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

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#821 1453 R

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Posted 12 April 2015 - 09:35 AM

View PostRagtag soldier, on 12 April 2015 - 09:16 AM, said:


technically a called shot means that if you'd replaced those five shotguns with five rifle you could instead opt to fire them all into your opponent's left eye, as called shots in TT aren't restricted to a single weapon system. braced shots are, but that's something different.


Nobody wants that, though.

Trust me dude, I spent plenty of time trying to club sense into people in this thread the first time it was a thing four months ago. What people want is for stock weapons configurations to make sense because they're TT purists and they hate customization, or the fact that customization and the realities of the game means walking into a match with an LRM-10, an SRM-4, a Streak SRM-2, a medium laser, two small lasers, and an AC-5 is a fantastic way to accomplish buck-all nothing instead of "having the perfect weapon for every situation, just like in TT!"

TT fits make no blasted sense, they never will make any blasted sense, and shattering the game in an attempt to force chainfire so that people can say one SRM-4 is a viable close-combat weapon is one of the dumbest ideas I've seen on this forum to date. People actively desire it to be impossible, and I do mean impossible, to hit one target with more than one weapon system at any point for any reason. Fire three of the six medium lasers in an HBK-4P's six-laser hunch at an Atlas' center mass at 200m at the same time? Prepare for one of those lasers to hit its right leg, one of them to hit its left shoulder, and the other one to soar off into the distance off to the Atlas' right side and miss completely.

It doesn't matter that those six LT lasers on the HBK-4P are clearly and obviously designed to be fired as a group. it doesn't matter that it makes no actual sense whatsoever for weapons clustered tightly together like that to spread their fire so wildly. It doesn't matter that none of this crap affects missiles whatsoever given their lock-on/spreadfire nature.

All they care about is that hitting your enemy, and where any fire that did hit landed, was up to the Dice Gods in TT with no possible input from the player whatsoever, and so it should be up to the Dice Gods with no possible input from the player whatsoever in MWO, as well. I know - I've already had this conversation before in this infuriating thread, and every time I try and point out the sheer lunacy in this stance I get the same "IT SHOULD BE A SIM NOT A STUPID COD ROBOT SHOOTER" response.

So. In light of that, two questions for all y'al;, Yokaiko, Mystere, Hotthead, Ragtag, whoever.

1.) If I have no ability to, through my own skill, planning, maneuvering, or any other form of player input, improve my chances of hitting my enemy or directing my fire where I want it to go...why am I even in the 'Mech in the first place, rather than letting a dice roll-driven A.I. script run it?

2.) Why are you folks even here, rather than off playing TT or MegaMek somewhere, if MWO actually allowing player agency to matter offends you all so deeply?

#822 Weeny Machine

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Posted 12 April 2015 - 09:36 AM

View PostMystere, on 12 April 2015 - 09:15 AM, said:


Members of the Church of Skill do not want such things because they are the opposed to the Devil Incarnate named RNG.
You mean the same people who ride the laser spam meta because lasers assure that at least a part of the damage hits the chosen location with near certainty instantly plus the aim can be corrected?
I see why those people are afraid of tactical combat...

View Post1453 R, on 12 April 2015 - 09:35 AM, said:

Nobody wants that, though.
Trust me dude, I spent plenty of time trying to club sense into people in this thread the first time it was a thing four months ago.  What people want is for stock weapons configurations to make sense because they're TT purists and they hate customization, or the fact that customization and the realities of the game means walking into a match with an LRM-10, an SRM-4, a Streak SRM-2, a medium laser, two small lasers, and an AC-5 is a fantastic way to accomplish buck-all nothing instead of "having the perfect weapon for every situation, just like in TT!"

People actively desire it to be impossible, and I do mean impossible, to hit one target with more than one weapon system at any point for any reason.  Fire three of the six medium lasers in an HBK-4P's six-laser hunch at an Atlas' center mass at 200m at the same time?  Prepare for one of those lasers to hit its right leg, one of them to hit its left shoulder, and the other one to soar off into the distance off to the Atlas' right side and miss completely.
</p>No one wants that. I wonder if you have read any of those posts. I am sorry, but you are a drama queen.
Oh and regarding TT rules: it is clear that this is a shooter and that some things of the TT rules have to be thrown overboard or changed. However, some of the TT rules were there for a f* good reason: take the clans for example. The TT balances them asymetrically and also slap honour rules on top of it.

Edited by Bush Hopper, 12 April 2015 - 09:42 AM.


#823 pbiggz

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Posted 12 April 2015 - 09:38 AM

View Post1453 R, on 12 April 2015 - 09:35 AM, said:

Nobody wants that, though.

Trust me dude, I spent plenty of time trying to club sense into people in this thread the first time it was a thing four months ago. What people want is for stock weapons configurations to make sense because they're TT purists and they hate customization, or the fact that customization and the realities of the game means walking into a match with an LRM-10, an SRM-4, a Streak SRM-2, a medium laser, two small lasers, and an AC-5 is a fantastic way to accomplish buck-all nothing instead of "having the perfect weapon for every situation, just like in TT!"

