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Time To Settle For The Simple Ttk Fix


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#21 Kristov Kerensky

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Posted 09 April 2015 - 02:38 PM

View Postdubplate, on 09 April 2015 - 02:32 PM, said:


It'd be nice if there was a reason to have loadouts where you may need a variety of ranges to be effective. I am not overly familiar with TT but my understanding is a lot of the stock loadouts are like they are because they weren't modified and needed to be useful in a variety of situations. I've wondered about having a limit on how much damage can be done over a time but I don't think that would go over well.

I don't think TTK is too bad but a bit of an increase would be nice. We seem to be doing more damage now than when double armor was introduced and more mechs on the field doesn't help.


Off the top of my head, Nova and Supernova would set that upper damage limit rather higher than people realize, and those aren't the most OP of Mechs in BTech for a direct fire alpha, we'll not even touch on the Long Tom and Arrow IV equipped Mechs ;)

#22 Gamuray

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Posted 09 April 2015 - 04:06 PM

... double hitpoints a second time huh? ... Or we could, you know, double all reloads? Since you said PGI shouldn't touchweapon damage, doubling armor is essentially halving weapon damage. Doubling reloads reduces weapon dps, not weapon damage. (especially since in original battletech, weapon damages were over a 10 second span, the longest reload we have is 6 sec for a streak 6. 4 second being the base for large weapons)


Of course I really don't want the change anyways, not that I'm a fan of low TTK, this is just my preferred method if it was going to happen either way.

Edited by Gamuray, 09 April 2015 - 04:07 PM.


#23 Sable

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Posted 09 April 2015 - 06:25 PM

Who said they haven't considered revisiting the heat scale? Russ has said in several town hall meetings that he would be open to revisiting heatscale in the future, they just have a lot of large game features to deal with first.

#24 Mcgral18

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Posted 09 April 2015 - 06:48 PM

View PostSable, on 09 April 2015 - 06:25 PM, said:

Who said they haven't considered revisiting the heat scale? Russ has said in several town hall meetings that he would be open to revisiting heatscale in the future, they just have a lot of large game features to deal with first.


Our heatscale=heat system in general.

Their heatscale=Ghost Heat (hence LL family change...but still PoorDubs)

#25 A Large Infant

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Posted 09 April 2015 - 06:53 PM

Need more ammo if more armor

#26 Wintersdark

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Posted 09 April 2015 - 07:02 PM

View PostMcgral18, on 09 April 2015 - 06:48 PM, said:


Our heatscale=heat system in general.

Their heatscale=Ghost Heat (hence LL family change...but still PoorDubs)

We have TruDubs, really. It's just that you need pilot skills to make them that.

For DHS values around 17-19 with doubled basics, each DHS provides roughly 2.0 cooling - better than 2.0 with less DHS, worse with more.

Sorry to chip in with this, it's just the whole "we don't even have 2.0 DHS" thing bugs me.

Mind you, I think the whole pilot skill system badly needs to be revisited. And by revisited, I mean torn out completely and replaced.

#27 Escef

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Posted 09 April 2015 - 07:06 PM

TTK is right around where it should be. Don't be the only target and you reduce the odds of getting focused down.

#28 Mcgral18

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Posted 09 April 2015 - 07:08 PM

View PostWintersdark, on 09 April 2015 - 07:02 PM, said:

We have TruDubs, really. It's just that you need pilot skills to make them that.

For DHS values around 17-19 with doubled basics, each DHS provides roughly 2.0 cooling - better than 2.0 with less DHS, worse with more.

Sorry to chip in with this, it's just the whole "we don't even have 2.0 DHS" thing bugs me.

Mind you, I think the whole pilot skill system badly needs to be revisited. And by revisited, I mean torn out completely and replaced.


I am well aware of that; but my Myth Lynx requires 12 DHS to match the 10 on a FS9, because of that minuscule 175 XL engine, and only 7 TrueDubs.

#29 Wintersdark

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Posted 09 April 2015 - 07:18 PM

View PostMcgral18, on 09 April 2015 - 07:08 PM, said:


I am well aware of that; but my Myth Lynx requires 12 DHS to match the 10 on a FS9, because of that minuscule 175 XL engine, and only 7 TrueDubs.


Yeah, the current system is teh stupid.

We definitely need the cooling skills ripped right out of the mech skills at the very least, then all DHS put to 2.0. That would fix the issue completely right there, without breaking any builds.

#30 Knyx

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Posted 09 April 2015 - 07:20 PM

Well one of the biggest draws for a lot of people to CW is probably the drop deck approach, not even the lore or changing blips on a map.

So how about for reg que, keep it 12 v 12, but either do 1 of 2 possible additions:

1. Add lives (respawning) or a drop deck for reg que.

or

2. Make reg que matches transition from map to map with random game modes. (think when you play a Battlefield game and the match ends, it loads the new map with everyone that is already in the server +any backfills as needed)

This will make the quick TTK completely irrelevant as an issue all together since I am sure a lot of the frustration is dieing and then having to go right back into waiting in que.

I would also make it so the lighter your mech/deck in reg que, the higher your C-bill rewards like>
4x for lights, 3x for meds, 2x for heavies, 1x for assaults

Edited by Knyx, 09 April 2015 - 07:22 PM.


#31 InspectorG

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Posted 09 April 2015 - 08:51 PM

View PostHyper99, on 09 April 2015 - 01:58 PM, said:

I agree here but wonder if the culprit for quick TTK isnt 12 man matches? With 12 man your much more likely to run into a group of 4 mechs than if you are in a 8 man. Think about it more mechs on field means more pain for mistakes. Just sayin....


Secret:

MWO is a TEAM game.

But some thing its a solo game and want to be able to walk out into fire without paying for it.

If i remember right, BT took @ 6 turns per average game and a turn represented 10 seconds real time...

View PostEscef, on 09 April 2015 - 07:06 PM, said:

TTK is right around where it should be. Don't be the only target and you reduce the odds of getting focused down.


Thats not how you play CoD...

#32 Escef

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Posted 09 April 2015 - 09:00 PM

View PostInspectorG, on 09 April 2015 - 08:51 PM, said:

Thats not how you play CoD...


I'll have to take your word for it, I've never played it.

#33 Sandersson Jankins

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Posted 09 April 2015 - 10:08 PM

I think to myself "damn, how did I not die" more than "damn, I died way too quick!" these days. Maybe I've learned how to spastically torso-twist to avoid damage. I end up dying at 60 percent or less; and cringe when people are dropping to CT cores at 80 percent.

A big thing to consider if you feel the "TTK" is too low, is what percentage are you generally at when you die too rapidly? Even in a medium mech, I often pop a corner and get face-blasted by 5 clanners. I fully expect to die in that situation, but more often than not I am able to retreat with 10 percent damage split across most components. Hell, if you're peeking 5 guys solo more than once, you deserve to lose that mech!

regards,

FRR CW-only player (masochist turbonerd)

#34 CDLord HHGD

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Posted 13 April 2015 - 08:55 AM

Not sure if this was mentioned, TL:DR, but you'll also have to increase the ammo per ton otherwise ballistics would be next to useless....





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