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Alpha Strike Is The Problem

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#161 Hotthedd

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Posted 08 April 2015 - 07:42 AM

View PostAntiCitizenJuan, on 08 April 2015 - 07:24 AM, said:

I swear I want to jock people who say they want firing cones in this game.
No. God no. More RNG is not the answer, ever. ESPECIALLY in a FPS.

An M1 Abrams can move at 72 kph and keep its gun completely accurate.
A giant robot 1000 years in the future can and should be able to do it too.

How many times has CoF been in Mechwarrior?
Exactly.

Can the Abrams shoot 8 guns at once and have them all hit the same spot?

Personally, I don't think a CoF is the best solution, I would rather fixed convergence, with gravity and atmosphere affecting the shots, make this more of a sim.

#162 Joseph Mallan

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Posted 08 April 2015 - 08:32 AM

View PostAntiCitizenJuan, on 08 April 2015 - 07:24 AM, said:

I swear I want to jock people who say they want firing cones in this game.
No. God no. More RNG is not the answer, ever. ESPECIALLY in a FPS.

An M1 Abrams can move at 72 kph and keep its gun completely accurate.
A giant robot 1000 years in the future can and should be able to do it too.

How many times has CoF been in Mechwarrior?
Exactly.

And how many weapons is it firing? One? One weapon perfect conditions, I can see no CoF, 3-7? No sir a CoF makes sense.

And Unless you are a sniper. I wanna see you put every bullet you fire thought the first shot hole. Go on Show me how you don't have a CoF.

Also still waiting for a video of a whole naval broadside, hitting a target teh size of a Monster Truck tire.

Edited by Joseph Mallan, 08 April 2015 - 08:55 AM.


#163 Mirkk Defwode

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Posted 08 April 2015 - 09:23 AM

View PostJoseph Mallan, on 08 April 2015 - 08:32 AM, said:

And how many weapons is it firing? One? One weapon perfect conditions, I can see no CoF, 3-7? No sir a CoF makes sense.

And Unless you are a sniper. I wanna see you put every bullet you fire thought the first shot hole. Go on Show me how you don't have a CoF.

Also still waiting for a video of a whole naval broadside, hitting a target teh size of a Monster Truck tire.


I'm on your side here, even Tomahawk cruise missiles have a margin of error up to 10 meters on their point of impact.

I've yet to see any mobile vehicle not have some sort of variance in shot placement, the higher rate of fire the more variance there is. Even with stabilization and laser sighted computer guidance for targeting on mechanized or armored targets like the Stryker and Abrams isn't perfect with their shots.

#164 Almond Brown

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Posted 08 April 2015 - 09:38 AM

View PostKhobai, on 04 April 2015 - 10:36 PM, said:

alphastrikes arnt the problem

weapons converging on a single hit location is the problem

Firing 4 PPCs simultaneously that all hit different locations. There's no problem with that.

Firing 4 PPCs simultaneously that all hit the same location. Now we have a problem.

we need to reduce/eliminate pinpoint convergence not get rid of alphastrikes.


That is all well said but when done, the amount of data that needs to flow become "exponential" and the medium we play across can only handle so much in a given set time frame.

Currently we have, to use your example,
40 to point X.

What you seem to want is

10 to point X
10 to point Y
10 to point Z
10 to point A

Now take that four and add those who can do 7 and multiply by 23.

And folks think MWO's Hit Registration is bad now. LOL! Wowzers...

Edited by Almond Brown, 08 April 2015 - 09:38 AM.


#165 Almond Brown

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Posted 08 April 2015 - 09:42 AM

View PostHARDKOR, on 04 April 2015 - 11:46 PM, said:

This is ridiculous. My most effective mechs are My 6LL stalker that fires two groups of 3 and my 5 ERLL T-Bolt that is a group of 2 (the high mounts)followed by 3.


