Effect of range on damage - Eliminate circle strafing
#1
Posted 28 June 2012 - 06:28 PM
Something I noticed in the gameplay videos is that there is still a lot of circle strafing or a linear clashing of forces. The two teams just run towards each other and then duke it out. It seems the gameplay still doesn't lend itself to more complex strategies.
Of course, it is impossible to be certain based on what we know, but discussion can only benefit us here. In addition, this has been the case for all past Mechwarrior games including the most recent MW:LL mod.
What do you guys think of the idea in the link above? To increase close range damage of certain weapons in order to make close-combat much more dangerous. If you could drop a mech much faster, there wouldn't be drawn out circle strafe matches. This would encourage smarter, stealthy maneuvering by close range mechs and make fire support mechs have to be on their toes. This would also lead to scouts being far more important to the team than just collecting locational/damage data.
#2
Posted 28 June 2012 - 06:32 PM
Why do people circle strafe? To make them a harder target. Is there anyway other way to be a hard target other then quick strafing runs that will expose your back? Nope. Thus infinite circle strafing.
Edited by ManDaisy, 28 June 2012 - 06:33 PM.
#3
Posted 28 June 2012 - 06:33 PM
#4
Posted 28 June 2012 - 06:38 PM
#5
Posted 28 June 2012 - 06:40 PM
Edited by ManDaisy, 28 June 2012 - 06:40 PM.
#6
Posted 28 June 2012 - 06:42 PM
BFalcon, on 28 June 2012 - 06:33 PM, said:
Increasing damage will not decrease the speed of light mechs.
This adjustment should by no means get rid of circle strafing as a viable tactic for making fast targets hard to hit. It will simply shorten the long, drawn out circle strafe battles between larger mechs that happens so often.
To respond to light mechs being eliminated - Damage models could be manipulated in a way that the increase in, say, AC20 damage has less effect on lighter mechs than it does on heavier mechs. It would maybe decrease the amount of hits needed on a light mech by 1 hit, but it would decrease the amount of hits needed on a heavier mech by 2-3.
To illustrate with a simplification:
A light mech has 60 hp and a heavy has 100 hp.
AC20 does 20 damage standard.
A light mech can take 3 hits. A heavy can take 5.
Increase the damage of AC20 by 5 at close range, bringing it to 25.
A light mech can take 3 hits. A heavy mech can take 4.
Edited by PewPew, 28 June 2012 - 06:46 PM.
#7
Posted 28 June 2012 - 06:44 PM
#8
Posted 28 June 2012 - 06:50 PM
#9
Posted 28 June 2012 - 06:51 PM
If you want to keep a high level of maneuverability then you're going to have to put up with the circle-strafe.
The issue of light mechs is different. They really aren't intended to engage indirect combat with mechs outside their weight class. Without circle strafe they can't take on larger mechs one-on-one but can still function just fine as scouts and skirmishers or directly engaging other light mechs. It just means that players can't use light mechs in quite the same way they could in other games.
Edited by Incunabulum, 28 June 2012 - 06:54 PM.
#10
Posted 28 June 2012 - 06:56 PM
You were concerned about the lack of complex strategies, but I think you shouldn't be. Strategies, tactics and the meta-game will take time to evolve and MW:O isn't out of the beta yet.
In MW4, because of how the meta-game worked out, pop-tarting became a very popular tactic. In all previous MW's, because of the unrestrictiveness of the Mech Lab, Laser-boating and Missile-boating became dominant.
MW:O has built their game built around pillars of gameplay for the specific purpose of introducing variety in battle. Hopefully as players learn how to use these pillars properly we will see a range of viable tactics instead of just a couple of predominant ones.
#11
Posted 28 June 2012 - 06:58 PM
PewPew, on 28 June 2012 - 06:28 PM, said:
Something I noticed in the gameplay videos is that there is still a lot of circle strafing or a linear clashing of forces. The two teams just run towards each other and then duke it out. It seems the gameplay still doesn't lend itself to more complex strategies.
Of course, it is impossible to be certain based on what we know, but discussion can only benefit us here. In addition, this has been the case for all past Mechwarrior games including the most recent MW:LL mod.
What do you guys think of the idea in the link above? To increase close range damage of certain weapons in order to make close-combat much more dangerous. If you could drop a mech much faster, there wouldn't be drawn out circle strafe matches. This would encourage smarter, stealthy maneuvering by close range mechs and make fire support mechs have to be on their toes. This would also lead to scouts being far more important to the team than just collecting locational/damage data.