TT fits make no blasted sense, they never will make any blasted sense, and shattering the game in an attempt to force chainfire so that people can say one SRM-4 is a viable close-combat weapon is one of the dumbest ideas I've seen on this forum to date. People actively desire it to be impossible, and I do mean impossible, to hit one target with more than one weapon system at any point for any reason. Fire three of the six medium lasers in an HBK-4P's six-laser hunch at an Atlas' center mass at 200m at the same time? Prepare for one of those lasers to hit its right leg, one of them to hit its left shoulder, and the other one to soar off into the distance off to the Atlas' right side and miss completely.

It doesn't matter that those six LT lasers on the HBK-4P are clearly and obviously designed to be fired as a group. it doesn't matter that it makes no actual sense whatsoever for weapons clustered tightly together like that to spread their fire so wildly. It doesn't matter that none of this crap affects missiles whatsoever given their lock-on/spreadfire nature.

All they care about is that hitting your enemy, and where any fire that did hit landed, was up to the Dice Gods in TT with no possible input from the player whatsoever, and so it should be up to the Dice Gods with no possible input from the player whatsoever in MWO, as well. I know - I've already had this conversation before in this infuriating thread, and every time I try and point out the sheer lunacy in this stance I get the same "IT SHOULD BE A SIM NOT A STUPID COD ROBOT SHOOTER" response.

So. In light of that, two questions for all y'al;, Yokaiko, Mystere, Hotthead, Ragtag, whoever.

1.) If I have no ability to, through my own skill, planning, maneuvering, or any other form of player input, improve my chances of hitting my enemy or directing my fire where I want it to go...why am I even in the 'Mech in the first place, rather than letting a dice roll-driven A.I. script run it?

2.) Why are you folks even here, rather than off playing TT or MegaMek somewhere, if MWO actually allowing player agency to matter offends you all so deeply?


They arent offended by you not wanting TT rules. Adapting a table top game to a real time action sim is stupid, you take precedents from TT, one for one rules.

They're fighting you because you refuse to listen to the real core of their arguments, which I have mentioned in my above post. Cone of fire is an accepted game mechanic that is widely used across MANY games and you refuse to see or acknowledge that. That makes you willfully ignorant and removes any credibility your arguments have.

#824 Mcgral18

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Posted 12 April 2015 - 09:39 AM

View Post1453 R, on 12 April 2015 - 09:35 AM, said:


It doesn't matter that those six LT lasers on the HBK-4P are clearly and obviously designed to be fired as a group. it doesn't matter that it makes no actual sense whatsoever for weapons clustered tightly together like that to spread their fire so wildly. It doesn't matter that none of this crap affects missiles whatsoever given their lock-on/spreadfire nature.

All they care about is that hitting your enemy, and where any fire that did hit landed, was up to the Dice Gods in TT with no possible input from the player whatsoever, and so it should be up to the Dice Gods with no possible input from the player whatsoever in MWO, as well. I know - I've already had this conversation before in this infuriating thread, and every time I try and point out the sheer lunacy in this stance I get the same "IT SHOULD BE A SIM NOT A STUPID COD ROBOT SHOOTER" response.

So. In light of that, two questions for all y'al;, Yokaiko, Mystere, Hotthead, Ragtag, whoever.

1.) If I have no ability to, through my own skill, planning, maneuvering, or any other form of player input, improve my chances of hitting my enemy or directing my fire where I want it to go...why am I even in the 'Mech in the first place, rather than letting a dice roll-driven A.I. script run it?

2.) Why are you folks even here, rather than off playing TT or MegaMek somewhere, if MWO actually allowing player agency to matter offends you all so deeply?



Guess What?

If there was no convergence, everything fires parallel, that 4P would have some of the best groupings in the game. You'd just have to actually work to get them to hit the same panel...maybe even fire 3+3 in vertical columns, or risk hitting some ST with either.


We know the game is too hard for you, and you want to keep your easy mode. That's fine.


We can only hope PGI makes another game mode eventually, to cater to the TT groups. Without any of this 2-18x damage, 2x armour, 1x dissipation and rising heat cap.
Something more relevant to the source material, and not Generic Shooty Robots.

#825 Kuritaclan

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Posted 12 April 2015 - 09:41 AM

View PostMystere, on 12 April 2015 - 09:20 AM, said:


Have you already forgotten about the age of the SplatCat and StreakCat? Have you not yet seen the dawn of the StreakCrow?

Not that I am not opposed to them making a permanent appearance.

Streak is not the point - SplatCat was viable, but by any mean not meta, or like this posts say:

Quote

Twin Gauss K2 is overpowered.

Small Laser Hunch is overpowered.

Small Laser Jenner is overpowered.

MEDIUM LASER (both above) is overpowered.

SSRM is overpowered.

SRM is overpowered.


The ^&$*ING radar lets you know what a mech is carrying before you charge it. USE IT, stop charging Missile Box Eared Cats before figuring out what is in them.

