Jump to content

Do The Majority Of Players Want To Get Rid Of Convergence?

Gameplay Balance

1126 replies to this topic

#701 Boris The Spider

    Member

  • PipPipPipPipPipPip
  • Shredder
  • Shredder
  • 447 posts

Posted 10 April 2015 - 10:10 AM

View PostDimento Graven, on 10 April 2015 - 09:56 AM, said:

Ok "YOU" never said that, though what you did state seemed to indicate you think there are people on this forum who do think that way.

Wait... So you think that people who find an enemy walking in front of them their team members out in the open and kill them quickly are sociopathic?

And you think that allowing enemy 'mechs who walk out in the open in front of 6 other 'mechs to live longer through means of artificial missing makes a "better game"?


Didn't say that, or that. What I am implying is that only certain types of people consider that everyone around them is a liar out to get an advantage. And by artifical means, I'm sure you mean by removing artificial means... unless of course you think that shells coming out of cannons at 25 degree angles is not artificial.

#702 Dolph Hoskins

    Member

  • PipPipPipPipPipPip
  • The Territorial
  • The Territorial
  • 499 posts
  • LocationThe Machine

Posted 10 April 2015 - 10:13 AM

View PostMax Liao, on 10 April 2015 - 09:46 AM, said:

3050 BattleTech universe? If so, that's already been defined with a lot of RNG and lore; however, bad or not, that lore is still canon for the BT/MW universe.

3050 in the real world? Well, moot point as we're supposed to be playing in the BT/MW universe, not the real universe; and 3050 is a little ways away. If that were the case 80%+ of the rules and canon for the BT/MW universe would simply not exist, because they don’t fit what is known about physics, sociology, engineering, etc.

BattleTech could be argued to be almost “fantasy,” just like Star Wars: things that could never happen, but make a great game/genre. By injecting more and more “reality” it becomes less Battletech. By injecting more FPS pewpew rules, it becomes less Battletech.

I’ve said it since closed beta, too many people want Giant Stompy Robots Online, not Battletech/MechWarrior.

[Edit: Formatting]



I really liked the point of this.

The blend of sim like qualities combined with a rich and detailed fiction could and should translate into an amazing game. Other titles have done it. Crysis 1 comes to mind with it's blend of sci fi scope and down to Earth ballistic and tactical combat.

To me, the length of debate in this thread kind of shows why PGI made the aiming system the way it is. Which is somewhat representative of the weapons at hand but overall simplified to make it happen without much fuss.

I would prefer a game with detailed and seemingly realistic qualities mixed with the fiction of battletech/mechwarrior as much as the developer could possibly muster. Pretty much like what Boris the Spider mentioned...some people just want a better game when they take the time to make suggestions.

#703 Dimento Graven

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Guillotine
  • Guillotine
  • 6,208 posts

Posted 10 April 2015 - 10:19 AM

View PostBoris The Spider, on 10 April 2015 - 10:10 AM, said:

Didn't say that, or that. What I am implying is that only certain types of people consider that everyone around them is a liar out to get an advantage. And by artifical means, I'm sure you mean by removing artificial means... unless of course you think that shells coming out of cannons at 25 degree angles is not artificial.
Unfortunately when I've found myself in that situation I was too busy to pull out my protractor to make sure the enemy was killing me from an appropriate gun to munition path angle.

;)

Seriously though, I can't say that I've noticed any bizarre golf 'slice' type of fire happening. Usually it's the rounds traveling through objects or other graphically busted silliness.

#704 peve

    Member

  • PipPipPipPipPip
  • 105 posts

Posted 10 April 2015 - 10:26 AM

Manual convergence.

Buttons / mouse wheel to adjust in mid-fight.

Targeting computers can adjust automatically.



#705 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 10 April 2015 - 10:42 AM

View PostPPMcBiggs, on 10 April 2015 - 09:28 AM, said:

My opinion is we should investigate slowing down convergence and somehow complicate alphas to require much more consideration by the pilot.


PGI has stated sometime ago they can't, and which is the reason we have what we have now.

