Jump to content

Why Not This To Resolve The Pinpoint Damage Problem?


348 replies to this topic

#221 Roadbeer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 8,160 posts
  • LocationWazan, Zion Cluster

Posted 05 October 2014 - 10:08 AM

View PostWM Quicksilver, on 05 October 2014 - 09:59 AM, said:

Gauss kitty was still popular after ECM was introduced, it wasn't until the rise of the jumptard that the Gausskitty phased out of use. Still, delayed convergence really didnt solve anything, it still allowed pinpoint alphas and it gave a huge advantage like with jumptards at the time because of the fact you generally had your reticule aimed at terrain near the target or the target itself meaning you weapons had plenty of time to sync up to hit one section. Like I said, it also wouldn't stop some of the most dangerous of Dire Wolves like the Laser Vomit build. So if it can't really fix the pinpoint problems like the Dire Wolf, how is it any different from Ghost Heat?

1. You now have the charge mechanic for gauss.So your edge case has been resolved by evolution.
2. Forward and vertical momentum from JJ would play a bit of havoc with convergence (remember, poptarting didn't really become a thing until AFTER convergence was removed), poptarting pinpoint accuracy solved.
3.

View PostWM Quicksilver, on 05 October 2014 - 09:59 AM, said:

Like I said, it also wouldn't stop some of the most dangerous of Dire Wolves like the Laser Vomit build. So if it can't really fix the pinpoint problems like the Dire Wolf, how is it any different from Ghost Heat?

Non-sequitur.
Convergence solves pin-point problems, now you're talking about heat management, there are other threads for that conversation.

#222 Oderint dum Metuant

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,758 posts
  • LocationUnited Kingdom

Posted 05 October 2014 - 10:08 AM

View PostWM Quicksilver, on 05 October 2014 - 09:59 AM, said:

Gauss kitty was still popular after ECM was introduced, it wasn't until the rise of the jumptard that the Gausskitty phased out of use. Still, delayed convergence really didnt solve anything, it still allowed pinpoint alphas and it gave a huge advantage like with jumptards at the time because of the fact you generally had your reticule aimed at terrain near the target or the target itself meaning you weapons had plenty of time to sync up to hit one section. Like I said, it also wouldn't stop some of the most dangerous of Dire Wolves like the Laser Vomit build. So if it can't really fix the pinpoint problems like the Dire Wolf, how is it any different from Ghost Heat?



I miss my Gausskitty days.

#223 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 12,058 posts
  • LocationKansas City, MO

Posted 05 October 2014 - 10:17 AM

View PostRoadbeer, on 05 October 2014 - 10:08 AM, said:

1. You now have the charge mechanic for gauss.So your edge case has been resolved by evolution.
2. Forward and vertical momentum from JJ would play a bit of havoc with convergence (remember, poptarting didn't really become a thing until AFTER convergence was removed), poptarting pinpoint accuracy solved.

Charge mechanic doesn't stop the Dire Wolf from being one the most terrifying assaults.

I distinctly remember playing RHOD for the second season I believe (not sure on the season), and there were three heavies you saw at any time, Jumptard Cataphract, Splatapult, AC20apult and this was all before HSR. So poptarting was popular before convergence was removed.

View PostRoadbeer, on 05 October 2014 - 10:08 AM, said:

Non-sequitur.
Convergence solves pin-point problems, now you're talking about heat management, there are other threads for that conversation.

Both are contested 'solutions' to the same problem, regardless of how they went about it, their goal is the same, so my point stands.



I also miss the days of the Catapult (K2 and A1), good times.

Edited by WM Quicksilver, 05 October 2014 - 10:30 AM.


#224 process

    Member

  • PipPipPipPipPipPipPipPip
  • Star Colonel II
  • Star Colonel II
  • 1,667 posts

Posted 05 October 2014 - 10:17 AM

We already have two reticles and bunch of different weapon mechanics and behaviors. If a couple of weapons are making the game feel imbalanced, let's focus on adjusting their mechanics before we scramble the entire system.

#225 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 05 October 2014 - 10:27 AM

View PostRoadbeer, on 05 October 2014 - 09:40 AM, said:

Three simple words.

Reinstate.Weapon. Convergence.

Movement = longer delay in convergence.

/solved.

HSR precludes anything but the current instant convergence, apparently. Or so PGI says.

