Effect of range on damage - Eliminate circle strafing
#21
Posted 28 June 2012 - 07:25 PM
Firstly, It is should not be overly effective in MWO because only arm weapons have free floating aim.
There bound to be some misses here and there due to lag.
Secondly, energy weapons are largely no longer instant hit. Med lasers and Small lasers boats were popular with circle strafers back then because all the damage was front loaded, now with a Jenner running at 117 kph, your lasers will go around the general target.
Thirdly, you are still in a team, a circle strafer is putting his cross hairs all on you and close to you in fact. Thus leaving him open to blows from everyone.
This is different from the standard MW4 where so many JJ mechs are poptarts or hill humpers with sniper weapons that leave little room for retaliation unless you are using ballistic arc weapons. A circle strafer has to be close and that opens him to all sort of damage.
Just saying my piece.
#22
Posted 28 June 2012 - 07:31 PM
#24
Posted 28 June 2012 - 07:34 PM
Quote
A simulator is a model of reality. I think we can agree that reality is more complex than models, yeah? And that a better model would thus be more complex.
Edited by PewPew, 28 June 2012 - 07:38 PM.
#25
Posted 28 June 2012 - 07:40 PM
#26
Posted 28 June 2012 - 07:45 PM
PewPew, on 28 June 2012 - 07:34 PM, said:
A simulator is a model of reality. I think we can agree that reality is more complex than models, yeah? And that a better model would thus be more complex.
Yeah lol, lets artificially stop circle strafing, I guess we make it so mechs HAVE to move in a straight line when they get near another mech, then we stop Jump sniping, pop tarting, legging (oh by the way do you stop headshotting and coring after that?), what would be allowed by your rules then?
Im sorry but there is a rule: alls fair in love and war and Im gonna by living by that one first
Edited by 514yer, 28 June 2012 - 07:46 PM.
#27
Posted 28 June 2012 - 07:47 PM
What?
So you do not want anybody to ever play an assualt mech because they can't turn?
#28
Posted 28 June 2012 - 07:50 PM
514yer, on 28 June 2012 - 07:45 PM, said:
Yeah lol, lets artificially stop circle strafing, I guess we make it so mechs HAVE to move in a straight line when they get near another mech, then we stop Jump sniping, pop tarting, legging (oh by the way do you stop headshotting and coring after that?), what would be allowed by your rules then?
I'm really glad you're defending circle strafing so passionately, but I'm not sure you've actually read anything.
The proposed damage models would actually reduce pop-tarting by making it more dangerous to stay in place allowing other mechs to maneuver close to you. The entire point of increased damage at closer range is to make close quarters combat better. Circle strafing will INEVITABLY exist, but with the changes, it won't be the ONLY thing to do.
Twisted Power, on 28 June 2012 - 07:47 PM, said:
What?
So you do not want anybody to ever play an assualt mech because they can't turn?
"Increase damage" does not mean "increase damage by 100x"
Yes, it will increase the appeal of ganker mechs that have low armor, high damage, and stealth. That, in turn, increases the appeal of scouting and light mechs.
#29
Posted 28 June 2012 - 07:55 PM
PewPew, on 28 June 2012 - 07:50 PM, said:
Yeah sorry, I was talking about the game as is not what you were proposed changes were about.
So in that case, I wasnt reading that, no, I was asking if we keep artificially removing viable strategies from the game, where do you draw the line?
#30
Posted 28 June 2012 - 07:58 PM
#31
Posted 28 June 2012 - 07:59 PM
The devs have already compensated this partly some what with modules that can assist or help in your style of gameplay, and not to mention that using the same mech repeatedly will unlock more traits and quirks of that design.
Adding more arbitrary balancing effects results in only waaay too many artificial constraints on such a game itself.
Edited by EDMW CSN, 28 June 2012 - 08:00 PM.
#32
Posted 28 June 2012 - 08:02 PM
#33
Posted 28 June 2012 - 08:02 PM
EDMW CSN, on 28 June 2012 - 07:59 PM, said:
The devs have already compensated this partly some what with modules that can assist or help in your style of gameplay, and not to mention that using the same mech repeatedly will unlock more traits and quirks of that design.