Someone really needs to find that original message from PGI explaining the issue. I myself have not have had much luck so far.

#706 LordBraxton

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,585 posts

Posted 10 April 2015 - 10:49 AM

View PostJoseph Mallan, on 10 April 2015 - 10:01 AM, said:

It would fit the story of the Nova Cat who lost a world on a coin toss.
She Called "Edge"

That is your 0.003%


I did the same for my BattleCorps FanFic submissions. It sounded cooler written down than the dice made it look.


This is the power of tabletop\roleplaying games. I tend to GM battletech games even though you don't NEED a GM. That way I can keep the game flowing (let's get real, I don't KNOW anyone who plays tabletop games so I GM everything...) You can be boring and say, "roll to hit, target 9+, hits, roll location, left leg, internals, crit check, actuator, piloting roll..." Or you can be a cool GM and hop about the room exclaiming, "lightning arcs from his Battlemaster's particle cannon! (roll) briefly connecting the two mechs and blinding the onlooking infantry, (roll) thunder reverberates across the battlefield as sections of superheated armor fall away from the griffin's right leg, revealing myomer and actuators beneath! (roll) the coporal notices his mech's legs buckling, ROLL A PILOTING CHECK OR FALL ON YER ASS! Ok... it's been too long since I played me some battletech...

#707 Almond Brown

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 5,851 posts

Posted 10 April 2015 - 10:52 AM

View PostDimento Graven, on 10 April 2015 - 09:46 AM, said:

Of all the other extremely significant changes from weapon charge ups, ghost heat, ECM, 3rd person view, coolant pods, removal of HS's from fusion engines, etc. etc. etc. etc., over the years, are you trying to tell me this would be the proverbial 'straw' that breaks the camel's back?

Doubt it.



Sadly, being wrong in such cases are very rarely reversible. And who would have thought that just 1 more "straw" would have broke a camels back eh? ;)

Quote

So you believe that it's reasonable to have 'mechs fire multiple alphas in a row without any repercussion?



I see all kinds of Mechs go into Shut-Down mode after such actions. Are we to assume only the "stupid" shutdown. Many Mechs can carry weapons packages that make Heat irrelevant in the long run, they can Alpha a lot becasue that is how they are built, would you remove those builds as well even though they can Alpha legit...?


Quote

I don't hate low TTK, there should be low TTK under certain circumstances. It's not unreasonable for an Atlas to die in seconds if its pilot makes a mistake and walks it front of a bunch of the enemy.

Adding a heat affects table doesn't change that, all the enemy could STILL fire alphas into the Atlas, there'd just be some potential consequences for repeatedly firing alphas into the Atlas.



Under certain circumstances, yup. Currently, almost ALL "circumstances" result in low TTK.

Quote

I play pretty much every day, and pretty much every day I have at least one match that lasts nearly the entire 15 minutes. Either a battle that lasts 10 minutes and then 4 minutes of search for some shut down, DC'd ********, or 8 minutes of battle and 6 minutes of cat and mouse between 2 and 4 of the remaining stragglers. The first instance, counter to the health of the game, the second totally in line with the spirit of the game and a GOOD THING that it can happen.

Actually to me it seems like you're advocating for 8 minute match times...


I think I made mention of "average". You know, the "mean sum of". It would make for an interesting Poll I think. I am not advocating at all. It just seems one could get more Matches in if the average time in Match better represented "the current Match reality" vs a 3.5 year old decision made based on 3.5 year old data (which was non existent obviously) :)

#708 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 10 April 2015 - 11:05 AM

View PostLordBraxton, on 10 April 2015 - 10:49 AM, said:


This is the power of tabletop\roleplaying games. I tend to GM battletech games even though you don't NEED a GM. That way I can keep the game flowing (let's get real, I don't KNOW anyone who plays tabletop games so I GM everything...) You can be boring and say, "roll to hit, target 9+, hits, roll location, left leg, internals, crit check, actuator, piloting roll..." Or you can be a cool GM and hop about the room exclaiming, "lightning arcs from his Battlemaster's particle cannon! (roll) briefly connecting the two mechs and blinding the onlooking infantry, (roll) thunder reverberates across the battlefield as sections of superheated armor fall away from the griffin's right leg, revealing myomer and actuators beneath! (roll) the coporal notices his mech's legs buckling, ROLL A PILOTING CHECK OR FALL ON YER ASS! Ok... it's been too long since I played me some battletech...

