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We Need End Of Round Mech Health %


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#1 Veritae

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Posted 01 April 2015 - 02:28 PM

This has long been a pet peeve of mine. Players love to complain that the matchmaker is horrible and that a roflstomp is because of x, y or z game inbalance.

Very often, there are many mechs left on the field that are barely clinging to life. Just a little bit of focus fire would roll the remaining mechs. But the metric that we have, kill count, doesn't show that.

Here's a quick humblebrag that illustrates the point.

https://m.youtube.co...h?v=j8IkdQ0J-5U

6v1 on assault in HPG and I pulled out the win. My team did all the heavy lifting and busted up most of these mechs, but if I'd given up, it woulda looked like a 12v6 stomp. A simple end of round health indicator would help a defeated team understand what went wrong and would show that most of the time, a stomp is just a few well placed shots from being 12v11 in the final tally.

Tina, if you're out there, can you help push for this? It would take very little coding time, but could go a long way to dispel some of the "X is OP" ragequit mentality.

Thoughts?

ETA:In addition to the simple % health, how about displaying the player's paper doll by clicking or mouseover their name? Very helpful stretch goal for the EoR UI.

Edit 2: Damage taken would also be s great stat to see, and has been requested in the thread. Also, a color coded list of components would be a very easy way to display mech health, see below.

Edited by Veritae, 02 April 2015 - 04:06 AM.


#2 oldradagast

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Posted 01 April 2015 - 02:31 PM

Good idea.

#3 Deathlike

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Posted 01 April 2015 - 02:31 PM

While it sounds useful, a complete paperdoll loadout of all surviving combatants would be nicer than a straight %.

The % doesn't show the difference between "nearly cored CT" or "a minor scratch everywhere".

Edited by Deathlike, 01 April 2015 - 02:31 PM.


#4 Malckovich

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Posted 01 April 2015 - 02:34 PM

Agreed, I'd also like to see how much friendly fire damage each player dealt.

#5 Stealth Fox

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Posted 01 April 2015 - 02:36 PM

This needs to happen, along with the ability to change from the stupid paper doll to the individual health bars of the limbs. There is a LOT that MWO needs to do to help Pugs learn stuff and really get a good view of what did and did not happen.

I support this.

#6 Veritae

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Posted 01 April 2015 - 02:43 PM

I love the idea of more metrics. Yes, specific component health is better, but not sure how to display it on the EoR screen. I agree that a cored ct mech might be at an 85% health and seem misleading, but we should start somewhere.

Ideally, a mouseover the player's name would show their final paper doll. That couldn't be too hard, right?

#7 LordKnightFandragon

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Posted 01 April 2015 - 02:53 PM

What amazes me more about that, is the other team had to do nothing and they could have simply won.....they had you 6-11...just go AFK and they win...

#8 Veritae

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Posted 01 April 2015 - 02:57 PM

View PostLordKnightFandragon, on 01 April 2015 - 02:53 PM, said:

What amazes me more about that, is the other team had to do nothing and they could have simply won.....they had you 6-11...just go AFK and they win...


Well, that's the joy of assault v skirmish. No one waits at 6 v 1. They push base so they don't have to wait 5 minutes. Exploit the game modes and profit.

#9 LordKnightFandragon

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Posted 01 April 2015 - 02:58 PM

View PostVeritae, on 01 April 2015 - 02:57 PM, said:

Well, that's the joy of assault v skirmish. No one waits at 6 v 1. They push base so they don't have to wait 5 minutes. Exploit the game modes and profit.



While that come back was impressive, it was equally scary and depressing to see 6 mechs get beat by 1,...

#10 LordNothing

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Posted 01 April 2015 - 03:01 PM

its always discouraging when watching one of the last mechs take an enemy down to cherry and then switch targets, just to get stomped by both. when im in a light i actively look for these crippled mechs, and only engage when i found one i know i can kill in a couple shots. not in a light, then i try to finish off the mechs i engage. another thing to look for is when a teammate is dueling a mech and looses, its a good idea to rush in their and finish his target before it can cool its guns. i had that happen in river city, saw 2 blips inside the citadel, when the blue blip disappeared i knew it was time to act, it was like a dinner bell. got that kill.

its one of those situational awareness things. the more information you have the better. that means hitting r. if you are about to engage a group, its a good idea to try to target everyone and get info on their health and go for the weakest. a crippled mech can still fight and kill your team. some of my best games were fought in a mech with exposed structure all over the place, missing an arm or a leg, or st. if you see one take it out, unless of course its disarmed, only then should you ignore it. though its good for morale to take it out (just dont do it while you are being shot at by someone else).

people worry about a no skill lerm boat stealing their kill and dont press r. or perhaps hes in an attack trance and cant be bothered with r. but the best the lerm boat can do is shotgun it. you can do pinpoint and get the kill if you wait for the right moment, take your time to aim, and alpha. if anyone calls you a kill stealer remind them that its a team game and that winning is better than getting kills and loosing. il intentionally kill steal if i think somone is taking too long to kill something, because i think its good for the team if an entire lance is with the group rather than trying way too hard to kill a squirrel.

#11 Veritae

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Posted 01 April 2015 - 03:09 PM

View PostLordKnightFandragon, on 01 April 2015 - 02:58 PM, said:



While that come back was impressive, it was equally scary and depressing to see 6 mechs get beat by 1,...


Well again. I don't even feel like it was that impressive. Well placed arty took out the first two. Spider not helping his friends died to turret. Last mech was bright red cored ct easy kill. Only real gunnery skill was mauling that first firestarter and stripping the mad dog of all but lurms.

It IS, however, a pretty good example of smart play, and prioritizing targets. Everyone can use help with that.