Whether one believes that or not, it is what it is. We're stuck with instant convergence so we have to look to other things to reduce the impact of instantly converging, pin-point accurate alphas.

We can either look at the "pin-point accurate" part or the "alpha" part - CoF is one solution, forced chain-fire is another. There's more, but seeing as people don't even understand why having instantly converging pin-point accurate alphas in a game with an armour system balanced around pseudo-random hit allocation is bad, it's highly unlikely there would ever be a consensus on anything.

#226 Roadbeer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 8,160 posts
  • LocationWazan, Zion Cluster

Posted 05 October 2014 - 10:31 AM

View Poststjobe, on 05 October 2014 - 10:27 AM, said:

but seeing as people don't even understand why having instantly converging pin-point accurate alphas in a game with an armour system balanced around pseudo-random hit allocation is bad, it's highly unlikely there would ever be a consensus on anything.

Bingo!

#227 KraftySOT

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 3,617 posts

Posted 05 October 2014 - 10:39 AM

Id just like it if we could even get on the same page as to the technical limitations.

One thing thats kind of mindblowing is how despite the passage of time and technical ability and hardware...were still having hitreg problems, rubber banding, etc, thats almost as annoying as NetMech days when you had to shoot the thin air ahead of hte enemy to get a hit.

Are these problems inherent to the game itself? (all the hitboxes and weapons flying) or actual technical limits...or is it a result of smaller more amateur teams working on these projects.

What CAN be done is almost more important to reach as a consensus. If we all understand what our limits are, we'd come closer to a more concentric idea pool.

Somethings id love to know about, is the prediction code, and how much is client side? Alot of the issues seem to be server load and im wondering if more couldnt be shoved onto the client...or is this a problem with all MP centric games and cheating?

#228 Nightmare1

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,636 posts
  • Twitch: Link
  • LocationPeeking over your shoulder while eating your cookies.

Posted 05 October 2014 - 10:40 AM

Ah, convergence and cone of fire...the topics agitators turn to after their whiny clamoring for nerfs successfully results in the ruination of JJs, PPCs, and, possibly soon, Clans.

Seriously, I never thought I would see actual discussion about implementing something as ridiculous as cone of fire or convergence. It's already difficult enough to put all your shots into a single component; we don't need to add pure randomness into the mix as well. This is MechWarrior Online, not Table Top, so quit trying to turn it into TT.

...And for all those who say, "Saying 'No!' doesn't solve the problem!", I say, "What problem?" Seriously, pinpoint damage is not an issue. Learn to torso twist and maneuver and don't charge down a DireWhale's throat, and you won't get components blown off.

It's just that simple. Now let's stop such nonsensical debate before PGI decides that it's time for another round of Nerfs.

Edited by Nightmare1, 05 October 2014 - 10:41 AM.


#229 KraftySOT

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 3,617 posts

Posted 05 October 2014 - 10:51 AM

Ac

View PostNightmare1, on 05 October 2014 - 10:40 AM, said:

Ah, convergence and cone of fire...the topics agitators turn to after their whiny clamoring for nerfs successfully results in the ruination of JJs, PPCs, and, possibly soon, Clans.

Seriously, I never thought I would see actual discussion about implementing something as ridiculous as cone of fire or convergence. It's already difficult enough to put all your shots into a single component; we don't need to add pure randomness into the mix as well. This is MechWarrior Online, not Table Top, so quit trying to turn it into TT.

...And for all those who say, "Saying 'No!' doesn't solve the problem!", I say, "What problem?" Seriously, pinpoint damage is not an issue. Learn to torso twist and maneuver and don't charge down a DireWhale's throat, and you won't get components blown off.

It's just that simple. Now let's stop such nonsensical debate before PGI decides that it's time for another round of Nerfs.



Actually...the complete opposite happened. They brought up these issues, made suggestions, and then JJs, PPCs, Ghost etc was PGIs solution.

Those problems were real, but the solutions are bandaids, which piss off more people, than were pissed off about the problems in the first place.

And I think everyone can agree, if you fix PP convergence...you can ROLL BACK all the nerfs.

We hate the nerfs. Fix the underlying problem. Nerfs are terrible.

Its like having a hole in the bottom of your pool...and instead of fixing the leak, you install a really loud noisy pump system that pumps in enough water to make up for the leak, but drives people away from the pool. Theres still a leak, and no ones swimming.

