

Ttk Extremely Low.....so Why Not Double Armor Or Halve Damage
#21
Posted 03 August 2015 - 08:29 PM
#22
Posted 03 August 2015 - 08:35 PM
And it is difficult to balance anything when most of the base rules (Solaris or BT) are not used. Flexible heat scale caps, bad things only happening when hitting max heat cap, no minor, negative things happening as the heat increases.
Think of it this way, the current setup is almost like the no-heat games on MSN Zone/etc, since most mechs can continue firing a few times (poor Nova exception) before maxing out.
With a heat scale closer to the rules (with negative modifiers for most things) alphas would not happen as often, there would need to be more fire control. Who would repeatedly fire a huge alpha that would change them from a speedy Gonzales to a tortoise for a few critical seconds?
#23
Posted 03 August 2015 - 08:37 PM
Edited by bad arcade kitty, 03 August 2015 - 08:38 PM.
#24
Posted 03 August 2015 - 08:46 PM
Doing full damage every shot (regardless of cycle time) and adjusting for balance means larger 'Mechs with their corresponding heavier weapons, become horrifyingly efficient killing machines laying waste to anything smaller that wanders into their sights for the briefest of moments. With the MWO set up any direct fire weapon being on target makes it likely all direct fire weapons will be on target. Even with the complexities of varying travel times 'Mechs are putting more hurt, with more precision down range than was ever possible in TT. In TT each shot had the same probability of missing and if they hit, the same probability of striking various hit locations, meaning landing all three on the same target let alone the same same location was a spectacular feat of devastation where as in MWO if one hits they all hit the same spot. Unsurprisingly, in stock play with TT armor values, Awesomes live up to their name. In this kind environment lighter 'Mechs are completely ineffective while heavier ones clean house. TT armor values cannot stand in that case.
The normalizing of damage (and ammo) for all weapons across a ten second period was PGI's other option. Unless weapons like the AC/20, PPC, and Gauss Rifle have ungodly cooldowns they lose their massive punch and their all or nothing nature makes missed shots far more costly and hits from multiple weapons more devastating. Again, those triple PPCs will all hit the exact same spot or miss based on pilot skill and not a dice roll (or rather up to six dice rolls). Here armor values can mirror the original stats, but weapon damage becomes less consistent with the original values due to scatter and missed or withheld shots. Depending on how it is done, the net result is the same or at least very similar.
Heat is its own can of worms. TT had the luxury of saying how many points of heat were generated and cooled over 10 seconds, ignoring spikes from weapons which may have fired multiple times to achieve their damage. MWO does not enjoy this shortcut and must track constant heat generation and dissipation.
The kicker in all of this is the armor values are not the key difference between TT and a video game where the player is the pilot in real time. No, that distinction belongs to convergence combined with direct player control. TTK is a factor of convergence and shot placement. High PP FLD alpha strikes are the most efficient way to minimize TTK. I have played too much World of Tanks to ever have a fondness for Cone of Fire so the return of delayed convergence would help. PGI's hurdle there is getting it in without hurting more important things like hit registration and performance.
More nebulous concepts like heat affecting targeting, causing ammo explosions, and slowing a 'Mech down or critical hits reducing mobility and stability is also more difficult to implement from a player experience standpoint in a real time game using a first person perspective.
Am I saying anything new here, probably not, but I do see this as a "Damned if you do, damned if you don't" situation for PGI.
Edited by Nathan Foxbane, 03 August 2015 - 08:52 PM.
#25
Posted 03 August 2015 - 08:54 PM
Edited by bad arcade kitty, 03 August 2015 - 08:55 PM.
#26
Posted 03 August 2015 - 09:25 PM
Wintersdark, on 03 August 2015 - 04:59 PM, said:
I'm glad that someone remembers.

On a side note, I still have that and many other solutions. Though by now the overall designs I have if implemented as I have them written... would be to Mechwarrior akin to what Fallout 4 would be to Fallout 1.
I'm wondering if Star Citizen's "next of kin" concept might be a little 'too' much to throw in... Still, I'm loving it as an idea. It won't be terribly long (few months maybe) before I start a design blog for people to read for my ideas and how I would work out a number of common problems that have plagued the MW franchise.
Nathan Foxbane, on 03 August 2015 - 08:46 PM, said:
Am I saying anything new here, probably not, but I do see this as a "Damned if you do, damned if you don't" situation for PGI.