But that is a Heat related restriction. If you could you would fire all 6 every chance you got right? I would too. So perhaps what is really needed is to "Turn up the Heat" on what are already seen by many as HOT weapons (energy) such that the non-heat based ones (Ballistics sans AC20) will see more use just because... ;)

#166 Almond Brown

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Posted 08 April 2015 - 09:52 AM

OR do as one person noted. Do TT. You get to select the target only, then you have to track it until the on-board computer figures out a firing solution then allows you to pull the trigger. Bad tracking drops weapons from the computed firing solution in real time so true target based focus must be maintained, or simply fire when "enough" weapons are included in the currently "computed firing solution".

All weapons get a 10 second cool down after firing, so when ALL(alpha) go off together, you have a full 10 seconds to re-compute a new firing solution (select another target or maintain current track) or re-target and fire what weapons you have left that did not go off in the previous computed firing solution. ;)

Edited by Almond Brown, 08 April 2015 - 09:54 AM.


#167 Dark Jackal

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Posted 08 April 2015 - 10:01 AM

If we want to talk about historical inspiration, it's easy as BT took a lot of inspiration in the era it lived in. From the Mecha from various anime to real like C3 networks, Battletech is a vision of a future from the perspective of the 80s, at least initially. It's something that cannot be missed with the Jane's almanac style TROs that are some of the most popular items from BT along with it's fiction and lore.

#168 Dark Jackal

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Posted 08 April 2015 - 10:04 AM

In either case regarding a comparison between an M1 series of Abrams tanks to a BattleMech, they both involve the crew inside to be interactive with the electronic systems. Since there are few game these days that simulate the minutiae of having to interact with technology, games have adopted an easy way to "FPS" the system and just remove any interaction with a drop and go gameplay.

#169 Mystere

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Posted 08 April 2015 - 10:04 AM

View PostAntiCitizenJuan, on 08 April 2015 - 07:24 AM, said:

I swear I want to jock people who say they want firing cones in this game.
No. God no. More RNG is not the answer, ever. ESPECIALLY in a FPS.

An M1 Abrams can move at 72 kph and keep its gun completely accurate.
A giant robot 1000 years in the future can and should be able to do it too.

How many times has CoF been in Mechwarrior?
Exactly.


Really? What is the CEP of the tank's main weapon? And if you do not know what CEP means, then you have absolutely no clue with regard to your statement.

Edited by Mystere, 08 April 2015 - 10:10 AM.


#170 Apnu

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Posted 08 April 2015 - 10:08 AM

My thoughts.

1) Ditch Ghost Heat
2) Make Double Heat Sinks all true double heat sinks. Get rid of this 1.4 nonsense outside of the engine.
3) Create a power limit function. Kinda like heat, but we can clearly see heat doesn't fix everything. Tie it to engine rating, the bigger the engine, the more weapons you can fire at the same time. Then give quirks to mechs that, traditionally and stock, boat single weapon systems (Nova and HBK-4P for example) to be able to fire more of those specific weapons.

The thing about alpha strikes is they are a hold-over from TT. But in TT, there's the RNG so you always have to risk more heat and missing the target even though you hit the mighty alpha strike button. In Mechwarrior video games, generally if the player can track the target, they can hit with all the guns most of the time.

So we have highly converged, high damage, power creep going on.
Which is why #3 above, some kind of mechanic to limit the power creep.

I, for one, love a good brawl, and this is MWO, its supposed to be a game of attrition, so shortening the TTK is against the attrition aspect of the game.

#171 Bobzilla

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Posted 08 April 2015 - 10:13 AM

View PostAlmond Brown, on 08 April 2015 - 09:38 AM, said:


That is all well said but when done, the amount of data that needs to flow become "exponential" and the medium we play across can only handle so much in a given set time frame.

Currently we have, to use your example,
40 to point X.

What you seem to want is

10 to point X
10 to point Y
10 to point Z
10 to point A

Now take that four and add those who can do 7 and multiply by 23.

And folks think MWO's Hit Registration is bad now. LOL! Wowzers...


I'm pretty sure that is what it does now and why hitreg is messed up.