That is more DMing than GMing. Good Lord I miss my Bro. There was a DM who could make fighting Kobalds sound scary! :unsure: RIP Chris.

#709 Dino Might

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 2,030 posts

Posted 10 April 2015 - 11:09 AM

Dimento,

We get it. You are a god among peons, master of all that is MWO in terms of skill. You can play me 100 times and win 100 times with ease. How does that make your erroneous statements any closer to the truth? Seriously, we're giving you some science, and your response is that, "it's wrong because I'm awesome." Then you say, "I already know all that bull****," but you clearly don't based on your fantasy stories about shooting thousands of advil tablets without missing and your continual denial of actual, observable events.

Will you please stop, take a breath, and consider that you don't know all there is to know about random models representing nature and either listen to what some of us are telling you, or go read a dang book? You have the internet - the sum of all human knowledge - at your fingertips. There is no excuse for continuing this tirade against something you clearly do not understand.

If your argument is no CoF because you don't like RNG, fine. That is basically what you've come down to saying after I've shown you the error of your "reality" arguments. At that point, I have no way to argue with you on the fact that you do not like any RNG. Fine. But the question is then, why is your system the right one? Your rationale to this point is that it is correct because you like it. And then you go call someone else presumptuous?

You still haven't addressed any of my questions to you:

1. Explain how CoF leads to normalization of results for variously skilled shooters.
2. Explain why CoF is not a realistic model for weapon systems, now, or in 3050 (provided we are still building things out of matter and using that to send matter into other matter)
3. Explain how an engineered system can have 100% precision (again, must be built of matter)
4. Explain why your skill/prowess at a video game makes a difference in your opinion on the above.

#710 R Razor

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,583 posts
  • LocationPennsylvania ...'Merica!!

Posted 10 April 2015 - 11:17 AM

View PostThe Ripper13, on 10 April 2015 - 10:13 AM, said:



To me, the length of debate in this thread kind of shows why PGI made the aiming system the way it is. Which is somewhat representative of the weapons at hand but overall simplified to make it happen without much fuss.

I would prefer a game with detailed and seemingly realistic qualities mixed with the fiction of battletech/mechwarrior as much as the developer could possibly muster. Pretty much like what Boris the Spider mentioned...some people just want a better game when they take the time to make suggestions.


PGI did it the way they did for two reasons.......first and foremost because they wanted to target the lowest common denominator player (which as you can see by the tone of a lot of posts in these forums they've succeeded beyond expectations) in order to make as much money as possible, and secondly because (and this may be because they are a small company) they lack the ability to program anything more detailed and in-depth.

#711 Dolph Hoskins

    Member

  • PipPipPipPipPipPip
  • The Territorial
  • The Territorial
  • 499 posts
  • LocationThe Machine

Posted 10 April 2015 - 11:27 AM

View PostR Razor, on 10 April 2015 - 11:17 AM, said:


PGI did it the way they did for two reasons.......first and foremost because they wanted to target the lowest common denominator player (which as you can see by the tone of a lot of posts in these forums they've succeeded beyond expectations) in order to make as much money as possible, and secondly because (and this may be because they are a small company) they lack the ability to program anything more detailed and in-depth.


Well, I don't think it is THAT bad..it could be better but it's not like 100% hit scan or anything like that.

Just kind of sounds like you really dislike a lot of players, the way the game is made, and PGI.

So why do you play this game? Nevermind it's a rhetorical question.

#712 PPMcBiggs

    Member

  • PipPip
  • The Defiant
  • The Defiant
  • 42 posts

Posted 10 April 2015 - 11:56 AM

View PostMystere, on 10 April 2015 - 10:42 AM, said:


PGI has stated sometime ago they can't, and which is the reason we have what we have now.