The "forum warriors" say "LRMAGGEDON!" "FIX THE INDIRECT FIRE!" and PGI comes up with the magic jesus box.

Im sure that was easier to do that fixing indirect fire or making it role/weight class specific...but you cant blame the forum warriors for the Magic Jesus Box. That was no ones suggestion ever.

Edited by KraftySOT, 05 October 2014 - 10:49 AM.


#230 Pht

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,299 posts

Posted 05 October 2014 - 11:04 AM

View PostNightmare1, on 05 October 2014 - 10:40 AM, said:

Ah, convergence and cone of fire...the topics agitators turn to after their whiny clamoring for nerfs successfully results in the ruination of JJs, PPCs, and, possibly soon, Clans.


Ah, the usual mindless replies, which do nothing to convince anyone who doesn't agree with you already, much less move the discussion forwards.

Quote

Seriously, I never thought I would see actual discussion about implementing something as ridiculous as cone of fire or convergence. It's already difficult enough to put all your shots into a single component; we don't need to add pure randomness into the mix as well. This is MechWarrior Online, not Table Top, so quit trying to turn it into TT.


"I dunno how that guy got elected. I don't know ANYBODY who voted for him" is not a counter argument. For that matter, neither is accusing people of wanting things they don't want.

Not even *I* want the TT in video game format, and it seems that I'm the only active poster who gave enough of a flip to actually go read the TT combat system rules themselves and see if all the FUD tossed at them was true... and it wasn't and isn't.

http://mwomercs.com/...ost__p__3768529

and :

http://mwomercs.com/...ost__p__3785703

Quote

...And for all those who say, "Saying 'No!' doesn't solve the problem!", I say, "What problem?" Seriously, pinpoint damage is not an issue. Learn to torso twist and maneuver and don't charge down a DireWhale's throat, and you won't get components blown off.


You are apparently ignorant of the problem. You actually have to have been around since the closed beta or near to it to understand. Given that I'm lazy, I'll quote myself from elsewhere:

View Postpht said:

There's a serious no-fun gameplay catch-22 with perfect convergence for everything fired, even under the "nearly perfect" situation above - the weapons damage numbers are far higher than the armor/internal structure/internal components were built to absorb. Perfect concentration with stock numbers on both ends results in the target *nearly instantly vaporizing* which would be far less of a "reward for skill" than it would be the equivalent of "I hit the WIN! button first."

How bad is it? to use my example from the OP in this thread, you can have 92 damage hitting a MAXIMUM of 62 armor (that's if you have ZERO rear ct armor) backed by 31 points of internal structure. This is from a daishi build that's not obscenely min-maxed - but that's not as bad as it can really get. Using the same Daishi, you can have 106 damage, if you still want to have a long ranged weapon for 27,750,000 c-bills; if you want more damage and you don't mind a heat-nap you can do 119 for 27,630,000 c-bills... and this is with 3050 era standard clan tech. The IS tech is just as dangerous considering it's cost - an easy *heat neutral* build of a pillager plg-3z can output 66 damage for 22,090,000 - or you can do a heat neutral std engine zombie build devastator DVS-1D that does 62 for 9,544,000 c-bills.

So why not just bump up the armor and internal numbers and keep the perfect concentration of weapons fire? MWO has already tried this. The result was gross weapons imbalances between those weapons that can still manage to penetrate the higher numbers and those weapons that can't. It favors the ppcs/gauss/ac20/Large lasers while it cripples the smaller weapons and makes the smallest damaging weapons almost pointless.

MWO happened to double the external armor numbers. That didn't stop the 'mechs from vaporizing. So they doubled the internal structure numbers. 'Mechs started to stop vaporizing. BTW, MW4 as mektek modded it also tried the same thing with the assault 'mechs, except it was just more armor, not more internals (and the damage/armor/structure numbers were already more than double stock in that game before MT modded it) - with the same results to balance. So in MWO there was a rate of fire bump for smaller weapons to attempt to pull them off of the shelf.

Not only were the smaller damaging weapons hurt, the light class of 'mechs were hurt as well, for the simple reason that light 'mechs have a very hard time carrying the larger less-effected weapons. Light mechs rely on multiple small damaging weapons. Thus a sort of "double imperative" to make the lighter weapons more attractive again.

