

Deathballs? Stackpoles!
#41
Posted 16 January 2015 - 06:07 AM
#42
Posted 16 January 2015 - 06:09 AM
Hardin4188, on 16 January 2015 - 06:07 AM, said:
He also wrote about Jedi Mind tricks and glancing blows... He is not teh favorite Author of the CBT Devs I would think. He caused a lot of "optional" rules to be written.

#43
Posted 16 January 2015 - 07:57 AM
#44
Posted 16 January 2015 - 08:36 AM
Joseph Mallan, on 16 January 2015 - 04:55 AM, said:
Deathballing is the rudimentary form of a battle formation. It lets the ball bring the most damage to bare while allowing incoming fire to be spread over multiple targets.
Id say it is an advancement over the gone to the 4 wins formation We normally see.
I just wanna point out that I don't think deathballing is a huge problem in this game. and it will always exist in some form. In tank warfare a flank can bring you to fire on an enemy formations side armor which is much weaker. in this game flanking will bring you to fire on a mechs arms which often act as shields. a fast moving lateral formation with focused fire is the best way to play MechWarrior.
#45
Posted 16 January 2015 - 08:39 AM
Alistair Winter, on 15 January 2015 - 01:54 PM, said:
I want mechs to explode. Especially when they're carrying up to 10 tons (!) of ammunition.
Then put all 10 tons of ammo on one side of your Mech. It will explode very spectacularly, on occasion.
P.S. Btw, Alistair is right. Fusion engines don't explode. Any breach in the containment instantly stops the "fusion" reaction. Now if these were "fission reactors" LOL
#46
Posted 16 January 2015 - 08:49 AM
Blacksoul1987, on 16 January 2015 - 08:36 AM, said:
The Deathball is new vernacular for horde. And no it likely will never completely go away. This, Sounds about right.
Alistair Winter, on 15 January 2015 - 01:54 PM, said:
I want mechs to explode. Especially when they're carrying up to 10 tons (!) of ammunition.
#48
Posted 16 January 2015 - 08:59 AM
I would like to see legs blow off when they're blown up. That's my big thing. Also, I'd like to see things that would require an in-game "piloting check." How so? You take hits to a gyro, or get that leg blown off, you now have to hop and your mech moves like it's drunk.
Wobbles all over the place. Not a 40kph cap, just because basically unpilotable over anything other than "slow." You can try, though, and a good pilot might be able to still move and shoot, but it would be HARD. Of course, then you have to implement falling over, knock-downs, etc, and most of us know how that turned out the first time around.
#49
Posted 16 January 2015 - 09:05 AM
They would be more effective at area denial if we reduced the damage and extended the duration. That would also make them less frustrating to deal with.
They could be taken out of the hands of players and launched automatically on clumped-up groups of allied mechs (they would not launch if there would be "friendly fire," like a brawling situation or up-close light harassment). Bitching Betty could give a warning.
#50
Posted 16 January 2015 - 09:09 AM
Harathan, on 15 January 2015 - 01:40 PM, said:
#51
Posted 16 January 2015 - 09:15 AM
Stahler, on 15 January 2015 - 08:34 PM, said:
regardless of the reasons or the how, it worked well, especially in MWLL. Those booms could really send people running
I don't debate that, I'm just looking at the reasoning behind why it was implemented originally, and do those reasons fit the design for the title we have laid before us now? That's the real question. I almost feel like a lot of decisions for MWO were made to be different from MWLL because they didn't want that sort of competition or be accused of stealing material from the mod team.
#52
Posted 16 January 2015 - 10:59 AM
Joseph Mallan, on 16 January 2015 - 09:09 AM, said:
What? Whining cancels consequences? What hardpoint is that?
Must be energy. Yes energy... no maybe ballistics, oh yes forgot about that. Hmmmm... certainly can't be missile, look at the state they're in. I mean just really!..
:::closes door behind him.:::
Edited by Kjudoon, 16 January 2015 - 11:01 AM.
#53
Posted 16 January 2015 - 11:22 AM
i personally think they need to bring back 8v8... and have smaller maps be 8v8 and larger maps be 12v12.
Quote
the solution to that is larger maps and objectives that are more important than killing the enemy team. then your team has to split up to go after objectives.
Edited by Khobai, 16 January 2015 - 11:24 AM.
#54
Posted 16 January 2015 - 11:23 AM
Stahler, on 15 January 2015 - 01:36 PM, said:
Personally, I liked the glitched mechanics when the Adder was first added; I cannot remember who broke it, but the Adder used to have an 83% chance to go critical for some reason. Thus, the Close-Range Assault Puma (CRAP) became a thing, briefly, lol.
#55
Posted 16 January 2015 - 11:29 AM
1. Reduced firing lines. It can be difficult to bring 12 mechs to bear on your opponent if you're all clustered up. Often times you wind up with a significant amount of your firepower hanging back or jockeying for position. Don't get me started on the friendly fire or people hugging your back while you're trying to get to cover.
2. Vulnerable to Strikes, and UAV spotting. You make an easy target this way and you can't move as easily. Sometimes you don't even have a choice as you can't stop without moving without blocking your entire team's push.
3. Vulnerable to getting flanked. Deathballs usually set up in areas that are defensible against the other deathball. This often leaves them exposed to fire from the sides. I have seen a single flanking mech completely freeze an entire 12 team because no one wants to step out and get smashed by his ER lasers, Daka, or LRMs. This is actually one of my favorite past-times in my LRM hunchback 4J. It's fast enough to flank/retreat and the firepower it brings to bear is withering.
So if you want to stop a deathball, you set up a good clear firing line, you strike the hell out of them, you pop UAVs for LRM support, and you get a couple of guys to flank.
#56
Posted 16 January 2015 - 11:34 AM
Mirkk Defwode, on 16 January 2015 - 09:15 AM, said:
I don't debate that, I'm just looking at the reasoning behind why it was implemented originally, and do those reasons fit the design for the title we have laid before us now? That's the real question. I almost feel like a lot of decisions for MWO were made to be different from MWLL because they didn't want that sort of competition or be accused of stealing material from the mod team.
I get what you mean, but fusion explosions, realistic or not are part of the lore (whether we like them or not). I was just saying their mechanic for it worked really well. PGI wouldn't have to copy it, but it's certainly an example of how to do it right. Now if there is another way to help mitigate death balling, that would be great too. I think larger maps without just a few choke points where the fighting always occurs would be great
#57
Posted 16 January 2015 - 11:41 AM
Jman5, on 16 January 2015 - 11:29 AM, said:
1. Reduced firing lines. It can be difficult to bring 12 mechs to bear on your opponent if you're all clustered up. Often times you wind up with a significant amount of your firepower hanging back or jockeying for position. Don't get me started on the friendly fire or people hugging your back while you're trying to get to cover.
2. Vulnerable to Strikes, and UAV spotting. You make an easy target this way and you can't move as easily. Sometimes you don't even have a choice as you can't stop without moving without blocking your entire team's push.
3. Vulnerable to getting flanked. Deathballs usually set up in areas that are defensible against the other deathball. This often leaves them exposed to fire from the sides. I have seen a single flanking mech completely freeze an entire 12 team because no one wants to step out and get smashed by his ER lasers, Daka, or LRMs. This is actually one of my favorite past-times in my LRM hunchback 4J. It's fast enough to flank/retreat and the firepower it brings to bear is withering.
So if you want to stop a deathball, you set up a good clear firing line, you strike the hell out of them, you pop UAVs for LRM support, and you get a couple of guys to flank.
See... Tactical thinking! This is how it looks!
Khobai, on 16 January 2015 - 11:22 AM, said:
i personally think they need to bring back 8v8... and have smaller maps be 8v8 and larger maps be 12v12.
the solution to that is larger maps and objectives that are more important than killing the enemy team. then your team has to split up to go after objectives.
But the game is only about the fighting Khob!!!!

