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A Thought To Address High Damage Alpha And Increase Ttk


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#21 Gaius Cavadus

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Posted 22 December 2014 - 12:36 PM

This has been an issue with all Mechwarrior titles. The default armor values make sense when some dice determine the locations your weapons hit but once we get to pinpoint aiming in a simulator it becomes super obvious how poorly traditional armor values and sections translate.

This has plagued, if not haunted, this franchise since Mw2.

I think the biggest contributing factor is the quantity of damage locations; 12 is not enough in a sim. At the very least each arm, leg, and torso needs to be split into two sections.

I also wouldn't be against a 50-100% armor increase across the board on every section of every mech but I'd rather see a more realistic damage model first.

The TT damage model has always failed the simulator.

Edited by Cavadus, 22 December 2014 - 12:37 PM.


#22 LordKnightFandragon

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Posted 22 December 2014 - 12:47 PM

Yeah, in TT/BT Lore and all that, Lolphas were a last ditch cuz you would shut your mech down or blow it up due to all the excess heat suddenly overloading ur heatsinks. Lore/BT had 30pt heat scales and true DHS and all that....they couldnt endlessly spam lolphas of LL/PPC and all that. Plus, TT/Lore is supposed to be if it was RL, and in RL, the human body cant take that much heat for that long. You as a pilot would die from heat exhaustion and all that.

Also, the excess heat would cause serious issues to your mechs systems. You had chances to cook off your ammo, and other little things that in end, lead to your death, so yeah, firing 90 dmg and gaining 70 of your 30 heat wasnt done readily. Plus, shutting down was not a good thing to do, you would be a sitting duck to any idiot with a gun. TT/BTlor and all that there is combined arms, infantry who could swarm you, tanks that could prolly pick off ur head, and other mechs that would find ur stationary, defenseless self easy meat.

What MWO needs is a complete revision of the heat system. Heat penalties as we gain heat, heat penalities as we stay above a certain heat lvl, shorter heat scale to begin with. If we used a 30 or even 50 pt max heat scale, it would increase TTK and reduce all the lolphaing. Ghostheat wouldnt be needed and ERPPC could finally be 15/15 without issue.

MWO needs to add in all those "Oh ****" factors that really make the game feel epic. As if every decision you make will have an impact on what happens next. Make the player think a little about his/her actions.

You know, there is a reason TT did their math and numbers the way they did......cuz it worked......what MWO is doing obviously doesnt.....

Edited by LordKnightFandragon, 22 December 2014 - 12:50 PM.


#23 FupDup

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Posted 22 December 2014 - 12:51 PM

The problem always has been nearly instant + perfect convergence of many weapons.

Posted Image

Edited by FupDup, 22 December 2014 - 12:51 PM.


#24 LordKnightFandragon

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Posted 22 December 2014 - 01:08 PM

View PostFupDup, on 22 December 2014 - 12:51 PM, said:

The problem always has been nearly instant + perfect convergence of many weapons.

Posted Image


Convergeance, and a new, lower heat scale with heat penalities and it would be alot better. Right now there is no reason to even worry about heat eff, if we had a proper heat scale, you wouldnt want to pack on 9 LPL into a Hunchback.....but as it is...why not?

#25 FupDup

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Posted 22 December 2014 - 01:10 PM

View PostLordKnightFandragon, on 22 December 2014 - 01:08 PM, said:

Convergeance, and a new, lower heat scale with heat penalities and it would be alot better. Right now there is no reason to even worry about heat eff, if we had a proper heat scale, you wouldnt want to pack on 9 LPL into a Hunchback.....but as it is...why not?

9 LPL weighs more than the entire Hunchback. :P

#26 CDLord HHGD

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Posted 22 December 2014 - 01:30 PM

The problem within MWO is the definition of the Alpha Strike. In lore (and yes I do care about lore) an alpha strike was when all the mech's weapons were fired. This can be circumvented very easily ("oh, that small laser, I never use it....").

A thought I had a while back was to tie Ghost Heat to potential damage output of any one attack within .5 seconds. Let's put an arbitrary amount of damage that is "ok", say 20 points (for the AC20 and LRM20, the two weapons that put out the most potential damage in a single salvo). For every point over 20 in potential damage, the heat would increase exponentially. This would still allow grouped weapons firing, mitigate the "alpha strike" definition, and by dynamic enough to you just aren't thinking, "ok, 2 PPCs are ok, 3 are bad, so 2 PPCs and a Large Pulse Laser should be ok."





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