Jump to content

Time To Double The Ammo.


107 replies to this topic

#101 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 03 August 2015 - 09:27 AM

Quote

That's pretty much wrong, because in MWO even though you can aim, your target can also take measures to stop you from hitting your intended target. Your point is invalid.


Its not wrong at all.

Its true theres steps you can take to avoid being hit in the CT, like torso twisting, but Tabletop has the same thing with the to-hit roll. And if you factor in the to-hit roll, it becomes MUCH harder to hit enemy mechs in tabletop than compared to MWO. Its actually very easy to hit things in MWO compared to tabletop.

So basically, your argument supports mine: that MWO's damage is amplified many times greater than tabletop's damage. Not just because of aiming, but also because theres no to-hit roll.

Quote

1+6 = 7 1+4 = 5 3+6 = 9 4+5 = 9 1+6 = 7 5+4 = 9 5+3 = 8 4+1 = 5 4+4 = 8 1+2 = 3 5+3 = 8 1+1 = 2 (12) 6+4 = 10 5+4 = 9 2+4 = 6 6+6 = 12(HEAD SHOT!) 5+1 = 6 5+1 = 6 1+2 = 3 5+1 = 6

With as many repeats as I'm seeing using a random roller... That 100 tonner is wrecked pretty fast! Now how many AC20s am I firing per turn?


Your whole argument is dumb, its like me flipping a coin 4 times and getting 3 heads, then saying the chance to get heads is 75%. Even though its a known fact its 50%.

The chance to roll a 6 on 2d6 isnt a mystery. Its 13.88%. You dont need to use a random roller. In fact a random roller isnt going to give you an accurate statistical average unless you do like 10000 rolls or more.

Total combinations on 2d6 = 36 (6 possible numbers * 6 possible numbers = 36 total combinations)
Combinations that add upto 6 = 5 combinations (3+3, 5+1, 1+5, 4+2, 2+4)

5/36 = 13.88

Please educate yourself on probability before you try to talk about things you know nothing about.

Edited by Khobai, 03 August 2015 - 09:46 AM.


#102 Lugh

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Widow Maker
  • The Widow Maker
  • 3,910 posts

Posted 03 August 2015 - 09:34 AM

View PostRoadkill, on 28 July 2015 - 08:00 AM, said:

Since this thread is arguing that various things need to be changed based on how other things were changed from tabletop rules, it is very much a nerf in the context of this thread.

Lasers are not nearly as powerful in MWO as they are in TT. That just a simple fact.

Lasers and every other weapon are flat out buffed from TT rules to here.

3-4 times the rate of fire as what was possible in TT ..

#103 Roadkill

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,610 posts

Posted 03 August 2015 - 09:39 AM

View PostLugh, on 03 August 2015 - 09:34 AM, said:

Lasers and every other weapon are flat out buffed from TT rules to here.

3-4 times the rate of fire as what was possible in TT ..

... which is the same ROF buff that ballistics received...

#104 Outcast1six

    Member

  • PipPipPipPipPip
  • Overlord
  • Overlord
  • 125 posts
  • LocationEverywhere..........and Nowhere.

Posted 03 August 2015 - 09:51 AM

top hellbringer build right now is 2x UAC5 and 4 medium lasers.

two words DAKKA WOLF

CW Madcat build? 1 gauss and 5 ER mediums

Meta dire? 2 ERPPC and 2 Gauss.

I seem no problems with the ammo situation as it stands.

Alter tonnage= more gauss and AC boats.

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

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,426 posts

Posted 03 August 2015 - 09:57 AM

View PostLivewyr, on 27 July 2015 - 05:16 AM, said:

Well.. Natasha Kerensky didn't get fame by fighting one mech per engagement... :P

(And also, none of the mechs she went after had effectively double their weight in armor.)


Hope you don't mean the black widow. she basically had a lolpha direwhale in a canon universe, it's not that hard to stomp a couple of non basic skill stock IS mechs like that.

#106 Joseph Mallan

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 35,216 posts
  • Google+: Link
  • Facebook: Link
  • LocationMallanhold, Furillo

Posted 03 August 2015 - 10:04 AM

View PostKhobai, on 03 August 2015 - 09:27 AM, said:


Its not wrong at all.

Its true theres steps you can take to avoid being hit in the CT, like torso twisting, but Tabletop has the same thing with the to-hit roll. And if you factor in the to-hit roll, it becomes MUCH harder to hit enemy mechs in tabletop than compared to MWO. Its actually very easy to hit things in MWO compared to tabletop.

So basically, your argument supports mine: that MWO's damage is amplified many times greater than tabletop's damage.



Your whole argument is dumb, its like me flipping a coin 4 times and getting 3 heads, then saying the chance to get heads is 75%. Even though its a known fact its 50%.

The chance to roll a 6 on 2d6 isnt a mystery. Its 13.88%. You dont need to use a random roller. In fact a random roller isnt going to give you accurate statistical average unless you do like 10000 rolls or more.