#58
Posted 16 January 2015 - 12:10 PM
1) It would mean that deathballing couldn't work for the attacking team so long as they didn't have enough time to complete the requisite number of objectives as a single group.
2) Deathballing wouldn't work for the defending team because they couldn't just choose one objective to go all in on as the victory condition is % of the total objectives.
3) Smaller engagements would introduce a huge amount of meaning for lances and lance command. In organized units, those ranks that are currently arbitrary will suddenly matter.
4) Scouting will become a thing that has a profound impact on the match for both defenders and attackers.
*sigh*...a robo-jockey can dream....
Edited by Voivode, 16 January 2015 - 12:14 PM.
#59
Posted 16 January 2015 - 12:13 PM
Voivode, on 16 January 2015 - 12:10 PM, said:
1) It would mean that deathballing couldn't work for the attacking team so long as they didn't have enough time to complete all objectives as a single group.
2) Deathballing wouldn't work for the defending team because they couldn't just choose one objective to go all in on as the victory condition is % of the total objectives.
3) Smaller engagements would introduce a huge amount of meaning for lances and lance command. In organized units, those ranks that are currently arbitrary will suddenly matter.
4) Scouting will become a thing that has a profound impact on the match for both defenders and attackers.
*sigh*...a robo-jockey can dream....
The sad part is that we had one... it was Conquest on Alpine peaks. The QQ from the 48kph Atlases was so extreme they redid the entire conquest map to make it "Skirmish with a stop watch". What went from having lance combat became deathball central because you could easily hold the middle three cap points with your cheesiest assaults and heavies who didn't even really move much off the middle point.
I complained bitterly about this back then, and the new 'waddle 50 meters and fire' drop points too. I still don't like it, but nobody cares about actually doing role warfare if it means you don't shoot constantly in a meta deathball.
#60
Posted 16 January 2015 - 12:41 PM
Stahler, on 15 January 2015 - 01:36 PM, said:
no.
Yes it's cool.
No it's not good for gameplay. No it's not good for a team game.
Colissions would be far better to help remedy this.
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