First is absolutely true.
Second, I might note that while balance is one such concern... there is also the fact that the to-hit rolls are meant to represent the pilot's skill with the weapon, the weapon condition, target distance, target state (what is it doing?), shooter's state (is the shooter stationary and aiming or shooting while moving? Is the shooter focusing on one enemy or firing at multiple enemies?), potential to miss, environmental concerns and finally while the rules do not take the enemy pilot skill into account, the untold aspect that the roll is to represent (where the enemy is actually hit) is also meant to reflect the possibility that the enemy pilot may have attempted to deflect (shield) against the attack by moving a limb in the way or have tried to evade (dodge) completely.
To back that up, I point to the fact that regardless of what you are doing (running, stationary, turning, etc) the only time you get the option to 'aim' for a specific body part is when the enemy is unable to react (powered down, fallen, unconscious, disabled, crippled). So you could go for a 'aimed shot to the head' while going max speed in a Locust if the enemy cannot react, but standing stationary for the last 3 turns you can't 'aim' for that headshot against a stationary enemy -- because that enemy is conscious and the machine is able to attempt a dodge or deflection.
(Also by the time you get through all the crap in expanded rules from tac-ops, strat-ops, or in the MaxTech firing sequence... holy crap. The original TT is just the simplified summary; and even with all the rules that is all TT is; a summary of events. As you stated how many times the actual weapon needed to be fired is irrelevant; it could have fired once or it could have fired several thousand times... in X seconds it is rated to do X damage. Glancing/Direct blows allows for the flexibility that the summary really needs to encompass variants and partial/full hits, though even then... BT suffers a horrendous 'pinpoint' damage problem on a per-weapon basis.).
You may be interested in the aforementioned upcoming blog, too.
Mcgral18, on 03 August 2015 - 07:16 PM, said:
Point and click.

Edited by Koniving, 03 August 2015 - 10:13 PM.
#27
Posted 03 August 2015 - 09:33 PM
But PGI won't (because of hit reg I've heard).
#28
Posted 03 August 2015 - 09:43 PM
PGI decided to use the higher rate of fire rules for solaris thus forcing them to double armor, and then put in ghost heat to limit the high alpha at increased fire rate.
What it should have been is the weapons doing thier normal damage over 10 seconds by ruduced damage for each shot at the higher rate of fire.
That way TTK would increased, and boating/ghost heat would go away.
#29
Posted 03 August 2015 - 10:05 PM
Slepnir, on 03 August 2015 - 09:43 PM, said:
Yes.
If the 20-damage-per-10s-turn AC/20 was redesigned to fire every 4 seconds instead (an increase in rate of fire by 2.5), its damage output per shot should have been reduced to 8, and the heat per shot to 2.8.
Thus, balance is retained, and you won't have to double armour.
Implement proper BT-style heat penalties that start to make fighting your 'mech difficult at roughly 50% heat and gets increasingly worse as heat climbs above that, and you have no need for Ghost Heat either.
Sure, fire your alpha and shut down, go on. Once your 'mech restarts from shutdown, you'll still spend a fair few number of seconds hardly able to do anything as your heat comes down to more manageable levels.
#30
Posted 03 August 2015 - 10:08 PM
Wintersdark, on 03 August 2015 - 04:59 PM, said:
Correcting- Atlas already does 100 armour front CT with "meh" rear armour.
it would get 200 armour front CT and at satisfactory level for rear....
95 tonners (banshee, executioner, etc) can do 100 with like 10 rear armour or so. so it would also go huge as well.
#32
Posted 03 August 2015 - 11:01 PM
Nightingale27, on 03 August 2015 - 07:34 PM, said:
Let's see... Shade told you some fundamental laws of being a good light pilot and you blew him off and called him new. While declaring the fact that you have no idea how lights work.
His "fundamental laws" are by his own words what he thinks the game should be, not what it is, nor what it is designed to be.
Quote
Then sprinkle some hopelessness on top of that because
- lights can be feast or famine
- the strength of the biggest asset of lights, speed, aren't expressed on paper that well
And
So yeah, lights shouldnt be able to go toe to toe, face to face with an Assault, but one on one? The light should have an even chance, assuming equally skilled pilots. As with heavies. Double armour, and that won't be the case. The Assault or Heavy will have so much more armor and firepower, while lights have very little of both, and speed? It's of far less value these days than it used to with HSR improvements.
