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May Be It Is A Good Idea To Reduce The Weapon Damage


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#81 lol lol lol lol lol lol lol lol

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Posted 27 May 2015 - 05:41 AM

View Postspeleomaniac, on 26 May 2015 - 12:23 AM, said:

stuff


Your fallacy only really applies to you. This game isn't that hard to figure out. When people expect their mechs to be able to stand out in the open by themselves and take fire from 12 other mechs while they are standing still, they are asking for way too much.

Yes, Firestarters take a special skill set in order to perform well... it's called DON'T STOP MOVING. It's the same damned skill set for the rest of the mechs. Play as a team, focus fire, know your role, know your limitations, and don't stop moving when you're exposed. Last one is the biggest issue that people can't seem to figure out...

When you're moving a mech, and hit the brakes... that deceleration time and the time to throw it into reverse is a perfect time for an enemy to throw everything they have at one specific spot. You're vulnerable, almost as if you're standing still. So when people play their peekaboo games popping in and out of the SAME SPOT, they have no one to blame but themselves.

I don't mind the TTK, actually I think it should be shorter. I think experience is the best teacher, and if people wanted to last longer, it would force people to play, god forbid, SMARTER.

So if you're dying all of the time or too quickly, chances are you're doing it wrong. Don't blame the mech, blame yourself.

#82 Lugh

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Posted 27 May 2015 - 05:50 AM

View PostCarrioncrows, on 26 May 2015 - 12:26 AM, said:

cutting damage in half would dramatically change how everything works. Easier to just double armor

They've already done that. It didn't change the Meta at all.

IF you want to change the meta you have to change the Heat cap to 30, which will require people to fire LESS weapons at one time.

Then you can think about making Doubles true Doubles.

#83 Joseph Mallan

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Posted 27 May 2015 - 05:52 AM

View Postspeleomaniac, on 27 May 2015 - 04:46 AM, said:


Well the consequence of what you say is visible on queues.

%15 light
%15 medium
%50 heavies
%20 assaults

If you want a game that everybody runs 5SS - Timberwolves don't worry, we will come there.

If I'm in a drop you are more likely to survive in a Light than anything else. As for Timber Wolves everywhere. It s just more practice for me. The more I see em the better I'll get at killing them. The there will be less Timbers Cause they won't want to die all the time. But if you wanna whine them away, thats on you. I'd rather fight em.

Also that is a pretty good spread of forces for House Davion. A few less Mediums and Lights for Steiner would look good too! House Liao lost most of its heavy and Assault factories to the FedCom so mostly medium for them.

Edited by Joseph Mallan, 27 May 2015 - 05:53 AM.


#84 DaZur

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Posted 27 May 2015 - 06:16 AM

As a side note... I have a far greater fear of a pack of lights or mediums than I do any number of Heavies or Assaults in a queue. :ph34r:

#85 Yokaiko

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Posted 27 May 2015 - 06:56 AM

View Postspeleomaniac, on 27 May 2015 - 04:46 AM, said:


Well the consequence of what you say is visible on queues.

%15 light
%15 medium
%50 heavies
%20 assaults

If you want a game that everybody runs 5SS - Timberwolves don't worry, we will come there.


That has less to do with durability and everything to do with damage > everything else as far as pay out goes.

#86 Gas Guzzler

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Posted 27 May 2015 - 06:57 AM

View PostYokaiko, on 27 May 2015 - 06:56 AM, said:


That has less to do with durability and everything to do with damage > everything else as far as pay out goes.


It would be cool if damage taken contributed to rewards as well.

#87 Yokaiko

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Posted 27 May 2015 - 07:02 AM

View PostGas Guzzler, on 27 May 2015 - 06:57 AM, said:


It would be cool if damage taken contributed to rewards as well.



Damn, I'd be RICH, RICH I tell you.

#88 Xoco

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Posted 27 May 2015 - 05:25 PM

Doubling the heat does sound like an interesting idea. But the wait between each salvo sounds scary. Maybe consider doing it slightly differently for small lases? I feel those are supposed to be for continuous fire dogfighting type of thing.