But it was (and still is) more involved than that - as every new weapon was introduced, pgi has had to re-balance not only the new weapon just to get it into the game, they've had to *reconsider the entire weapons spectrum* with an eye towards possibly having to rebalance them in light of the new weapon. This is also where the combat mechanic we call "ghost heat" (which magically damages your 'mech instead of just your cooling system) came from; this is where gauss timers came from; this is where the limit on the number of gauss that can be fired at once came from - it's where "the build of the patch" routine came from... it has resulted in the pre-eminent battlefield role being far and away "who does the most damage to the fewest armor sections in the least time." The choice to bump up armor/structure numbers vs damage numbers as a "fix" will continue to bear sour fruit for the foreseeable future. This happened in mw4, it's happened in mwo, and it will continue on.

PGI could have gone the route of putting the entire 'mech's armor/internal structure numbers into a single pool and just subtract damage from that, but who wants to hit an arm with obscene damage and not have it fall off? If they set damage percentages for x component/structure destruction, that's just going back to the same old routine as we have already, with the same problems.

They could also try and make it harder to get the perfect concentration hits, but all that would do is reward the patient and otherwise higher skilled players. It would not only reward those players, but it would make it FAR harder for people to progress *up* into that skilled player set, meaning as soon as you broke into that ELO bracket, you would be getting crushed repeatedly. Speaking of which, things like ELO, which by design break up the community, are more necessary with the way MWO is because the damage concentration as it stands rewards those who know how to get it reliably in combat.

That's why spread-damage has come up and continues to do so, even from people who know nothing about the TT BT game. Properly done, spread damge is a better way of resolving damage to battlemechs. You don't have to have constant weapons and 'mech tweaking, resulting in the "build of the patch" routine that can and does ruin the results of all your hard grind; you don't have to have crazy barely-justifiable mechanics like "ghost heat" where the devs have to attempt to hide the maths from the playerbase for it to work as intended, you don't have to limit the pre-eminent battlefield role to "most damage to a single section in the least time possible" ... you don't have to limit the role of gauss and other big hard hitting weapons below what they were intended for and than try to come up with a justification for doing so. Light and medium 'mechs could actually fulfill their combat roles outside of trying to get into the "damage warfare" pillar just as a matter of mere survival. Heavies could actually *be* fast moving raiders, instead of second-class to assault 'mechs in the damage game.


The nerfs you have a problem with are a direct and necesary result of PGI's deciding to not have the battlemechs part of the combat aiming happen in MWO.

#231 Alek Ituin

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,525 posts
  • LocationMy Lolcust's cockpit

Posted 05 October 2014 - 11:25 AM

View Poststjobe, on 05 October 2014 - 10:27 AM, said:

HSR precludes anything but the current instant convergence, apparently. Or so PGI says.

Whether one believes that or not, it is what it is. We're stuck with instant convergence so we have to look to other things to reduce the impact of instantly converging, pin-point accurate alphas.

We can either look at the "pin-point accurate" part or the "alpha" part - CoF is one solution, forced chain-fire is another. There's more, but seeing as people don't even understand why having instantly converging pin-point accurate alphas in a game with an armour system balanced around pseudo-random hit allocation is bad, it's highly unlikely there would ever be a consensus on anything.


When in doubt, global 30 heat cap (with true doubles) and heat penalties.

Ridiculous pinpoint alpha strikes would be impossible with a 30 heat cap. Current system increases the heat cap based on number of HS, which allows these shenanigans to take place.

#232 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 05 October 2014 - 11:25 AM

View PostPht, on 05 October 2014 - 11:04 AM, said:

it seems that I'm the only active poster who gave enough of a flip to actually go read the TT combat system rules themselves and see if all the FUD tossed at them was true... and it wasn't and isn't.

Well, perhaps not the only one... ;)

In fact, a lot of us didn't have to "go read the TT combat system rules", since we're already quite familiar with them - having been using them for nigh on thirty years.

You're quite right that the FUD thrown at them is mostly made-up though - as are the inevitable strawmen about any changes to the apparently perfect MWO mechanics (c.f. The "MAH SKILLZ!"-crowd that comes out of the woodwork any time anyone types the letter R, N, and G in close proximity).