Now, if we had real role warfare, if scouting had much of any value in the public queues, things would be different though I'd still argue flat doubling would be bad. But we don't, and I can't see it happening any time soon.
I'm not saying lights suck, but they certainly aren't good enough in the game we have to bear a flat armour doubling pass.
#33
Posted 03 August 2015 - 11:07 PM
That at least would slow ttk down and nerf these out of control alpha groups. Good shots and guided weapons would be the biggest beneficiaries. So it would make the situation more tolerable for those not abusing the flaws of the system, tick off those who live by the flaws, and not totally screw over small mechs while hurt the issue of the "light assault" and instagimps.Remember this solution still only ignores the root of the problem: convergence.
Edited by Kjudoon, 03 August 2015 - 11:09 PM.
#34
Posted 03 August 2015 - 11:27 PM
This is just gladiatorial arena fighting. A joke for warfare. A sitcom as compared to a movie. Entertaining with no real value or meaning. Not even CW.
#35
Posted 03 August 2015 - 11:31 PM
Outside of bad maneuvering, focus fire, or bad luck, there is no crazy fast TTK.
#36
Posted 03 August 2015 - 11:59 PM
Closed Beta, when an Atlas could actually draw fire long enough the rest of his team could back-shoot the people firing at him, and when the 4 backup MLs on a Catapult or Atlas were a legitimate danger.
In short, a time when Sustained damage output mattered rather than Alpha.
Edited by One Medic Army, 04 August 2015 - 12:02 AM.
#37
Posted 04 August 2015 - 12:17 AM

The TTK (when HSR works), lack of the 'simulator' feel, maps that feel small, current "high alpha pinpoint meta", a bit of too big importance of twitch skills and mouse precision have a common reason IMHO. Too many low/no risk - high reward possibilities here. Why not to use alpha all the time? Name one reason. Why not go at full throttle all the time? Name one reason. Why not to keep yourself constantly at 95% heat in a brawl? Name one reason.
Plus, it's kinda flat. No depth where it could have been plenty. No thinking in "thinking's man shooter", because there is only one way to go. Yes, there are some tactical aspects to the game: pushing, flanking, using cover, ambushes. But let's be honest: every other team pvp game has this. There is also aiming at certain components, but every other team pvp game about machine has this. Yep, it is more pronounced here, as the TTK is not counted in tenths of seconds, like in the most games out there, but that's it. Well, that and torso twisting.
Adding reasonable drawbacks to some - now blatantly always advantegous - actions would add a layer of depth, reduce TTK by a bit, and possibly add some more decision-making where now we have flat obviousness named "do it, because that is always the best thing to do".
OK, we have to keep the pinpoint part, else the L33T crowd will cry, and it's their game too. By why do we have pinpoint nearly all the time, no matter the circumstances? There is some relatively easily avoidable reticle shake when jetting and some shake when hit. The end. But:
- why there isn't even the slightest reticle shake when going at 100% speed? This is a big hump of metal dashing on uneven terrain. Imagine you would have to balance speed vs precision - 100% speed and tiny-whiny reticle shake or 90% speed and total pinpoint, your choice
- why isn't there reticle shake when colliding with the environment or touching the ground? That's several tons of metal falling from several meters.
- why the heat system is so zero-one? zero: 0-99% heat, one - 100% heat. I'm not even persuading adding any complex heat scale. Just add SOMETHING when the heat is very high. Like lower speed, slight reticle shake, sensor interference like when the ecm is near. ANYTHING. No machine operates nominally when on brink of melting down.
And somebody could finally patch that ghost heat system. It isn't terrible per se, just so full of holes it hardly makes sense now... 3 clan lpl bad, 2 clan lpl + 4 clan erml good.... really?
----
EDIT: don't ask me why all the 'shake' turned into 'shate' when I added this post. I don't even want to know
Edited by Prof RJ Gumby, 04 August 2015 - 12:28 AM.
#38
Posted 04 August 2015 - 12:34 AM
Edited by Sug, 04 August 2015 - 12:34 AM.
#39
Posted 04 August 2015 - 01:10 AM
PurpleNinja, on 03 August 2015 - 04:53 PM, said:
Who says that? The board tells another story and my friends who play MWO also complain about the low TTK
Edited by Bush Hopper, 04 August 2015 - 01:11 AM.
#40
Posted 04 August 2015 - 01:58 AM
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