#172 Apnu

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Posted 08 April 2015 - 10:24 AM

View PostAlmond Brown, on 08 April 2015 - 09:38 AM, said:


That is all well said but when done, the amount of data that needs to flow become "exponential" and the medium we play across can only handle so much in a given set time frame.

Currently we have, to use your example,
40 to point X.

What you seem to want is

10 to point X
10 to point Y
10 to point Z
10 to point A

Now take that four and add those who can do 7 and multiply by 23.

And folks think MWO's Hit Registration is bad now. LOL! Wowzers...


This is also why we don't have destructible environments. We've got, 24 players in a game at any given time, most of them are all firing at each other and all that fire must propagate globally nearly instantly because we aren't all on the same LAN segment. Sure UDP, is pretty fast, but its got no error correction like TCP, either we get the UDP packet in time or we don't. I'm not sure which protocol PGI is using (or what's baked into the CryEngine), but its probably UDP, most games use it.

Anyway... that's a lot of frigging packets. Just imagine the packets for some LRM40 (Stock CPLT-C4) launch that hits the target. All 23 players (besides the shooter) need packets for each missile and they get them regardless of LOS to the target or not. Yikes!

Now add to all that a bunch of packets for the Adder the just ran over a street lamp on Crimson Straights, or some kiddo flaming trees on Forest Colony. Ugh. I don't want to risk my shooting packets because some pyro thinks its funny to burn trees.

#173 xImmortalx

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Posted 08 April 2015 - 10:25 AM

Do any of you realize just how utterly futile it is to argue about how technology will work a millenium from now using the little bit we are allowed to know about modern military technology? It's like somebody from the 11th century saying "it's impossible to kill a man from a mile away, nobody makes spears that long!"

How about instead of making stupid pointless arguments that "such and such thing today can only be this precise" you try taking the lore behind this game for what it is - a work of fiction - and make an argument that goes towards benefits to the gameplay?

#174 Joseph Mallan

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Posted 08 April 2015 - 10:48 AM

View PostxImmortalx, on 08 April 2015 - 10:25 AM, said:

Do any of you realize just how utterly futile it is to argue about how technology will work a millenium from now using the little bit we are allowed to know about modern military technology? It's like somebody from the 11th century saying "it's impossible to kill a man from a mile away, nobody makes spears that long!"

How about instead of making stupid pointless arguments that "such and such thing today can only be this precise" you try taking the lore behind this game for what it is - a work of fiction - and make an argument that goes towards benefits to the gameplay?

According to Lore the tech is not much better early 20th century when it comes to targeting. Many of the Targeting Computers are unable to calculate the targeting of 3 weapons or more. ;) hence teh CoF.

Edited by Joseph Mallan, 08 April 2015 - 10:50 AM.


#175 Tarl Cabot

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Posted 08 April 2015 - 12:35 PM

View PostWidowmaker1981, on 07 April 2015 - 05:11 AM, said:


No, its not.

Take a hypothetical Warhawk with 30 DHS and 4 ERPPC (its not quite possible with our build systems, but easy numbers for the sake of arguement). In TT what would happen if that fired all 4 PPCs at once*** ? it would generate 60 heat, but then instantly sink 60 heat and be at ZERO heat. With a 30 heatcap in MWO, even with no ghost heat? youd shoot them all and go into shutdown for like 1 minute - that is NOT a replication of TT, at all. The closest i can get in a real time environment is.. what we have. Heat cap = 30+DHSx2.0 (well, 30+EngineDHSx2.0+ExternalDHSx1.4 but still)

***as part of a 10s turn, but for TT rules its all at once, since all weapons are fired at once with no movement during fire. A target cant move behind cover after being hit by the first PPC but before the 2nd. it IS all at once as far as gameplay is concerned.

A 30 point heatcap would just have me playing only dual Gauss and quad AC5 boats until i quit the game, which probably wouldn't take long.

