

Brainstorming About High Poinpoint Alphas
#1
Posted 17 July 2014 - 09:21 PM
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
Posted 17 July 2014 - 09:22 PM
#3
Posted 17 July 2014 - 09:28 PM
Adiuvo, on 17 July 2014 - 09:22 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.
#4
Posted 17 July 2014 - 09:30 PM
Adiuvo, on 17 July 2014 - 09:22 PM, said:
I made an entire troll thread saying this.....
PPCs and ac5s or gauss are still king, even after changes
#5
Posted 17 July 2014 - 09:35 PM
Gas 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.
TheRealAbray, 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
Posted 17 July 2014 - 10:34 PM
#7
Posted 17 July 2014 - 11:08 PM
the only real problem is pinpoint
#8
Posted 18 July 2014 - 01:19 AM
badaa, on 17 July 2014 - 11:08 PM, said:
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
Posted 18 July 2014 - 01:29 AM
Aresye, 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
Posted 18 July 2014 - 02:27 AM
Aresye, 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
Posted 18 July 2014 - 02:52 AM
Aresye, 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?
#12
Posted 18 July 2014 - 03:39 AM
#13
Posted 18 July 2014 - 06:34 AM
#14
Posted 18 July 2014 - 06:43 AM
These need to be addressed. Everything else is a symptom.
#15
Posted 18 July 2014 - 07:02 AM
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
Posted 18 July 2014 - 07:14 AM
Agent of Change, on 18 July 2014 - 06:43 AM, said:
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
Posted 18 July 2014 - 08:03 AM
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
Posted 18 July 2014 - 08:20 AM
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
Posted 18 July 2014 - 08:24 AM
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
Posted 18 July 2014 - 08:34 AM
Fut, 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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