Someone really needs to find that original message from PGI explaining the issue. I myself have not have had much luck so far.


Cool, so scratch that. With that being the case the manual convergence idea sounds like a decent compromise but certainly isn't newb friendly. Especially if the newb has a habit of rolling his mouse wheel for whatever reason or completely on accident.

Perhaps making it a setting in mech lab would work. This way a user could pick a convergence that makes sense for his play style/load out and newbs could learn the game with one less in-game variable throwing them off.

All I know is it would be nice if PGI could do something so that maybe a few people could be happy. Myself I like the convergence system as it is and can't see what all the complaining is for.

WRT the alpha issue, Almond Brown brought up a good point: what about mechs that are designed to alpha all the time such as a Jaeger with only 2 gauss or AC/20? This issue is a hard one to solve. There must be something PGI can do in concert with existing systems (GH in particular) to make the use of alphas higher risk without penalizing specialized mechs too much.

Perhaps alpha just needs to be re-defined. When a mech only has one weapon firing that single weapon is, by current definition, an alpha. But when some jack-ass fires 11 of his 12 MLs that is not.

Perhaps GH needs some further penalties. Such as: firing from more than 2 locations on the mech multiplies heat to some degree. (As in firing from both arms is fine, but firing from both arms and a torso dings you). At first glance this makes sense to me.

I would like to see more TTK and I believe alphas are a big contributor to the relatively short TTKs some are seeing.

#713 Dimento Graven

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Guillotine
  • Guillotine
  • 6,208 posts

Posted 10 April 2015 - 11:58 AM

View PostDino Might, on 10 April 2015 - 11:09 AM, said:

... but you clearly don't based on your fantasy stories about shooting thousands of advil tablets without missing
It was Bayer asprins... And occasionally chewable vitamin C's.

Quote

...

Will you please stop, take a breath, and consider that you don't know all there is to know about random models representing nature and either listen to what some of us are telling you, or go read a dang book? You have the internet - the sum of all human knowledge - at your fingertips. There is no excuse for continuing this tirade against something you clearly do not understand.
Because SOME people can't do the same, and their continued attempts at watering down OTHER PEOPLE'S skills with RNGs just so that they can continue playing badly without consequences requires the attention of SOMEONE of reason to respond.

Quote

If your argument is no CoF because you don't like RNG, fine. That is basically what you've come down to saying after I've shown you the error of your "reality" arguments. At that point, I have no way to argue with you on the fact that you do not like any RNG. Fine. But the question is then, why is your system the right one? Your rationale to this point is that it is correct because you like it. And then you go call someone else presumptuous?
Why is it right?

BECAUSE: It is UNREASONABLE to have good play be circumvented by an RNG. You pick an unmoving/slow moving target that's unwittingly out in the open, carefully line up your target on them, click the fire button only to have an RNG spuriously decide, that no, you did not hit, because "reality".

NOW, ask yourself, WHO does that sort of thing benefit? Does it benefit the shooter? Does it "force" him to become "better"?

No, of course not. There's not a goddamned thing the shooter can do to control the RNG. It benefits the moron standing/moving out in the open.

It waters down GOOD play in favor of STUPID play.

Quote

You still haven't addressed any of my questions to you:

1. Explain how CoF leads to normalization of results for variously skilled shooters.
It doesn't lead to normalization. A player who is bad at aiming MIGHT get more "lucky" shots with an RNG based CoF, but for a player who is GOOD at aiming it only leads more SPURIOUS misses.

Quote

2. Explain why CoF is not a realistic model for weapon systems, now, or in 3050 (provided we are still building things out of matter and using that to send matter into other matter)
It's unnecessary for any IS weapon that isn't constantly firing rounds. Missile weapons have there unconverged fire, the MG has its unconverged fire, the flamer has its area of affect, LBX has its "cone of fire" already as well, "pulse" lasers are the closest you get, but because the energy beams they fire are massless there's nothing to "logically" cause a "cone of fire" affect, each pulse will follow the previous exactly, then you have regular lasers a beam and a single BEAM can't have a "CONE of FIRE" can it? As far as all other weapons, they are single shot, fired one at a time at a target as large as a 4 story building.