Adding more arbitrary balancing effects results in only waaay too many artificial constraints on such a game itself.
Yeah plus the more damage closer up would do the opposite of what youre looking to do... the closer you are the more damage you do? Great, load me up with medium lasers an a fast mech an Im gonna go barber stripe me an atlas
#34
Posted 28 June 2012 - 08:04 PM
Good Hunting,
CmdrSpider
#35
Posted 28 June 2012 - 08:06 PM
As far as the circle of death being old yeah it was but when the game first came out if someone seriously used to go into that mode against a few people knew what they were doing with JJ's you'd get pounded on the head, legged, or ate up basically.
I seriously doubt I might like coming back to the game again unless JJ's go back to the MechII level, was one of the reasons I quit playing to begin with long ago.
A fast estimate of putting your feet on your mechs face in a a C1 laser battle or the mobility you had being in a C3 lasers/ missle battle was what made the game a test of skill rather than just running around each other in a circle, give me a break.
I know some of the most fun I had was doing torso twists and dogfight type things in the air in a 2 on 2 laser battle with TW's in the air with JJ's.
When they nerfed those I thought the game took a big hit to begin with.
*shrug*
Have to see I guess.
I'd love to see the game alive and kicking like it used to be long ago, but I doubt I'm plonking down for the big money version on something I haven't seen or tried out like many games in the past, money just too tight these days.
Edited by Sertsa, 28 June 2012 - 08:13 PM.
#36
Posted 28 June 2012 - 08:06 PM
#37
Posted 28 June 2012 - 08:09 PM
514yer, on 28 June 2012 - 07:55 PM, said:
Yeah sorry, I was talking about the game as is not what you were proposed changes were about.
So in that case, I wasnt reading that, no, I was asking if we keep artificially removing viable strategies from the game, where do you draw the line?
1. There is no reason why adjusting gameplay has a slippery-slope effect where everything is suddenly gone.
2. Again, this does not remove circle strafing as a viable strategy. Read again.
3. You should know that "artificial" manipulation of a game is exactly what game balance is. People will always find the best way to play a game. That is the metagame. If the metagame is too simple and stagnates, then the problem lies in the game.
EDMW CSN, on 28 June 2012 - 07:59 PM, said:
The devs have already compensated this partly some what with modules that can assist or help in your style of gameplay, and not to mention that using the same mech repeatedly will unlock more traits and quirks of that design.
Adding more arbitrary balancing effects results in only waaay too many artificial constraints on such a game itself.
What's proposed is NOT reducing damage to lights, but manipulating damage so that it effects different mechs differently following pre-existing rules. Please see prior example.
514yer, on 28 June 2012 - 08:02 PM, said:
Yeah plus the more damage closer up would do the opposite of what youre looking to do... the closer you are the more damage you do? Great, load me up with medium lasers an a fast mech an Im gonna go barber stripe me an atlas
It doesn't have to be as simple as "MORE DAMAGE". Use a little bit of creativity. Check the graphs out http://mwomercs.com/...ange-on-damage/ Weapons like lasers would pretty much remain the same while weapons that are MEANT for close range would have better performance at close range. That way, people don't choose to fight at close range because their weapon can only shoot at short range, but because it's advantageous to do so.
#38
Posted 28 June 2012 - 08:19 PM
#39
Posted 28 June 2012 - 08:22 PM
Sabastion, on 28 June 2012 - 08:19 PM, said:
For a little more perspective, that was circa WWII Korean War.
I doubt anyone in current times is doing a circle of death type of aerial combat.
Unless it's a UAV.
Edited by Sertsa, 28 June 2012 - 08:23 PM.
#40
Posted 28 June 2012 - 08:26 PM
Quote
uh I thought figuring out the best way to play the game was THE GAME not the metagame
http://en.wikipedia....wiki/Metagaming
Yeah like that says, I always thought metagame was everything that happens outside the game. Like how in EVE thats like 50% of the game lol
Edited by 514yer, 28 June 2012 - 08:29 PM.
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