Jump to content

Weapons Fire Suggestion


5 replies to this topic

#1 Doman Hugin

    Member

  • PipPipPipPipPip
  • Bad Company
  • Bad Company
  • 197 posts

Posted 22 April 2015 - 10:10 AM

Time to kill, convergence, High alphas; these are all hot topics with many suggestions on how to fix, my suggestion below would answer these and a few other issues.

If you fire one weapon, it will hit where you aim.
If you fire a group of weapons on chain-fire, they will all hit where you aim.
If you fire multiple weapons at once, the main weapon of the group will hit where you aim, the others could hit where you aim but also nearby parts of the target or even miss as you overload the targeting computer.

As rough numbers my thoughts are:
Aim for and hit CT
Primary weapon hits CT
All others
CT – 35%
LT – 15%
RT – 15%
LL – 15%
RL – 15%
HD – 5%

Aim for and hit RT
Primary weapon hits RT
All others
RT – 35%
CT – 15%
RA – 15%
Miss – 15%
RL – 15%
HD – 5%

You get the picture!

(Yes these are random numbers, but you can still hit your cross hairs every time on chain fire)

My thought was to utilize the bone targeting of streak SRM’s.

The reasons I like this idea are:
  • TTK increased
  • Convergence, gone.
  • High alphas, still there but spread out (a bit like BattleTech)
  • Face time, alpha = splat (fast) or chain = drill (slow), you choose.
  • Large numbers of weapons will splat better, large weapons will drill better, you choose.
  • Ghost heat might not be needed any more.

The only new thing required would be the requirement to define the order of weapons on your load-out; we have a weapon group tab on the mech bay that can be modified so you can change the order of the weapons on the screen.

#2 Nightmare1

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 7,636 posts
  • Twitch: Link
  • LocationPeeking over your shoulder while eating your cookies.

Posted 22 April 2015 - 11:09 AM

Not another one of these threads.

Game is fine as is; fix hit reg and in-game bugs first before tinkering with new mechanics! Also, no randomness! I don't want some computer somewhere adding in random chance into what would normally have been a skilled shot.

#3 Doman Hugin

    Member

  • PipPipPipPipPip
  • Bad Company
  • Bad Company
  • 197 posts

Posted 22 April 2015 - 01:50 PM

View PostNightmare1, on 22 April 2015 - 11:09 AM, said:

Not another one of these threads.

Game is fine as is; fix hit reg and in-game bugs first before tinkering with new mechanics! Also, no randomness! I don't want some computer somewhere adding in random chance into what would normally have been a skilled shot.


Yup, might just be me, but I'd like Mech Warrior Online to be a little like the idea it's supposed to be based on, rather than a one shot kill twitch shooter this game is headed towards.

There are lots of other issues, but like the forum title this is a feature suggestion.

#4 Hotthedd

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • 3,213 posts
  • LocationDixie

Posted 22 April 2015 - 06:46 PM

I would be happy to see chain-fired shots be precise, but instead of alpha/group fired weapons be random, have them fire straight out with no convergence.

This removes any randomness, so you could still aim.

Alpha striking would be more viable in some builds than others (Which is OKAY)

Alpha striking would be just as effective at close ranges, but much less effective at sniper range. (Snipers aim each shot)

#5 Doman Hugin

    Member

  • PipPipPipPipPip
  • Bad Company
  • Bad Company
  • 197 posts

Posted 24 April 2015 - 01:44 AM

View PostHotthedd, on 22 April 2015 - 06:46 PM, said:

I would be happy to see chain-fired shots be precise, but instead of alpha/group fired weapons be random, have them fire straight out with no convergence.

This removes any randomness, so you could still aim.

Alpha striking would be more viable in some builds than others (Which is OKAY)

Alpha striking would be just as effective at close ranges, but much less effective at sniper range. (Snipers aim each shot)


Thats the biggest stumbling block on the topic.

People don't want pin point alphas because it's just not BattleTech and makes the TTK way too fast.
Peaple don't want randomness because this is a computer simulator game and skilled aiming is an important part of it.

Having no convergance, firing straight, I've thought about but it would be problematic because it would favour certain mechs over others. for example the Nova's 6E arms would have a nice tight grouping even with no convergance.

#6 Hotthedd

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • 3,213 posts
  • LocationDixie

Posted 24 April 2015 - 03:16 AM

View PostDoman Hugin, on 24 April 2015 - 01:44 AM, said:



Thats the biggest stumbling block on the topic.

People don't want pin point alphas because it's just not BattleTech and makes the TTK way too fast.
Peaple don't want randomness because this is a computer simulator game and skilled aiming is an important part of it.

Having no convergance, firing straight, I've thought about but it would be problematic because it would favour certain mechs over others. for example the Nova's 6E arms would have a nice tight grouping even with no convergance.

You are right. My point is that it is OKAY that the Nova can group fire each arm with more precision than most other mechs. Certain chassis will have an advantage in that regard just as other chassis have better profiles or hitboxes. The Nova has its own problems, if the group fire advantage leads to more Novas on the battlefield, then good for the Nova.

PGI cannot make every chassis equal in every role.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users