Quote

3. Explain how an engineered system can have 100% precision (again, must be built of matter)
Call me in 3050, we'll talk.

Quote

4. Explain why your skill/prowess at a video game makes a difference in your opinion on the above.
Because, unlike certain people here, I'm not asking for a nerf that is ultimately a detrimental affect on SKILLED play.

Effectively the reasoning I've seen here has been:
"Because a few people can aim really well, the majority die too quickly. We need to water down abilities of people who aim so that they don't always hit what they are aiming at. Because they can hit what they aim at most of the time already, I die too quickly, and that's not good, because that means that least a MAJORITY must be dying too quickly, so the MAJORTY must want this nerf implemented."

Nah.

But keep shoveling.

#714 Dimento Graven

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Guillotine
  • Guillotine
  • 6,208 posts

Posted 10 April 2015 - 12:08 PM

View PostPPMcBiggs, on 10 April 2015 - 11:56 AM, said:

...

All I know is it would be nice if PGI could do something so that maybe a few people could be happy. Myself I like the convergence system as it is and can't see what all the complaining is for.
The game itself has that, but some people either don't have the computer equipment to facilitate it, are too lazy, or don't have the mental capacity to learn to play better.

Quote

WRT the alpha issue, Almond Brown brought up a good point: what about mechs that are designed to alpha all the time such as a Jaeger with only 2 gauss or AC/20? This issue is a hard one to solve. There must be something PGI can do in concert with existing systems (GH in particular) to make the use of alphas higher risk without penalizing specialized mechs too much.

Perhaps alpha just needs to be re-defined. When a mech only has one weapon firing that single weapon is, by current definition, an alpha. But when some jack-ass fires 11 of his 12 MLs that is not.

Perhaps GH needs some further penalties. Such as: firing from more than 2 locations on the mech multiplies heat to some degree. (As in firing from both arms is fine, but firing from both arms and a torso dings you). At first glance this makes sense to me.

I would like to see more TTK and I believe alphas are a big contributor to the relatively short TTKs some are seeing.
As far as your gauss Jaeger example, with the addition of the charge cycle to weapon fire, that's handled part of it. AMMO is another major factor of controlling alphas since it's difficult to load up a dual gauss build with sufficient ammo to be effective for an entire battle if the user is spuriously firing his gauss at any ol' thing that happens to come close to his cross hairs.

As far as dual AC20, there's a heat penalty for that build, and I am unaware of any specific build that has been quirked sufficiently to allow for a constant fire of AC20's, plus, ammo again even more so for the AC20 (being 7 rounds/ton vs 10 rounds/ton for gauss).

You see what would appear to be an overuse of alphas from mostly the laser boats, though there are a few AC/5, AC/2, ultra AC builds, and SRM/SSRM builds out there that seem to go alpha-crazy...

If your first alpha slowed you down and caused cockpit jitters while you were cooling down, those builds would be played a bit more conservatively than they are now.

#715 Max Liao

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 695 posts
  • Facebook: Link
  • Twitch: Link
  • LocationCrimson, Canopus IV

Posted 10 April 2015 - 12:08 PM

View PostDimento Graven, on 10 April 2015 - 11:58 AM, said:

BECAUSE: It is UNREASONABLE to have good play be circumvented by an RNG. You pick an unmoving/slow moving target that's unwittingly out in the open, carefully line up your target on them, click the fire button only to have an RNG spuriously decide, that no, you did not hit, because "reality".

Call me in 3050, we'll talk.


I already answered this ...

View PostMax Liao, on 10 April 2015 - 09:46 AM, said:

3050 BattleTech universe? If so, that's already been defined with a lot of RNG and lore; however, bad or not, that lore is still canon for the BT/MW universe.

3050 in the real world? Well, moot point as we're supposed to be playing in the BT/MW universe, not the real universe; and 3050 is a little ways away. If that were the case 80%+ of the rules and canon for the BT/MW universe would simply not exist, because they don’t fit what is known about physics, sociology, engineering, etc.