Little hint - almost everything in the game lets you sit outside an SRM's good cone range and blow it apart.

http://mwomercs.com/...ost__p__1957401

Edited by Kuritaclan, 12 April 2015 - 09:41 AM.


#826 Mystere

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Posted 12 April 2015 - 09:50 AM

View Post1453 R, on 12 April 2015 - 09:35 AM, said:

So. In light of that, two questions for all y'al;, Yokaiko, Mystere, Hotthead, Ragtag, whoever.

1.) If I have no ability to, through my own skill, planning, maneuvering, or any other form of player input, improve my chances of hitting my enemy or directing my fire where I want it to go...why am I even in the 'Mech in the first place, rather than letting a dice roll-driven A.I. script run it?

2.) Why are you folks even here, rather than off playing TT or MegaMek somewhere, if MWO actually allowing player agency to matter offends you all so deeply?


Here are 2 key points you can already get just from the first two and a half minutes of the Planetside 2 video posted above:
  • CoF makes very little difference at close range.
    • At close distances, you can pretty much keep on firing.
  • CoF effects become more significant the farther you are away from the target.
    • At long distances, it is imperative to minimized the effects of CoF.

Those 2 key points work in shooter games. Those same 2 key points work in simulation games. And finally, those very same 2 key points also work in real life.

Given the above statement, what is your point again in objecting to CoF?

As for your 2 questions, I think the above points already answered them.

#827 Yokaiko

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Posted 12 April 2015 - 09:56 AM

Not to mention that it lowers the skill cap, getting caught by surprise by that gigaspike Crab or Whale doesn't mean a trashed mech.

It may, but the odds are less.

#828 Appogee

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Posted 12 April 2015 - 09:58 AM

View PosttortuousGoddess, on 10 April 2015 - 08:31 PM, said:

If I want to roll dice for my hits I'll go play the tabletop.

Or just move out of the US and play with a ping of 200.

#829 1453 R

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Posted 12 April 2015 - 10:07 AM

View Postpbiggz, on 12 April 2015 - 09:38 AM, said:


They arent offended by you not wanting TT rules. Adapting a table top game to a real time action sim is stupid, you take precedents from TT, one for one rules.

They're fighting you because you refuse to listen to the real core of their arguments, which I have mentioned in my above post. Cone of fire is an accepted game mechanic that is widely used across MANY games and you refuse to see or acknowledge that. That makes you willfully ignorant and removes any credibility your arguments have.


A'ight, let's do this.

Cone of Fire in Call of Duty - since, of course, Call of Duty is the game everybody is trashing on when they argue for this mexican-hat-dance KEEP FIRING A**HOLES weapon scatter.

CoF in Call of Duty is A.) dynamic. It starts out as nonexistent, if you're aiming down the weapon's sights. That first shot out of that gun will go precisely and exactly where you want it to. You do not need to stop dead, go prone, count to ten, rub your lucky rabbit's foot, burn some +5 Accuracy incense, and invoke the spirit of Diana, Greek goddess of the hunt, to get off one accurate shot. You get one accurate shot pretty much for free, and then the penalties build up after each shot from there, rather than a binary on/off "hit/F*** YOU" equation.

After that, your fire still goes exactly where the crosshair says it's going to go - you simply don't have full control of the crosshair whilst riding the recoil. You can try and control said recoil, ride it out and crank your fire back on target, or you can slack off your fire some to let the recoil settle and regain your free accurate shot. You still have agency, you still have control. Furthermore, because you get that one accurate shot, your maneuvering and positioning matter, because you can make that shot count much more if fired from the right place at the right time.

Furthermore, in every modern Call of Duty game there have been multiple ways of improving your ability to mitigate CoF effects and make yourself more accurate. You can choose lower-recoil weapons and fit them with attachments that further reduce recoil. You can select perks that allow you greater mobility when aiming, or which otherwise grant you options for improving your ability to hit your enemy. For all the crap people throw at Call of Duty around here, it is in general a very fair game when one looks at its core systems. You hit what you aim at; enough fire can destabilize your aim, but the game offers you tools you can use and techniques you can master to mitigate that destabilization and get back to hitting your enemy.

This is, of course, ignoring the fact that Call of Duty is a fast-paced infantry-scale twitch shooter where you get one UND PRECISELY VUN weapon at a time, as compared to walking around in a gigantic war machine weighing dozens of tons and able to discharge multiple wildly different weapons systems whenever it wants. We'll leave that alone for now, rather than get into why comparing CoD to MWO insofar as game systems go is a horrible idea.

The takeaway, Pbiggz, is that nobody who wants to kill convergence - nobody who wants to decouple 'aiming' from 'hitting', nobody in the list of people I mentioned above or the folks who agree with them - wants to also, simultaneously, implement the myriad tools other CoF games use in order to allow a player to mitigate CoF effects. They don't want you to be able to get that one free shot. They don't want you to be able to alter your playstyle, or select different tools, or in any other way try to regain the accuracy you lose to crazed RNG muscle-spasm cone of fire. They don't want, say, a dynamically moving crosshair which is 100% accurate but which also reflects the BattleMech's own movement and actions, which would actually be kind of awesome.

