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Brainstorming About High Poinpoint Alphas


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#1 TheRealAbray

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Posted 17 July 2014 - 09:21 PM

So, a lot of people agree that there is not a good way to implement an altered convergence system that is fair for a game that is based (at least slightly) on aiming skill.

So instead of changing the max damage that you can do, how about changing the max damage you can TAKE?

So if your right torso takes a 50 or whatever bullshit alpha from a Direwhale, instead of the right torso taking ALL the damage...

There could be a mechanic that limits the max damage any one component can take within a 0.1 second (or something similar) time period? Basically force the poinpoint alphas to splash some damage if they are too large. It sorta mimics the random chance that TT has for what component you hit.

Don't hate the player, hate the game.

#2 Adiuvo

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Posted 17 July 2014 - 09:22 PM

With AC5/PPC mechs essentially removed from play due to the JJ nerfs, I think the current alpha mechanic isn't too bad. Either they're on the ground now or they have poor DPS such as gauss/2xPPC.

#3 Gas Guzzler

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Posted 17 July 2014 - 09:28 PM

View PostAdiuvo, on 17 July 2014 - 09:22 PM, said:

With AC5/PPC mechs essentially removed from play due to the JJ nerfs, I think the current alpha mechanic isn't too bad. Either they're on the ground now or they have poor DPS such as gauss/2xPPC.


Why do you say removed from play? I feel like the DS is more or less just as effective as it was before the patch, with AC5s and PPCs.

#4 TheRealAbray

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Posted 17 July 2014 - 09:30 PM

View PostAdiuvo, on 17 July 2014 - 09:22 PM, said:

With AC5/PPC mechs essentially removed from play due to the JJ nerfs, I think the current alpha mechanic isn't too bad. Either they're on the ground now or they have poor DPS such as gauss/2xPPC.


I made an entire troll thread saying this.....

PPCs and ac5s or gauss are still king, even after changes

#5 Adiuvo

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Posted 17 July 2014 - 09:35 PM

View PostGas Guzzler, on 17 July 2014 - 09:28 PM, said:


Why do you say removed from play? I feel like the DS is more or less just as effective as it was before the patch, with AC5s and PPCs.

View PostTheRealAbray, on 17 July 2014 - 09:30 PM, said:


I made an entire troll thread saying this.....

PPCs and ac5s or gauss are still king, even after changes


I suppose it would be better to say that the constantly jumping constantly shooting version we were used to seeing before is out of play. Ground based still works fine. Occasionally jumping still works fine. But since they're able to get off that shot off so much less now even when removing ammo/heatsinks for jump jets, it's not as effective as it used to be.

PPC/Gauss needed less tonnage to begin with so it can fit in the extra JJs much more comfortably.

#6 XX Sulla XX

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Posted 17 July 2014 - 10:34 PM

They could just turn on the PPC Gauss link they already have coded and in the game but turned off. That will make it just about right if you ask me. http://mwomercs.com/...auss-link-nerf/

#7 badaa

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Posted 17 July 2014 - 11:08 PM

said it before will say it again all the buffing and nerfing r worthless

the only real problem is pinpoint

#8 Aresye

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Posted 18 July 2014 - 01:19 AM

View Postbadaa, on 17 July 2014 - 11:08 PM, said:

said it before will say it again all the buffing and nerfing r worthless

the only real problem is pinpoint


I know quite a few favor changing this, but I don't think there's a good way of doing it without lowering the skill cap. Why should good players be punished because other players can't aim?

#9 TOGSolid

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Posted 18 July 2014 - 01:29 AM

View PostAresye, on 18 July 2014 - 01:19 AM, said:


I know quite a few favor changing this, but I don't think there's a good way of doing it without lowering the skill cap. Why should good players be punished because other players can't aim?

I'm still baffled as to why people think aiming in this game takes a lot of skill. Then again, I did go from playing a frontline rifle Recon in BF3 to playing this so maybe my perspective is just skewed.