Makes no real sense .. none of the ranges are really long as it is... I could see a higher damage at short range on lasers if they had a range of a couple thousand meters.. but not when some are barely 1/2 a klick... Same for ACs.
#12
Posted 28 June 2012 - 07:00 PM
#13
Posted 28 June 2012 - 07:01 PM
This game hasn't even launched yet and there have been more posts than I can count about what people do not want to see in game. Life is not fair, this game shouldn't be either. Just because something annoys you doesn't mean other things should be altered to get rid of them. All this game would be left with is "hey look at the pretty mech".
Mechwarrior is not a clicky clikcy game. No matter if you use a joystick or mouse, it requires hand eye coordination. Every tactic which is thrown at you can be countered. Not everyone is willing to train others on how to combat strategy. The only other ways to learn is watch others play, or not being afraid to get blown up multiple times and develope skill and stratagy yourself; which is how I learned playing previous MW games.
#14
Posted 28 June 2012 - 07:05 PM
So I vehemently disagree. I <3 the circle of death and feel it is an important aspect of MW.
Edited by Warfeli, 28 June 2012 - 07:06 PM.
#15
Posted 28 June 2012 - 07:06 PM
BenEEeees VAT GROWN BACON, on 28 June 2012 - 06:56 PM, said:
You were concerned about the lack of complex strategies, but I think you shouldn't be. Strategies, tactics and the meta-game will take time to evolve and MW:O isn't out of the beta yet.
In MW4, because of how the meta-game worked out, pop-tarting became a very popular tactic. In all previous MW's, because of the unrestrictiveness of the Mech Lab, Laser-boating and Missile-boating became dominant.
MW:O has built their game built around pillars of gameplay for the specific purpose of introducing variety in battle. Hopefully as players learn how to use these pillars properly we will see a range of viable tactics instead of just a couple of predominant ones.
I think there needs to be complexity or depth in order for a solid metagame to develop. In past MW titles, the metagame has always been incredibly simple.
People play certain ways because that's what wins. In the current state, the biggest factor in who wins is who can put out the most damage as fast as they can. This will not change unless doing something different can provide a significant benefit. And in order to create significant benefit or incentive to do otherwise, there needs to be consequences for NOT playing strategically. This means if you make a misstep and get caught, you should be punished for that. If you accidentally stumble into a group of enemies, you should be punished for that.
Alfred VonGunn, on 28 June 2012 - 06:58 PM, said:
Makes no real sense .. none of the ranges are really long as it is... I could see a higher damage at short range on lasers if they had a range of a couple thousand meters.. but not when some are barely 1/2 a klick... Same for ACs.
I'm not talking about increasing damages for short-range weapons at a flat rate. I'm saying increase the damage of certain weapons at close ranges. Damage will be a function of range.
This is kind of frustrating when people read "eliminate circle strafing" and then dismiss the entire concept without reading what it actually is.
Edited by PewPew, 28 June 2012 - 07:08 PM.
#16
Posted 28 June 2012 - 07:07 PM
ManDaisy, on 28 June 2012 - 06:32 PM, said:
Why do people circle strafe? To make them a harder target. Is there anyway other way to be a hard target other then quick strafing runs that will expose your back? Nope. Thus infinite circle strafing.
Yeah its kinda the "why do we want to limit useful strategies in this game?" Argument that keeps coming up concerning things like legging
#17
Posted 28 June 2012 - 07:14 PM
514yer, on 28 June 2012 - 07:07 PM, said:
Yeah its kinda the "why do we want to limit useful strategies in this game?"
To reduce the dominance of the strategy and encourage a greater variety of more complex strategies.
That way the game has the potential to be more than "who has better aim in a fast-paced brawl".
#18
Posted 28 June 2012 - 07:17 PM
#19
Posted 28 June 2012 - 07:21 PM
PewPew, on 28 June 2012 - 07:14 PM, said:
That way the game has the potential to be more than "who has better aim in a fast-paced brawl".
And when it gets out of beta who is to say it will be a fast paced brawl? Every stratagy can be countered. Really as far as I can tell the only thing not drawing it out is the time limit I have read about. If there was unlimited time matches, which I'm not saying there should be; I bet cbills they would be a spectacle to behold.
#20
Posted 28 June 2012 - 07:24 PM
Stray Ion, on 28 June 2012 - 07:21 PM, said:
And when it gets out of beta who is to say it will be a fast paced brawl? Every stratagy can be countered.
Quote
Edited by PewPew, 28 June 2012 - 07:25 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users

