BattleTech could be argued to be almost “fantasy,” just like Star Wars: things that could never happen, but make a great game/genre. By injecting more and more “reality” it becomes less Battletech. By injecting more FPS pewpew rules, it becomes less Battletech.

I’ve said it since closed beta, too many people want Giant Stompy Robots Online, not Battletech/MechWarrior.


#716 Dimento Graven

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Guillotine
  • Guillotine
  • 6,208 posts

Posted 10 April 2015 - 12:13 PM

View PostMax Liao, on 10 April 2015 - 12:08 PM, said:

I already answered this ...
You answered my "Call me in 3050..." line. That's going to be my answer every time you ask ME to predict THE FUTURE, k?

As for the rest of my response, what's your thoughts?

#717 Max Liao

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 695 posts
  • Facebook: Link
  • Twitch: Link
  • LocationCrimson, Canopus IV

Posted 10 April 2015 - 12:21 PM

View PostDimento Graven, on 10 April 2015 - 12:13 PM, said:

You answered my "Call me in 3050..." line. That's going to be my answer every time you ask ME to predict THE FUTURE, k?

As for the rest of my response, what's your thoughts?

That all depends.

For a competitive shooter game, I couldn't care less. I play some that use CoF and some that are twitch-based, pin-point accuracy. The game is what the game is. If I enjoy it I play it, if I don't I don't.

For a game set in the Battletech universe you are dead wrong. Nothing you can say in the way of science, reality, math, or gameplay will ever allow me to agree with you when it goes against lore/canon – the spirit of the game. I don't care how crazy BT lore/canon is, it is what it is. For this game to mimic the 'reality' of the BT/MW universe it must comply with that universe, not with 21st century earth or FPS mechanics.

I would be very open to your ideas for Giant Stompy Robots Online -- (I may like them, I may not) -- not for MechWarrior.

This is why I didn't get into the discussion about what is better gameplay, because that discussion is meaningless to me when the design philosophy is exactly wrong when put in the proper terms of the BT/MW universe.

#718 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 10 April 2015 - 12:24 PM

View PostPPMcBiggs, on 10 April 2015 - 11:56 AM, said:

WRT the alpha issue, Almond Brown brought up a good point: what about mechs that are designed to alpha all the time such as a Jaeger with only 2 gauss or AC/20? This issue is a hard one to solve. There must be something PGI can do in concert with existing systems (GH in particular) to make the use of alphas higher risk without penalizing specialized mechs too much.


That does not change at all if manually-set convergence is implemented. Those Mechs will still be able to do what they were designed to do. But the difference this time is that the player needs to know his weapons' sweet spot and act accordingly.

The same also holds true if CoF is implemented.

And in all of this, good players will know how to avoid spreading their damage and at the same time know how to spread the damage they are taking.

#719 Hotthedd

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • 3,213 posts
  • LocationDixie

Posted 10 April 2015 - 12:26 PM

View PostDimento Graven, on 10 April 2015 - 12:13 PM, said:

You answered my "Call me in 3050..." line. That's going to be my answer every time you ask ME to predict THE FUTURE, k?

As for the rest of my response, what's your thoughts?

He can call you now, because, as far as MW:O and the Battletech universe is concerned, it IS 3050 (an miraculously has been for nearly 3 years)

We ARE NOT talking about the future, we are in fact talking about a present for which the future has already been written. The technology for MW:O's 3050 is the ONLY 3050 this game should care about.

#720 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 10 April 2015 - 12:33 PM

I dont want to get rid of convergence. I just dont want it to be as easy to put 30-40 damage into one location.

All PPCs should do splash damage like clan ERPPCs and all ACs should burst fire like clan ACs. Gauss should either do splash damage or have reduced damage but allow a certain percentage of that damage to armor pierce.

By reducing pinpoint damage and making weapons spread damage more evenly across mechs we can get rid of ghost heat. TTK would also be dramatically improved.

Edited by Khobai, 10 April 2015 - 12:37 PM.






3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users