#12 Veritae

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Posted 01 April 2015 - 03:12 PM

View PostLordNothing, on 01 April 2015 - 03:01 PM, said:

its always discouraging when watching one of the last mechs take an enemy down to cherry and then switch targets, just to get stomped by both. when im in a light i actively look for these crippled mechs, and only engage when i found one i know i can kill in a couple shots. not in a light, then i try to finish off the mechs i engage. another thing to look for is when a teammate is dueling a mech and looses, its a good idea to rush in their and finish his target before it can cool its guns. i had that happen in river city, saw 2 blips inside the citadel, when the blue blip disappeared i knew it was time to act, it was like a dinner bell. got that kill.

its one of those situational awareness things. the more information you have the better. that means hitting r. if you are about to engage a group, its a good idea to try to target everyone and get info on their health and go for the weakest. a crippled mech can still fight and kill your team. some of my best games were fought in a mech with exposed structure all over the place, missing an arm or a leg, or st. if you see one take it out, unless of course its disarmed, only then should you ignore it. though its good for morale to take it out (just dont do it while you are being shot at by someone else).

people worry about a no skill lerm boat stealing their kill and dont press r. or perhaps hes in an attack trance and cant be bothered with r. but the best the lerm boat can do is shotgun it. you can do pinpoint and get the kill if you wait for the right moment, take your time to aim, and alpha. if anyone calls you a kill stealer remind them that its a team game and that winning is better than getting kills and loosing. il intentionally kill steal if i think somone is taking too long to kill something, because i think its good for the team if an entire lance is with the group rather than trying way too hard to kill a squirrel.


EVERY SINGLE WORD HERE IS TRUTH. I can add nothing more, but I may tattoo this post on my chest.

I don't know if you're in a unit, but you have an open invite to TCMC if you're interested. <o

#13 JohnnyWayne

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Posted 01 April 2015 - 03:16 PM

We also need a damage taken wrapup.

#14 zagibu

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Posted 01 April 2015 - 03:26 PM

They could simply add limbs shortcuts colored yellow orange green at the end of the lines of each player's score like this:
Posted Image

#15 B L O O D W I T C H

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Posted 01 April 2015 - 03:33 PM

No offense OP, but i'd like to see you do this in a mech which does not ignore about >50% of all incoming damage. :P

#16 Veritae

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Posted 01 April 2015 - 03:51 PM

View Postzagibu, on 01 April 2015 - 03:26 PM, said:

They could simply add limbs shortcuts colored yellow orange green at the end of the lines of each player's score like this:
Posted Image


Brilliant! You are my new hero.

#17 PerfectDuck

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Posted 01 April 2015 - 03:56 PM

Does anyone remember when the experimental spectator mode was shown off during the Blood Bones and Bolts tournaments? They had a nice color-coded player health percentage that changed based on closeness to death rather than actual remaining hitpoints. I remember specifically when a firestarter got double-gaussed in a side torso, even though his percentage only went down to high-80's, the number was red due to open side torso.

#18 Veritae

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Posted 01 April 2015 - 04:00 PM

View PostLOADED, on 01 April 2015 - 03:33 PM, said:

No offense OP, but i'd like to see you do this in a mech which does not ignore about &gt;50% of all incoming damage. :P


1) Anytime, Clanner Troll.

2) Did you not see me WRECK the other firestarter, ripping component after component with each shot. Show me where he ignored MY damage. Russ has confirmed that there are no hitbox issues with the firestarter outside bs bunnyhopping bug that is more of an issue with Madcats. You can play an FS9 and I'll crush you anytime you want.

If you watched the video, I dodged any shots from the Zeus or Mad dog. No one even came close.

Crawl back under your bridge. This is a post about how damaged they were before I started, and why we need EoR reporting to prove the point.



View PostPerfectDuck, on 01 April 2015 - 03:56 PM, said:

Does anyone remember when the experimental spectator mode was shown off during the Blood Bones and Bolts tournaments? They had a nice color-coded player health percentage that changed based on closeness to death rather than actual remaining hitpoints. I remember specifically when a firestarter got double-gaussed in a side torso, even though his percentage only went down to high-80's, the number was red due to open side torso.


I never saw this, but it sounds awesome. Do you have any video links to demonstrate?

#19 grendeldog

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Posted 01 April 2015 - 04:05 PM

I think that more detailed damage statistics is a great idea. Personally, I would love to see a 'personal best damage' stat, but not as much as I would like a K/D ratio type thing that counts assists. I love getting assists - you make more money and I enjoy the cooperative aspect. Granted there's a satisfaction to a straight up kill, but because we get so many more assists than kills, I would like to see a K/D analogue that counts assists because that would be a more full, more accurate judgement of player skill. Likewise, seeing how the damage played out on a mech after the round is another way to give better feedback to players, so I'm all for it.

#20 Veritae

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Posted 01 April 2015 - 04:12 PM

View Postgrendeldog, on 01 April 2015 - 04:05 PM, said:

I think that more detailed damage statistics is a great idea. Personally, I would love to see a 'personal best damage' stat, but not as much as I would like a K/D ratio type thing that counts assists. I love getting assists - you make more money and I enjoy the cooperative aspect. Granted there's a satisfaction to a straight up kill, but because we get so many more assists than kills, I would like to see a K/D analogue that counts assists because that would be a more full, more accurate judgement of player skill. Likewise, seeing how the damage played out on a mech after the round is another way to give better feedback to players, so I'm all for it.


Maybe a third tab with personal metrics. Most of the website stuff has a 15 minute delay. I wonder if they could pull real time info like that without delay. If they could, without substantial programming time, then I am all for it.





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