Edit: some kind of penalties (accuracy, movement, ammo explosion chance, etc) for time spent at the top of the heatbar i would have no problem with. But the cap is where it should be if we want energy to keep competing with Ballistics


1. Heatcap - would not necessarily need to be set at 30pts. MWO already starts off at 30pts then adds 1pt/1.4pts/2pts for each heatsink. It could be set higher but have it set the same across the board.

2. Additional heat penalties - agreed. Especially for newbies new to the BT/MW universe it would become intuitive. Your mech starts to slow down/sluggish the higher heat rises on the heat scale, instead of the now, fire, fire, fire, shutdown-damage mech some more.

1/2a - If these two items were introduced - further changes would need to be made - quirks reviewed/modified - ghost heat could be changed to be tied to the number of weapons fired within a specific period, with each additional weapon adding more than its base heat.

3. As for fixed hardpoints - (shrugs) the only way I could see that working now would be to not limit the actual size of a hardpoint but to set the number of hardpoints sizes per chassis, giant, large, med, small, tiny.

4. Convergence - As previously noted, the amount of overhead caused issues during CB. Atm with Crysis engine I do not know what would be feasible.

********************
Spoiler


MWO and the other MW/MPBT games fall outside BT and Solaris, as those games allow for heat to be disperse every second. Just noting that if MWO Heatscale was not modified by the number of heatsinks, just the dispersion rate, ghost heat in its current form likely would not be needed.

Tis true that all of the MW/MPBT had to make the game their own with rules and such, but ignoring the balancing system almost altogether does create tis own issues. Tis like having MW4 servers with heat turned off for several firing sessions.

I think for those who questioned the lack of use of the Heat Scale except as an end cap, many understand why it was needed but at times expressing it can be a real pita.

#176 Metus regem

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Posted 08 April 2015 - 12:54 PM

View PostAntiCitizenJuan, on 08 April 2015 - 07:24 AM, said:

I swear I want to jock people who say they want firing cones in this game.
No. God no. More RNG is not the answer, ever. ESPECIALLY in a FPS.

An M1 Abrams can move at 72 kph and keep its gun completely accurate.
A giant robot 1000 years in the future can and should be able to do it too.

How many times has CoF been in Mechwarrior?
Exactly.



'Cept it's not perfectly accurate at 72km/h... It can hit a car sized target reliably at range, when not moving, and hit another tank sized object with reliability at range when moving... but that's not pin-point accurate...

#177 Escef

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Posted 08 April 2015 - 04:12 PM

View PostxImmortalx, on 08 April 2015 - 07:08 AM, said:

No, it's your inability to accept that a system invented a few decades ago for a board game doesn't freaking work in a shooter that's the problem.


If you are referring to the hardpoint system, table top does not use it. If you are referring to TT in general, well, yeah, translating from a turn-based, table top, tactical wargame to a FPS is going to require a lot of finagling, especially if it is to have any semblance of balance.

#178 Escef

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Posted 08 April 2015 - 04:22 PM

View PostxImmortalx, on 08 April 2015 - 10:25 AM, said:

Do any of you realize just how utterly futile it is to argue about how technology will work a millenium from now using the little bit we are allowed to know about modern military technology? It's like somebody from the 11th century saying "it's impossible to kill a man from a mile away, nobody makes spears that long!"


Most modern tech you see in the field is 5 to 10 years behind, often more. Mostly because it needs to be re-engineered to survive field conditions, and then on top of that because platforms remain in use for decades. I'm not intimately familiar with it (wasn't my lane), but it's my understanding that the solid state devices used by Apache attack helicopters, a platform still widely in use, have received few upgrades since the late 70s.

#179 Mystere

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Posted 08 April 2015 - 07:38 PM

View PostxImmortalx, on 08 April 2015 - 10:25 AM, said:

Do any of you realize just how utterly futile it is to argue about how technology will work a millenium from now using the little bit we are allowed to know about modern military technology? It's like somebody from the 11th century saying "it's impossible to kill a man from a mile away, nobody makes spears that long!"