You're not supposed to be able to mitigate CoF. You're not supposed to be able to minimize it. You're not supposed to be able to work around it.

You are supposed to just up and deal with the fact that three out of five shots you fire are going to miss wildly, and the remaining two will hit where you were actually aiming only by the grace of the heavens, no matter what you do. Because that is by God how BattleTech TT works, and thus that is how MWO should work.

Equip a TC Mk. VII, four and only four medium pulse lasers, all mounted in the BattleMech's highly articulated arms? Doesn't matter - you're still going to miss with half of those lasers on any given shot no matter what you do, because the arm-mounted weapons - that is to say, the weapons in front of three different actuator groups - have a fixed convergence point and also a 40-degree cone of fire despite being arm-mounted weapons with no recoil which are specifically, canonically designed for improved accuracy, which are also slaved to a targeting computer which is larger and heavier than some fusion reactors.

Nothing you can do to change it. Nothing you can do to mitigate it. Nothing you can do to work around it. The TT folks are telling you that you're going to miss whether you deserved to or not. You're going to miss and you're going to LIKE IT, because hitting the target with more than one weapon simultaneously is anathema to BattleTech.

Can I tell ya guys, I am starting to get awfully damn sick of BattleTech trying to ruin my MechWarrior game?

Edited by 1453 R, 12 April 2015 - 10:09 AM.


#830 Hotthedd

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Posted 12 April 2015 - 10:27 AM

1453 R,

You took every single one of my points and argued ad absurdium.

With the compromise I advocated, you could STILL have precise and accurate aim EVERY TIME. Yes, the trade off would be having to aim each shot.

Can I tell ya, I am awfully sick of arcade gamers trying to make MechWarrior into every other twitch shooter out there.

IF PGI decides that arcade is the way to go, they will surely fail. Why? Because they do not have the resources to compete with the 1000's of other arcade like FPS games out there, and they will lose their die-hard BattleTech core players.

Without the BT universe, this game would already be dead.

#831 pbiggz

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Posted 12 April 2015 - 10:27 AM

View Post1453 R, on 12 April 2015 - 10:07 AM, said:


A'ight, let's do this.

Cone of Fire in Call of Duty - since, of course, Call of Duty is the game everybody is trashing on when they argue for this mexican-hat-dance KEEP FIRING A**HOLES weapon scatter.

CoF in Call of Duty is A.) dynamic. It starts out as nonexistent, if you're aiming down the weapon's sights. That first shot out of that gun will go precisely and exactly where you want it to. You do not need to stop dead, go prone, count to ten, rub your lucky rabbit's foot, burn some +5 Accuracy incense, and invoke the spirit of Diana, Greek goddess of the hunt, to get off one accurate shot. You get one accurate shot pretty much for free, and then the penalties build up after each shot from there, rather than a binary on/off "hit/F*** YOU" equation.

After that, your fire still goes exactly where the crosshair says it's going to go - you simply don't have full control of the crosshair whilst riding the recoil. You can try and control said recoil, ride it out and crank your fire back on target, or you can slack off your fire some to let the recoil settle and regain your free accurate shot. You still have agency, you still have control. Furthermore, because you get that one accurate shot, your maneuvering and positioning matter, because you can make that shot count much more if fired from the right place at the right time.

Furthermore, in every modern Call of Duty game there have been multiple ways of improving your ability to mitigate CoF effects and make yourself more accurate. You can choose lower-recoil weapons and fit them with attachments that further reduce recoil. You can select perks that allow you greater mobility when aiming, or which otherwise grant you options for improving your ability to hit your enemy. For all the crap people throw at Call of Duty around here, it is in general a very fair game when one looks at its core systems. You hit what you aim at; enough fire can destabilize your aim, but the game offers you tools you can use and techniques you can master to mitigate that destabilization and get back to hitting your enemy.

This is, of course, ignoring the fact that Call of Duty is a fast-paced infantry-scale twitch shooter where you get one UND PRECISELY VUN weapon at a time, as compared to walking around in a gigantic war machine weighing dozens of tons and able to discharge multiple wildly different weapons systems whenever it wants. We'll leave that alone for now, rather than get into why comparing CoD to MWO insofar as game systems go is a horrible idea.

The takeaway, Pbiggz, is that nobody who wants to kill convergence - nobody who wants to decouple 'aiming' from 'hitting', nobody in the list of people I mentioned above or the folks who agree with them - wants to also, simultaneously, implement the myriad tools other CoF games use in order to allow a player to mitigate CoF effects. They don't want you to be able to get that one free shot. They don't want you to be able to alter your playstyle, or select different tools, or in any other way try to regain the accuracy you lose to crazed RNG muscle-spasm cone of fire. They don't want, say, a dynamically moving crosshair which is 100% accurate but which also reflects the BattleMech's own movement and actions, which would actually be kind of awesome.