#233 Nightmare1

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,636 posts
  • Twitch: Link
  • LocationPeeking over your shoulder while eating your cookies.

Posted 05 October 2014 - 12:02 PM

View PostKraftySOT, on 05 October 2014 - 10:51 AM, said:

Its like having a hole in the bottom of your pool...and instead of fixing the leak, you install a really loud noisy pump system that pumps in enough water to make up for the leak, but drives people away from the pool. Theres still a leak, and no ones swimming.


Which is exactly why convergence is a bad idea. It will only make the hole bigger. Weapons convergence is not an issue with this game. It takes a good bit of skill to put all your damage into a single component. Why punish those players who have worked for that skill? You'll only drive them away.

I say, don't touch it. Leave it alone. Un-Nerf the JJs. Reduce or eliminate Ghost Heat. Quit trying to make this game into a TT thing, and let it be what it should.

If people are complaining that they take too much damage to single components, then they should examine their play style. I know that I am able to avoid taking significant damage to individual components, unless I do something stupid and walk out in front of a Heavy or Assault Mech. I know how to maneuver and use torso twisting to mitigate damage. To me, convergence seems like a band-aid solution that fails to address the underlying problem of player skill and critical thinking. This weekend is a perfect example - rather than fight smart, most Pugs just blindly rush headlong into the enemy and die. That's why they whine about a need for convergence - they don't think, and therefor need a band-aid solution to save them.

Frankly, this isn't Halo. It's a thinking game. Each move you make should be planned, because you might not be able to take it back. When gamers do make a mistake, they shouldn't need a band-aid to save them. They deserve every bit of damage they accrue for making that mistake.

Like the saying goes, "Stupidity should be painful."

View PostPht, on 05 October 2014 - 11:04 AM, said:

Ah, the usual mindless replies, which do nothing to convince anyone who doesn't agree with you already, much less move the discussion forwards.


Where there isn't a problem, there need be no discussion. Simply learn to play, and you won't take too much damage to individual components. Learn how to shield and maneuver. It's simple, really.

#234 BerserX

    Member

  • PipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 424 posts
  • LocationHere

Posted 05 October 2014 - 12:04 PM

View PostKuroNyra, on 03 October 2014 - 01:04 PM, said:

Or on another name. The Instant-Convergence problem. Ok, first of all. I apologize for my English. It is not my native language. Beware: What I propose will have flaw, the principe of this thread is to try to find the best solution in case the said solution could be a good one. I’m just a regular guy having an idea and sharing it. One of the major problems with the pinpoint damage is that you can instantly focus all your weapon on the same portion of a mech, and most of the weapon will attack at that point on the same time. That made a lot of problem in the past, especially with the Boating who give birth to the Ghost Heat. There was problems like the 6 PPC Stalker, and all the boring boating who made the game unfun and frustrating. The Ghost Heat solved IN PART that problem but also created new ones. On the Battletech Franchise, pilot weren’t all that precise when fighting and not all the same weapon were going to hit the same place. A solution I propose is to create a system like of Cone of Fire with a reajustement system. For example, let’s take a Timber Wolf with 4 medium laser on the Arms and 2 pulse laser on both side torso. Let’s say that the TBW is facing an Awesome and fire at him on the move. What could happen? Both arm are moving but are not both synced and have some shift between them. Let’s say I was targeting the CT of the AWS during the move, the time needed to the arm to make the move make them shifting and one arm pass throught my visor a bit before readjusting it, the other did the same and they after a few second completely readjust. But, they are not both exactly on the the visor and they shift at every move. A bit different for the Torso-Mounted weapon, they haven’t that kind of problem, but are not synced too and will hit at two different locations. Same example, I attack the AWS. My pulse laser both hit the center torso but not at the exact same spot like it’s currently the case. Also, when you are firing with basilistic, you also shake a bit (not too much to avoid the LRM syndrome, but the bigger the weapon is, the bigger the effect can feel) and your weapon will be starting to spread more the fire. Not Shotgun style, but it won’t hit the exact same location every time. No big change for the Missile, they actually work pretty well I think. That system could avoid the pinpoint damage problem, affecting both IS and Clan Mech. I’m looking forward to discuss that with you guy’s.


Um, if you read any of the books, ALL weapon systems locked target - not just missiles. There was still margin for missing shots, but once you locked target, all your weapons trained at that target. The mechanics are fine as they are. Quit asking for nerfs. PGI nerfs enough already.