Total combinations on 2d6 = 36
Combinations that add upto 6 = 5 combinations (3+3, 5+1, 1+5, 4+2, 2+4)

5/36 = 13.88

2+2 = 4 3+1 = 4 3+3 = 6 2+1 = 3 3+3 = 6 1+1 = 2 2+1 = 3 6+1 = 7 2+4 = 6 5+1 = 6 2+5 = 7 3+5 = 8 5+3 = 8 4+6 = 10 3+6 = 9 2+5 = 7 6+3 = 9 1+1 = 2 3+1 = 4 1+1 = 2 5+2 = 7 2+4 = 6 6+3 = 9 2+3 = 5 4+2 = 6 4+6 = 10 6+3 = 9 6+5 = 11 4+6 = 10 3+6 = 9 6+5 = 11 2+4 = 6 6+4 = 10 5+6 = 11 5+2 = 7 3+6 = 9 4+3 = 7 6+6 = 12 1+6 = 7 3+4 = 7 2+1 = 3
1+3 = 4 3+2 = 5 6+4 = 10 5+3 = 8 6+4 = 10 1+3 = 4 2+2 = 4 6+6 = 12 5+4 = 9 5+5 = 10 2+1 = 3 1+3 = 4 4+4 = 8 2+6 = 8 5+1 = 6 6+1 = 7 1+3 = 4 2+6 = 8 1+4 = 5 5+2 = 7 3+4 = 7 3+2 = 5 3+5 = 8 5+6 = 11 2+5 = 7 6+2 = 8 3+6 = 9 1+2 = 3 3+2 = 5 2+3 = 5 3+2 = 5 3+2 = 5 2+3 = 5 2+4 = 6 2+3 = 5 1+4 = 5 2+1 = 3 5+1 = 6 3+1 = 4 5+4 = 9 4+5 = 9 2+6 = 8 5+4 = 9 5+5 = 10 4+5 = 9 5+2 = 7 5+4 = 9 1+5 = 6 3+3 = 6 3+5 = 8 6+3 = 9 4+5 = 9 3+2 = 5 6+1 = 7 5+5 = 10 1+4 = 5 4+1 = 5 6+4 = 10 3+1 = 4

16 CT hits out of 100 tries
12 RThits


Here is your Random generator check. with 60K rolls I get almost as many 1 rolls as I do 6s. 2s 4s & 5s are also pretty darn close making 6,7 and 9 pretty common rolls. :P

Also if you are not using Casino dice, Your actual data is a bit off. Cause I doubt Milton Bradley or the dice you buy in a party store are guaranteed to be perfectly balanced.

Edited by Joseph Mallan, 03 August 2015 - 10:12 AM.


#107 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 03 August 2015 - 06:33 PM

Quote

Also if you are not using Casino dice, Your actual data is a bit off. Cause I doubt Milton Bradley or the dice you buy in a party store are guaranteed to be perfectly balanced.


1) thats irrelevant. because when discussing dice probability, you always assume the dice are perfect. No one assumes theyre using dice with uneven sides, uneven weight distribution, or rounded edges rather than square edges.


2) your random roller is actually not 100% random. computers are not capable of generating truly random numbers. Not only that, but the way computers generate pseudo-RNG is PREDICTABLE. That was proven in vegas when a guy who knew the random number seeds for the keno machines was able to repeatedly win. Which led them to update the machines with hardware random number generators, which actually use physical methods of generating random numbers, rather than software (they installed hardware cards that use electrons to generate random numbers, since the position of an electron at any given time is completely random).


3) again your methodology is ass backwards. You dont determine probability by rolling dice a couple times then counting the results... again its like flipping a coin 4 times, seeing heads come up 3 times, then saying heads has a 75% chance of occuring. Thats false.

probability is the number of desirable outcomes divided by the total possible outcomes.

in this case its 5 / 36 = 13.88%. If you roll 2d6 10,000 times then very close to 1388 of those rolls should be 6. Rolling less than 10,000 times is very unlikely to give you a good statistical representation.

Thats basically how insurance companies work. By having tens of thousands of people in the same insurance pool they can figure out the exact premium they need to charge to average out the losses of the pool. Because the more people they have in the insurance pool the more stable and predictable the average results are. Conversely if you only have 100 people in the insurance pool its not going to yield stable results, which is why insurance pools with less people in them always charge higher premiums.

Edited by Khobai, 03 August 2015 - 07:04 PM.


#108 Grey Ghost

    Member

  • PipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 661 posts

Posted 03 August 2015 - 08:10 PM

How about they boost AC/2, LB 10-X, and AC/20 by a whopping 1 extra shell each so their half ton increments are no longer less than half.

View PostPraetor Knight, on 27 July 2015 - 05:08 AM, said:

Currently:
AC/2 got 167% increase - 150 damage per ton
U/AC/5, AC/10, LB 10 and LRMs got 150% - 150 damage per ton for the ballistics, and 180 for LRMs
AC/20 got 140% increase - 140 damage per ton
Gauss got 125% increase - 150 damage per ton
MG's got 50% decrease -160 damage per ton
SRMs saw no change - at 200 damage per ton

Actually the AC/10 currently does 200 damage per ton.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users