Just because you yourself are not privy to the inner working of modern weapons today, does not mean that no one else is privy to the same information. Besides we are talking about ballistics, missiles, and lasers, which by themselves have already well defined characteristics based on Physics.

Let me say that again: Physics!



View PostJoseph Mallan, on 08 April 2015 - 10:48 AM, said:

According to Lore the tech is not much better early 20th century when it comes to targeting. Many of the Targeting Computers are unable to calculate the targeting of 3 weapons or more. ;) hence teh CoF.



And that! :)

Edited by Mystere, 10 April 2015 - 01:18 PM.


#180 Strum Wealh

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Posted 09 April 2015 - 12:29 AM

View PostMystere, on 08 April 2015 - 10:04 AM, said:

View PostAntiCitizenJuan, on 08 April 2015 - 07:24 AM, said:

I swear I want to jock people who say they want firing cones in this game.
No. God no. More RNG is not the answer, ever. ESPECIALLY in a FPS.

An M1 Abrams can move at 72 kph and keep its gun completely accurate.
A giant robot 1000 years in the future can and should be able to do it too.

How many times has CoF been in Mechwarrior?
Exactly.

Really? What is the CEP of the tank's main weapon? And if you do not know what CEP means, then you have absolutely no clue with regard to your statement.

And, on top of that, Abrams crews must not only contend with not only the CEP of the weapon itself (see here for a 2005 study & discussion of the weapon's accuracy), but the CEP of the vehicle's targeting systems at range (apparently, "less than" (read: approximately) 35 meters (114.83 feet) at 8,000 meters (4.97 miles) for the mid-200s Firepower Enhancement Package's "far target locate" function) - the two would combine to compound the overall effect.
As a result of the overall effect, the M256 is rated as having a maximum effective range of only 3,000 meters (1.86 miles).

Also, it should be noted that "accuracy" is a very different thing from "precision":
Posted Image

One main part of the problem is the combination of {A} a system that allows for both high accuracy & high precision and {B} the ability to have moderate to large numbers of weapons instantaneously converge at any range band.

Any effective method of addressing that aspect of the issue is likely going to necessarily involve one or more of:
  • reducing the inherent accuracy of the weapons themselves
  • reducing the inherent precision of the weapons themselves
  • reducing the players' ability to aim those weapons accurately (temporarily or permanently)
  • reducing or removing the convergence abilities of some or all weapons
  • reducing or eliminating the players' ability to simultaneously fire more than a certain number of weapons
Establishing a "high-accuracy, low-precision" effect (as pictured above) is what a properly-implemented COF system (such as used in the Halo 3 Battle Rifle & described here under the headings "Bulletology" and "Math Class") does, by accomplishing item (2) without implementing items (1) and (3).

An alternative, the "fixed convergence" proposal (representing item (4)) would reduce the prevalence of Alpha Strikes by removing the ability to focus on a single point at any range - instead, there would be exactly one distance (ideally, adjustable from the MechLab only) at which the weapons would converge & a target's moving closer or further than that distance would cause the impact points of an attacker's weapons to become more spread out actoss the target's surface, thus encouraging players to design 'Mechs with multiple smaller sets of weapons harmonized to different distances (e.g. a short-range firing group, a medium-range firing group, and a long-range firing group) rather than the single all-range group builds we see now.
Posted Image

Another alternative, a universal lock-out (representing item (5)) would prevent truly-simultaneous firing of weapons.
Even a very short lock-out (e.g. 0.10s - that is, one tenth of one second) would mean that any Alpha Strike (or other grouped-fire) gets spread out time-wise:
  • the first weapon would start firing at t = 0.00s (e.g. when the trigger is pulled)
  • the second weapon would start firing at t = 0.10s (e.g. 0.10s after the first weapon fires)
  • the third weapon would start firing at t = 0.20s (e.g. 0.10s after the second weapon fires)
  • the fourth weapon would start firing at t = 0.30s (e.g. 0.10s after the third weapon fires)
  • and so on & so forth...

Edited by Strum Wealh, 09 April 2015 - 12:33 AM.






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