#10 John80sk

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Posted 18 July 2014 - 02:27 AM

View PostAresye, on 18 July 2014 - 01:19 AM, said:


I know quite a few favor changing this, but I don't think there's a good way of doing it without lowering the skill cap. Why should good players be punished because other players can't aim?

I keep hearing players say this, and it's really starting to grate on me. You do realize that any actual weapon system does not strike exactly point of aim point of impact right? This is one of the things that makes marksmanship require MORE skill, not less, as you have to be MORE precise in order to hit your intended target.

#11 Blood Rose

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Posted 18 July 2014 - 02:52 AM

View PostAresye, on 18 July 2014 - 01:19 AM, said:


I know quite a few favor changing this, but I don't think there's a good way of doing it without lowering the skill cap.  Why should good players be punished because other players can't aim?
Umm... Convergence requires MORE skill, not less. And it would also bring back a use for that redundundant 4K XP sink Convergence skill.

#12 CDLord HHGD

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Posted 18 July 2014 - 03:39 AM

Just tie ghost heat to potential alpha damage output instead of linked same type weapons. Set the max damage output to equal our largest weapon (AC20) and when your alpha damage output goes over 20 points of damage, ghost heat kicks in and exponentially increases the higher over 20 points you go. I know the LRM20 does more damage so maybe set that as the max damage. These numbers are just examples and should be looked at deeper.

#13 Monkey Lover

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Posted 18 July 2014 - 06:34 AM

So the idea is to remove sniping from the game? A snipers shot should hurt it shouln't be some little splash dmg hit you brush off and keep moving.

#14 Agent of Change

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Posted 18 July 2014 - 06:43 AM

Poor Heat Mechanics and Universal Instant Perfect Convergence.

These need to be addressed. Everything else is a symptom.

#15 Biaxialrain

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Posted 18 July 2014 - 07:02 AM

All the issues with this game and you're worried about pinpoint alphas?

How many times can you alpha before shut down?

Who cares?

Fix the Clan/IS balance, ghost heat, hit detection, match-maker, fall damage, etc......

#16 Fut

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Posted 18 July 2014 - 07:14 AM

View PostAgent of Change, on 18 July 2014 - 06:43 AM, said:

Poor Heat Mechanics and Universal Instant Perfect Convergence.

These need to be addressed. Everything else is a symptom.


Good Sir, I believe you have located one of the main issues with MWO.
Mighty fine job, mighty fine.

#17 Hotthedd

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Posted 18 July 2014 - 08:03 AM

Of course there is a way to take care of the problem that actually ADDS a layer of skill to the equation instead of adding shake or RNG.

It is called "Harmonics", and has been suggested to PGI for at least 2 years.

They obviously are not going to do it.

Ever.

#18 Bobzilla

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Posted 18 July 2014 - 08:20 AM

Having a max dmg to a certain section in a select time period would hurt multiple enemies attacking the same mech at the same time.

There should be the ability to large PP alphas. They should be a skill reward, meaning it is hard to do accurately, but that skill gets rewarded.

Seeing as mechs don't move very fast, PP damage is just too easy.
They could slow all projectile speeds for long range weapons, then it would take actual skill to snipe.
Or slow some projectile speeds and any fast projectiles have large min ranges.

#19 FupDup

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Posted 18 July 2014 - 08:24 AM

http://mwomercs.com/...oats-and-clans/

That is all. And if we for some reason don't want to do a (much needed) major rework of things, we can go with this:

http://mwomercs.com/...50#entry3502450

#20 Lefty Lucy

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Posted 18 July 2014 - 08:34 AM

View PostFut, on 18 July 2014 - 07:14 AM, said:


Good Sir, I believe you have located one of the main issues with MWO.
Mighty fine job, mighty fine.


People have been pointing out (with excellent analysis) how the high-cap/low-dissipation heat system has prevented good balance since the middle of closed beta. PGI don't care.





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