You're not supposed to be able to mitigate CoF. You're not supposed to be able to minimize it. You're not supposed to be able to work around it.

You are supposed to just up and deal with the fact that three out of five shots you fire are going to miss wildly, and the remaining two will hit where you were actually aiming only by the grace of the heavens, no matter what you do. Because that is by God how BattleTech TT works, and thus that is how MWO should work.

Equip a TC Mk. VII, four and only four medium pulse lasers, all mounted in the BattleMech's highly articulated arms? Doesn't matter - you're still going to miss with half of those lasers on any given shot no matter what you do, because the arm-mounted weapons - that is to say, the weapons in front of three different actuator groups - have a fixed convergence point and also a 40-degree cone of fire despite being arm-mounted weapons with no recoil which are specifically, canonically designed for improved accuracy, which are also slaved to a targeting computer which is larger and heavier than some fusion reactors.

Nothing you can do to change it. Nothing you can do to mitigate it. Nothing you can do to work around it. The TT folks are telling you that you're going to miss whether you deserved to or not. You're going to miss and you're going to LIKE IT, because hitting the target with more than one weapon simultaneously is anathema to BattleTech.

Can I tell ya guys, I am starting to get awfully damn sick of BattleTech trying to ruin my MechWarrior game?



You do love applying your personal views to the entire community as if you speak for all of them dont you.

Hows about you watch the video in my above post. Ill even link it for you again. https://youtu.be/yIwC9nkcwF4?t=42s

And you keep going on about this firing ONE weapon at a time. In fps games typically cone of fire is brought on by holding down the firing button (i.e. firing more) It could as easily be applied to firing multiple weapons. Fire one or two weapons, no loss of convergence, fire three, you start getting some.

You could model it as follows

Cone of fire is triggered by # of weapons fired / 3. Thus, a minimum of 3 weapons fired is required to trigger the reticle bloom, and so on so forth.


So hows about this, stop it with your stupid text walls which contain little to not real information and instead just contain OPINIONS and thinly veiled insults against the intelligence of anyone who disagrees with you all wrapped up in broad generalizations and assumptions as to the wide opinions of everyone else in the game, who you, for some reason, think you have the authority to speak for.

ps. Jokes on you, in halo AND call of duty you could hold and fire two weapons at the same time. But good try booboo.

https://youtu.be/HxOFQ9IIMsY?t=26s

Edited by pbiggz, 12 April 2015 - 10:33 AM.


#832 KuroNyra

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Posted 12 April 2015 - 11:10 AM

Even Arma use Cof of fire for the ballistic of there weapons. A tiny short one, but CoF neitherless.
Even Red Orchestra use CoF.

#833 Y E O N N E

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Posted 12 April 2015 - 11:14 AM

From what I've played of those two games, CoF is actually less CoF and more "my weapon is actually pointing this way because of breathing sway or recoil from the previous round." So it's random, but also controllable at the same time.

#834 CptGier

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Posted 12 April 2015 - 11:18 AM

Sooooo........

How does TT do it? What if you fire 4 PPCs all at once? Is it 1 roll or still 4 different rolls?

See, if this game was at all trying to base off TT, and from what I had told to me in the PPC thread, its still 4 rolls, which leads me to believe Mechwarrior doesnt even do Group firing. Cuz even if it is 4 shots in a very short order, its still 4 separate rolls, 4 different spots hit, leads me to believe the game is chain fire only.

So, to basically solve this whole PPFLD meta thing, PGI should enforce a Chain fire only rule. Yes, you can put your weapons in fire groups, but you can only chain fire each of those groups.

How would a chain fire only solve the TTK, PPFLD meta and even making lesser weapons better. PPCs? If a PPC is 10/15, but a laser is 11/10 spread, might make even the AC10 better again, since it can fire its 10 and you can only fire your 10, over firing 40-69 every few seconds....

I would love to see how that works.

LRM boats only chain firing thier LRMs instead of big waves of 100 at a pop....

Fire delay would be 0.5s between weapons and if you fired 2 groups at the same time, they would fire 1 weapon at a time, 0.5s apart, weapon group 1, then all its guns, weapon group 2 and all the guns there and so on...

Pair it alongside a 40 point fixed heat scale, where heat sinks only add to dissipation rate, I think we would have a much better game. Slower paced, not so fire everything meta. Mechs wont melt as fast. Smaller lasers would have the benefit of being able to fire more often sincei ts less heat each, while large weapons would have their place for dealing more damage in a single shot. Lights would live longer, assaults would be tankier and deadlier overall, it would push mechs more into their intended roles. A Dire Whale would be fearsome, with 10 guns on it, firing 1 at a time, while your light is firing 1 at a time of his SPL, circle jerking that DWF wouldnt work so efficiently anymore. Assaults would be assaults again.

Edited by CptGier, 12 April 2015 - 11:22 AM.