#89 LordKnightFandragon

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Posted 27 May 2015 - 06:12 PM

View PostLugh, on 27 May 2015 - 05:50 AM, said:

They've already done that. It didn't change the Meta at all.

IF you want to change the meta you have to change the Heat cap to 30, which will require people to fire LESS weapons at one time.

Then you can think about making Doubles true Doubles.



I think a max cap of 40 or 50 would be better. IT would still vastly limit our output, but it wouldnt allow such a huge sustained output like we can now. 30 I could see it just being a bit to low really. Would make weapons like PPCs and ERLL/LPL kinda obsolete. 40-50 would make them harder to use and you'd have to fire slower, but could still fire a few shots.

Heat dissipation id make 10% of your TT coolant value. Id also make SHS 1.4s while DHS are 2.0s.

So, 18SHS*1.4=25.2 TT Coolant(10% of that=2.52 Coolant per second. On a 40-50 point heat scale.

THen 18DHS=36 TT Coolant=3.6 Coolant per second on a 40-50 point heat scale.

Dissipation would be slow, but our out put would be slowed down alot as well.

Cannons would be slow velocity, about like they are now, 1x ammo limits, but much better for heat/dmg ratio
Lasers would be hit scan, easy to hit with, but hot and limited by their heat
Missiles, I might tighten up the spread on LRMs but increase their CD per missile load size. SRMs I would increase their speed and tighten up their spread.
Gauss and PPC/ERPPC/CERPPC/AC20 I would make where they cannot group fire. If you put them in a group, it auto switches to chain fire.Any weapons in group with a PPC/GR is in chain fire mode only. THis way we cannot PPD everything with massive Alphas. 2x Gauss for 30? naw...1x Gauss for 15.

I would jack up CD on Gauss from 4s to like 8s.
AC20s would get an increase from like 4s to about 6s

ranges would go to 1x.

#90 YueFei

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Posted 27 May 2015 - 06:31 PM

TTK is usually OK if you work your ass off (and squeeze your eyes shut when you're flailing around like a madman trying to shield and/or spread damage so you don't get dizzy).

Though once in awhile you still might get unlucky and have two nasty alpha strikes land in the same spot and put you down.

Mechs could probably all use a subtle internal structure increase. Even a small increase that can mean surviving one extra salvo, and that lets you slink around and squeeze off a few more shots before the next exchange puts you down. The mechs with added structure quirks don't feel invincible, if you make a stupid move and get focused you still evaporate, but that +40% added health for a component really helps a lot.

I shudder to think how fragile the HBK-4SP would be without added structure+armor from quirks, especially with the weapon quriks these days tossing out extra damage. Before, with something like a 42/6 split on a shoulder, you'd have 42 frontal armor and 24 internal, a total of 66 hitpoints. Now, with +12 IS / +12 armor, it's 54 armor and 36 internal, for a total of 90 hitpoints, an increase of 36% hitpoints. It's not going to save you from being focused, but whereas before the shoulder would just vanish, now it hangs on (even if just barely), and you might just get another 2 to 3 salvos out of it before someone nails you in it again and pops it.

(edited for math fail)

Edited by YueFei, 27 May 2015 - 06:34 PM.


#91 -Vompo-

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Posted 27 May 2015 - 06:47 PM

The key to survival is knowing what fights you can take and which you cannot. Most players don't have this skill (me included).
A medium mech has no reason to try to fight an assault mech head on yet they still do and then we have people on the forums complaining how they got alpha striked to oblivion. Of course you were cause you tried to punch above your weight and did a bad job doing it.

When I pilot my lights or mediums I keep an eye on my surroundings and try to avoid head on engagements against larger mechs if I can. In a heavy I try to seek head on engagements with smaller mechs and avoid head ons with assaults. In assaults I take on any mech but avoid groups of mechs whos firepower exceed mine. It's that simple.

Knowing which fights to take and which to avoid is the most important skill of mwo if you ask me.

About getting cored no matter how well you spread etc. You got outplayed. That happens.

Edited by VompoVompatti, 27 May 2015 - 06:48 PM.






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