it is, I am talking about. This mech is just AWESOME, but its awesomeness suffers from its weaknesses like barn door sized CT and heat penalty.
Pls give this awesome mech a little buff so that it finally can play together with all the other mechs. Pls don't neglect this mech, pgi and make it one of the most feared mech it should be!
Edited by Tarzilman, 16 June 2014 - 04:20 PM.
#97
Posted 16 June 2014 - 04:28 PM
Lostdragon, on 16 June 2014 - 07:35 AM, said:
It has to do with the cockpit and its "location" on your mech, relative to how an airstrike and airstrike drops.
Some mechs are more affected than others by design, which makes comparing the various experiences difficult.
#98
Posted 16 June 2014 - 04:50 PM
Felio, on 16 June 2014 - 01:59 PM, said:
When was this?
At about 6:23-6:24 ... it's very brief and too blurry to get much detail, but it is something.
As interesting (to me, anyway) is the previous screen (at about 6:20), which shows what I suspect is an excerpt from the Community Warfare Phase I design document outlining "Unit Leader Priveleges".
#99
Posted 16 June 2014 - 04:55 PM
Nightmare1, on 16 June 2014 - 12:41 PM, said:
Overall, a great post! Your ideas regarding strikes are fresh and interesting.
As for stupidity, it is very much an issue. Yes, I can put strikes behind someone's legs where they don't see it (and have had that happen to me, in turn), but if I can do that, then it's because they're not moving enough. I've also seen many cases where eight out of twelve Mechs will huddle in a hole and get hit twice by strikes. That's stupidity and it should be painful.
Quirks will always happen. Even the best will get hit on occasion. However, by and large, it's easy to avoid getting hit. Just fight smart and you (generally speaking, not directed at anyone in particular) can save yourself a lot of damage and deaths, and the rest of us won't have to have yet another great feature of the game get nerfed.
Thanks!
As a regular Atlas and Stalker pilot, I can tell you from experience that it doesn't matter if I see the strike as soon as it gets popped - If it is anywhere near me, I'm going to get hit before I can reposition. It is just a matter of whether it hits me a little or a lot, neither of which have anything to do with my intelligence or reflexes. I just don't move fast enough to do anything about it.
#100
Posted 16 June 2014 - 05:27 PM
Deathlike, on 16 June 2014 - 04:28 PM, said:
It has to do with the cockpit and its "location" on your mech, relative to how an airstrike and airstrike drops.
Some mechs are more affected than others by design, which makes comparing the various experiences difficult.
Maybe this is it, but this explanation lacks truthiness. I very rarely get caught by arty strike, it typically only happens when I am legged and a smart player uses it to finish me off. Even if the cockpit hitbox is disadvantageously placed it seems that because of its size the odds of it getting hit as often as it does in my experience would be really low.
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