#835 FupDup

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Posted 12 April 2015 - 11:23 AM

View PostCptGier, on 12 April 2015 - 11:18 AM, said:

Sooooo........

How does TT do it? What if you fire 4 PPCs all at once? Is it 1 roll or still 4 different rolls?

See, if this game was at all trying to base off TT, and from what I had told to me in the PPC thread, its still 4 rolls, which leads me to believe Mechwarrior doesnt even do Group firing. Cuz even if it is 4 shots in a very short order, its still 4 separate rolls, 4 different spots hit, leads me to believe the game is chain fire only.

So, to basically solve this whole PPFLD meta thing, PGI should enforce a Chain fire only rule. Yes, you can put your weapons in fire groups, but you can only chain fire each of those groups.

How would a chain fire only solve the TTK, PPFLD meta and even making lesser weapons better. PPCs? If a PPC is 10/15, but a laser is 11/10 spread, might make even the AC10 better again, since it can fire its 10 and you can only fire your 10, over firing 40-69 every few seconds....

I would love to see how that works.

LRM boats only chain firing thier LRMs instead of big waves of 100 at a pop....

Fire delay would be 0.5s between weapons and if you fired 2 groups at the same time, they would fire 1 weapon at a time, 0.5s apart, weapon group 1, then all its guns, weapon group 2 and all the guns there and so on...

Forced chainfire means that people will mount the fewest weapons possible that deal the highest alpha damage possible. Namely, this means PPCs, Gauss, and AC/20. LPL might sorta suffice.

Using banks of small/medium weapons would be useless because you'd need to expose yourself for ridiculous lengths of time (a stock Swayback would take around 11 full seconds IIRC?), while the guy using guns with high upfront damage would only have to be exposed for about 1-2 seconds and he won't have to aim nearly as many times.


Not to mention, it's just completely derptarded to believe that 100 ton giant stomping death machines are incapable of firing two Machine Guns simultaneously.

The whole rolling one pair of dice at a time thing probably isn't a literal statement that "Oh, my giant death machine can only fire one Small Laser at a time brah!" It's probably more because of humans having a hard time keeping track of multiple dice at one time, so doing one at a time simplifies it.

That being said, you can purchase a clear plastic container with compartments and put a pair of dice in each compartment, this lets you perform multiple to-hit rolls at the same time.

Edited by FupDup, 12 April 2015 - 11:25 AM.


#836 1453 R

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Posted 12 April 2015 - 11:58 AM

View Postpbiggz, on 12 April 2015 - 10:27 AM, said:


...
Hows about you watch the video in my above post. Ill even link it for you again. https://youtu.be/yIwC9nkcwF4?t=42s
...


Hot tootin' cod-whalloping goody for Planetside. Funnily enough...that looked like a fast-paced twitch-shooty infantry-scale game where you fire one weapon at a time. But let's go with it, shall we?

Assume for the moment that weapons fire in MWO is crosshair-accurate, as that Peanutside 2 video demonstrated, while one is perfectly stationary, zeroed out on heat, and firing a single weapon at a time. Move, and you lose five degrees of deviation from your accuracy. Generate heat, and you lose another five degrees of deviation, total ten. Fire another weapon(s) simultaneously with the first and you lose five degrees of deviation per additional weapon fired. Ergo, a typical 5ML Jenner, just as a random, relatively well understood example, performing a typical Jenner drive-by would fire at what he aimed at, save for:

-Moving (+5 DoD)
-Heat (+5 DoD)
-Extra Weapons (4x +5 DoD)

So...this Jenner would hit where he aimed at...within thirty degrees of deviation of his aimpoint. For doing what a light 'Mech is supposed to do and shooting while on the scoot.

Now, in Pontoonside 2, you can alter your stance, fire in bursts, or (assuming, as I haven't played Pattywackside 2) select attachments/specialties that allow you to tighten up your groupings. I.e. you can adjust either your playstyle or your character/class build to regain much of the accuracy lost to you. Let's examine this concept as it pertains to MWO.

-Altered Stance: BattleMechs cannot crouch or go prone. The closest to 'altered stance' a 'Mech can do is to throttle down and move below its maximum speed. Convergence proposals in this and other threads generally do not allow for BattleMechs to increase the accuracy of their weapons fire/decrease CoF/bloom/recoil/whatever by slowing down. They may offer reduced penalties if the 'Mech is at a complete standstill, but cutting throttle to, say, 60% to simulate walk rather than run does not, in most convergence screamo's ideal worlds, offer any benefit to one's accuracy.

-Burst Fire: BattleMech weapons do not really have rates of fire, as Pastaside 2 understands it anyways. Each weapon fires, then reloads/recoils, and otherwise finishes all its stuff before being ready to fire again. In effect, every BattleTech weapon discharges its entire clip in one shot, resetting to rest/default state between every individual shot. The closest one can come to burst-firing in MechWarrior would be to fire less than one's full allotment of weaponry at one time, which is already typically the case in combat despite the convergence folks' bellowing that all everyone does is run around the map for ten minutes with their face smashed against the alpha button.