#235 KraftySOT

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 3,617 posts

Posted 05 October 2014 - 12:09 PM

View PostNightmare1, on 05 October 2014 - 12:02 PM, said:


. It takes a good bit of skill to put all your damage into a single component.


No it doesnt. I have zero skill. Im old, im lazy, I dont master or elite mechs...I have no trouble lulzpopping people with my Banshee.

#236 Nightmare1

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,636 posts
  • Twitch: Link
  • LocationPeeking over your shoulder while eating your cookies.

Posted 05 October 2014 - 12:14 PM

View PostKraftySOT, on 05 October 2014 - 12:09 PM, said:

No it doesnt. I have zero skill. Im old, im lazy, I dont master or elite mechs...I have no trouble lulzpopping people with my Banshee.


Then I would say that your adversaries are unskilled. Frankly, Banshees aren't all that tough, in my opinion. I've solo'ed them with my IS Meds and Lights.

...Or, you may simply be more skilled than you give yourself credit for. :)

#237 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 05 October 2014 - 12:26 PM

It occurs to me that we in the community need more data that could easily be provided by PGI.

In the death screen show exactly which weapons were involved on the killing salvo, and how much damage they did attached to which mech and at what range, this could be useful. Then if you are walking along in a fully armored assault and suddenly drop dead from an invisible target and see 2 Gauss/4 PPCs doing X damage to your CT... well you have really good evidence the broken Alpha is alive and well.

Other than that, a kill replay from the shooter's view would solve a lot, although it would be a tactical expose.

A lot of questions answered to put minds at rest.

View PostBerserX, on 05 October 2014 - 12:04 PM, said:


Um, if you read any of the books, ALL weapon systems locked target - not just missiles. There was still margin for missing shots, but once you locked target, all your weapons trained at that target. The mechanics are fine as they are. Quit asking for nerfs. PGI nerfs enough already.

Good reason then to have ECM knock out or scramble targeting of direct fire weapons as well... isn't it? :ph34r:

Edited by Kjudoon, 05 October 2014 - 12:27 PM.


#238 Kjudoon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 7,636 posts
  • LocationWisconsin

Posted 05 October 2014 - 12:41 PM

View Poststjobe, on 05 October 2014 - 10:27 AM, said:

HSR precludes anything but the current instant convergence, apparently. Or so PGI says.

Whether one believes that or not, it is what it is. We're stuck with instant convergence so we have to look to other things to reduce the impact of instantly converging, pin-point accurate alphas.

We can either look at the "pin-point accurate" part or the "alpha" part - CoF is one solution, forced chain-fire is another. There's more, but seeing as people don't even understand why having instantly converging pin-point accurate alphas in a game with an armour system balanced around pseudo-random hit allocation is bad, it's highly unlikely there would ever be a consensus on anything.

I never realized the problem of insta-convergance till the introduction of the Dire Whale and suddenly I was getting 'one shotted' 5 times a week in anything smaller than an assault. I hated the Boomjagers before, but this has been even worse since there are now so many of them doing it.

#239 Mcgral18

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • CS 2019 Top 8 Qualifier
  • CS 2019 Top 8 Qualifier
  • 17,987 posts
  • LocationSnow

Posted 05 October 2014 - 03:05 PM

View Postprocess, on 05 October 2014 - 10:17 AM, said:

We already have two reticles and bunch of different weapon mechanics and behaviors. If a couple of weapons are making the game feel imbalanced, let's focus on adjusting their mechanics before we scramble the entire system.


That's just it; every weapon takes advantage of this mechanic.

They always have. Aside from when they didn't instantly magically converge at any distance.


It's also a nice buff to SRMs and LBx weapons. Of course, this House of "Skill" doesn't want any challenge in a video game.

#240 3rdworld

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,562 posts

Posted 05 October 2014 - 03:40 PM

View PostKjudoon, on 05 October 2014 - 12:41 PM, said:

I never realized the problem of insta-convergance till the introduction of the Dire Whale and suddenly I was getting 'one shotted' 5 times a week in anything smaller than an assault. I hated the Boomjagers before, but this has been even worse since there are now so many of them doing it.



I imagine most people that find convergence a problem are in the same boat. Mcgral not withstanding.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users