Convergence proposals, in this thread and others, do usually include a token proviso for simulating burst fire's improved accuracy in other FPS games, in that they're generally willing to allow single-fired weapons to avoid some small portion of the CoF accuracy penalties, but they fail to realize that comparative firepower levels in MWO are so much enormously greater between, say, a Blackjack and a Dire Whale than between, say, and SMG guy and a rifleman in Poloside 2, that the forced-singlefire thing intended to remove alpha strikes from the game and increase TTK half-cripples any 'Mech which cannot, as Fup mentioned, carry massive single-shot weapons. It also does absolutely nothing to address the fact that unlike in Pandaside 2, where a close-combat guy can only carry one shotgun which has an advantage against one assault rifle but does not instantly obsolete that AR, a 'Mech in MWO could carry five or six shotguns whose heavily increased stacking DoD effects wouldn't matter for snot because it's a spreadifre weapon anyways and is intended to still be competitive when one cannot precisely aim it.

Nor do these proposals tend to acknowledge that there's a difference between firing three medium lasers on a Spider and firing nine PPCs on a Direstar. The same (extremely unforgiving) accuracy penalties are applied to both 'Mechs, as if the Spider's triple-medium 'alpja strike' is every bit as threatening as a Dire Whale sitting on the Erase Button. The relative strengths, weaknesses, roles, and combat abilities of any given 'Mech are never taken into account by convergence screamos, who insist that a Spider firing its three-laser alpha must suffer 100% of the same penalties as a Dire Whale lighting off ten lasers and a pair of gauss rifles.

Because we all know Spiders are actually the most broken 'Mechs in MWO.

-Build Tools: You can attach a grip on your guns in Call of Doty, and presumably Powwowside 2, in order to curtail recoil. You can select perks or specialties or whatever you have to in order to try and specialize yourself as a marksman rather than a brutal thug of an assault trooper. Convergence proposals I've seen in this thread or others don't even acknowledge this sort of back-and-forth exists in other games - they prefer to simply point out that these other games have CoF effects and aren't scheiss without ever pointing out that said games also offer the player many, many tools to mitigate CoF and fight accurately. As is evinced by the fact that snipers are still very dangerous in these other games, despite the fact that convergence peoples' ideal CoF solution would effectively eliminate long-distance combat in MWO.

I have yet to see a convergence proposal which even so much as acknowledges that targeting computers exist, let alone that equipping one might actually serve to potentially improve one's targeting. I have yet to see convergence proposals which state that while we're going about rebuilding the game's fundamental combat engine, we should redux our skilltree systems so pilots can potentially make meaningful choices in said trees, some of which could focus on being more accurate (at the cost of, say, heat management or mobility skills, perhaps?)

Frankly, I have yet to see a convergence proposal which offers any give in the give-and-take accuracy equation. You can miss, miss hard, or miss so loltastically crezzeh that it makes for a funny YT video, but you sure as shootin' can't hit.

So. While we're on the tangent of pointing out how games which do not play a damn thing like MWO does implement CoF effects, how about we analyze why those systems work in those games and why players consider them fair, instead of simply wailing about how Spiders firing three medium lasers at the same time Breaks The Spirit of the Tabletop Game and we should totes legit get some hot-n-sloppy spread on all this stuff.

#837 Dino Might

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Posted 12 April 2015 - 12:03 PM

Based on all the anti-CoF crowd logic:

1 is less than 2.
1 is a number.
Therefore, all numbers are less than 2.


Seriously, does anyone legitimately take your hyperbole argument, based on one extreme case that isn't even in consideration here, as "evidence" in support of your arguments?

#838 CptGier

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Posted 12 April 2015 - 12:03 PM

View PostFupDup, on 12 April 2015 - 11:23 AM, said:

Forced chainfire means that people will mount the fewest weapons possible that deal the highest alpha damage possible. Namely, this means PPCs, Gauss, and AC/20. LPL might sorta suffice.

Using banks of small/medium weapons would be useless because you'd need to expose yourself for ridiculous lengths of time (a stock Swayback would take around 11 full seconds IIRC?), while the guy using guns with high upfront damage would only have to be exposed for about 1-2 seconds and he won't have to aim nearly as many times.


Not to mention, it's just completely derptarded to believe that 100 ton giant stomping death machines are incapable of firing two Machine Guns simultaneously.

The whole rolling one pair of dice at a time thing probably isn't a literal statement that "Oh, my giant death machine can only fire one Small Laser at a time brah!" It's probably more because of humans having a hard time keeping track of multiple dice at one time, so doing one at a time simplifies it.

That being said, you can purchase a clear plastic container with compartments and put a pair of dice in each compartment, this lets you perform multiple to-hit rolls at the same time.



Maybe such a system could be tweaked to be chain fire based off maybe a 15-18 point damage system.

Like you can fire no more then 18 dmg in a single shot, so you could fire 1 PPC or 1 Gauss or 3SL, 2 MPL, as many Machineguns and flamers as you want. I saw 18 only because MPL are 8 dmg a pop, and it makes little sense to be able to only fire 1 of those at a time. I mean, it makes sense we could fire more then 1 or 2 SL at a time. BUt weapons like Gauss and PPCs, they say in some descriptions they take alot of power to charge and fire, so having it where we could only fire 1 would be fine. CUt back on th PPD while still letting smaller weapons have a place. Auto cannons could fire up to like 8 AC2s, 3 AC5s, 1 AC10, 1 AC20. 1 LL, 1 LPL, 3 LRM5s, 1 LRM10......

IT could be tweaked to work. Slow down output through heat and straight up inability to fire everything we carry all at once. Pace our shots out a little bit more.

And if your sway back has to stay exposed for a long period of time, that is a risk you as the pilot would have to decide to take. Besides, on a 40 point heat scale, you liekly couldnt fire all 9? ML without over heating anyway, its like 7 heat a pop, so 4 at the most anyway...2/2, stop to cool. Taking that many lasers would be kinda derptarded in teh first place. Gives you lots of coverage and a weapon always available, but otherwise....why?

#839 Rebas Kradd

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Posted 12 April 2015 - 12:15 PM

View PostYokaiko, on 12 April 2015 - 09:18 AM, said:



That has exactly NOTHING to do with it, and you know it. Its more about forcing some spread. It doesn't mean that if fires all over the damn screen, its about forcing SOME parity between spead damage weapons and pin-point/hitscan....as well as increasing TTK.5

Because right now there is none.


All that your randomization will do is make MWO even more of a "shoot the center torso" game than it already is.

Think about it. Let's say that six medium lasers are fired at someone's right arm, with some assurance of spread. That means some lasers hit the arm, some hit the RT, and some miss the mech entirely. What behavior will players then adopt to ensure that all their lasers are doing at least some damage? They'll probably start shooting further to the inside of the mech, namely the CT. Arm shooting and especially leg shooting would become a thing of the past. You just fixed one aspect of MWO, but at the cost of another - the component game.

Your sledgehammer solution also probably misdiagnoses the problem. I sense a lot of people are looking at their paperdoll right before death, seeing one torso section dramatically redder than the others, and assuming it's pinpoint at work. The reality is probably more likely that that's just the component the players are exposing, and that there are a LOT of mechs shooting at him. But even if that's not the case and pinpoint is the issue, just any old solution isn't the answer.

There are incremental solutions that use a scalpel instead of your sledgehammer. Take out the "heat containment" efficiency, for example, and you cut heat threshold by 20%; that adds four seconds between alphas onto my Dire Wolf (2ERLL, 4ERML) if I want to avoid shutdown. Throw in other penalties like movement, visibility, and more damage. Make all penalties start at 90% instead of 100%. If you implement simpler solutions like that, there's no need for more complicated ones like randomization.

Edited by Rebas Kradd, 12 April 2015 - 12:17 PM.


#840 1453 R

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Posted 12 April 2015 - 12:20 PM

Let's try this a different way.

Pbiggz, Mystere, Yokaiko, McGral, whoever. Let's examine the following 'Mech, shall we?

TBR-PRIME: Marksman set-up

Assuming a fairly typical convergence proposal set-up, this is pretty much the most accurate 'Mech I can make. it equips two and only two weapons, each in an arm equipped with full articulation (just assume it's there, looks like Smurfy won't give me elbows anymore again >_>). Pulse lasers are TT-canonically the most accurate direct-fire weapon I know of, and the 'Mech includes both a maximum-sized TC and an active probe to assist with targeting and acquisition. It does not have any jump jets to throw its aim off, it has no recoil-inducing weapons whatsoever, and its 'alpha strike' consists of firing two weapons at the same time. Assume for the sake of argument that any adjusted skill/efficiency system for the 'Mech is also bent on placing accurate fire.

In your opinion, would this 'Mech be allowed to hit what it shot at? If so, how would it do so? Could I, for example, hit what I was aiming at in this Timber Wolf while moving? How fast could I go before this Timber Wolf would no longer be able to hit what it aimed at? Could I hit what I was aiming at if I had been fighting for a while and was sitting around 35% on my heat bar? Could I potentially hit what I was aiming at outside the C-LPL's effective range, i.e. in its long-range damage dropoff zone?

What would I have to do, in your convergence system, to be able to hit what I was aiming at in a 'Mech which sacrifices everything it possibly can for accuracy? What benefits would that set-up right there give me, in your ideal convergence system? Would I have any benefits at all over, say, any of these, which all possess vastly superior firepower but would, in your system, all have absolutely dismal accuracy? Would I be able to leverage the improved precision of my low-overall-firepower fit to pull a hit-and-run marksman style where each of the shots I take goes where I tell it to?

Let's find out. Be honest now, folks - how would that particular Timber Wolf, built to absolutely maximize its chances of hitting the target, work in a system which tries as absolutely hard as it can to disallow hitting the target?





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