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Ttk Extremely Low.....so Why Not Double Armor Or Halve Damage


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#161 Weeny Machine

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Posted 08 August 2015 - 10:12 AM

View PostOZHomerOZ, on 08 August 2015 - 01:18 AM, said:

Why is death balling a problem.
Death balling is just teamwork, well one form of it.
And team work is OP.
This game cannot be won without teamwork.



Teamwork? It is stale gameplay. Also the expression "teamwork" isn't justified for something like sitting all in one place all blindly firing at the first dude who is brave enough to show a bit of his mech.

#162 Khobai

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Posted 08 August 2015 - 01:17 PM

Quote

Death balling is just teamwork, well one form of it.


Deathballing is teamwork in its most brainless and unintelligent form. Its mob mentality. It's equivalent to assembling a bunch of angry townspeople together with torches and pitchforks and chasing down the monster.

All deathballing accomplishes is dumbing down the game by making all other strategies/tactics irrelevant and rendering individual skill meaningless. Its teamwork at its worst.

IMO the one-life gamemodes should all be 8v8. Only CW should be 12v12. That would largely fix deathballing.

Edited by Khobai, 08 August 2015 - 01:25 PM.


#163 bad arcade kitty

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Posted 08 August 2015 - 01:22 PM

as one good player said on a twitter chat recently, longer ttk means that your personal skill begins matter less...

#164 Khobai

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Posted 08 August 2015 - 01:28 PM

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as one good player said on a twitter chat recently, longer ttk means that your personal skill begins matter less...


The evidence supports the contrary.

TTK was longer in 8v8 and individual skill mattered more in 8v8.

#165 bad arcade kitty

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Posted 08 August 2015 - 01:30 PM

View PostKhobai, on 08 August 2015 - 01:28 PM, said:


The evidence supports the contrary.

TTK was longer in 8v8 and individual skill mattered more in 8v8.


it's not a proper evidence though, because the smaller the groups the more the individual skill matters

#166 Khobai

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Posted 08 August 2015 - 01:32 PM

View Postbad arcade kitty, on 08 August 2015 - 01:30 PM, said:


it's not a proper evidence though, because the smaller the groups the more the individual skill matters


because TTK is higher when you have smaller groups. The longer an individual can stay alive the more of an impact they can have on the game.

Like I said before, the best solution is for the one-life gamemodes to go back to 8v8. Have 12v12 only be for CW.

If going back to 8v8 doesnt solve the problem with deathballing and TTK, then perhaps other solutions like an internal structure increase could be considered.

Edited by Khobai, 08 August 2015 - 01:38 PM.


#167 bad arcade kitty

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Posted 08 August 2015 - 01:37 PM

View PostKhobai, on 08 August 2015 - 01:32 PM, said:


because TTK is higher when you have smaller groups


no, because each member is worth more
it's a universal rule, not mwo or even games only

Edited by bad arcade kitty, 08 August 2015 - 01:37 PM.


#168 Khobai

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Posted 08 August 2015 - 01:42 PM

Quote

no, because each member is worth more


theyre worth more because they stay alive longer in 8v8 than 12v12.

the amount of damage an individual player can inflict is the same regardless of whether they have 8 players or 12 players on their team. A jenner in 8v8 still has the same six lasers it has in 12v12. your ability to deal damage isnt going down.

the only thing that changes going from 8v8 to 12v12 is the amount of damage the other team can inflict on an individual. hence its TTK thats going down. individuals dont live as long so they cant have as much of an impact on the game.

Edited by Khobai, 08 August 2015 - 01:46 PM.


#169 bad arcade kitty

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Posted 08 August 2015 - 01:48 PM

note that while decreasing groups from 12 to 8 might be a good solution to fix ttk (honestly i probably root for that too, screw the achievements etc crap, it would make the game better overall imo and would solve a lot of match making problems as well, it would even make fps of those who have a lower end pc better), increasing ttk for 12 groups would definitely make your personal skill matter less

upd when im against increasing ttk i mean ttk in 1v1 situation, if pgi manages to increase the overall ttk not touching 1v1 ttk, whether by making the groups smaller (4v4 mode soon btw) or (more realistically) by supporting lance vs lance skirmishes in some way (adding objectives for instance, hence why i like conquest so much) it would be amazing

Edited by bad arcade kitty, 08 August 2015 - 02:18 PM.


#170 Veev

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Posted 08 August 2015 - 03:05 PM

View PostKristov Kerensky, on 08 August 2015 - 08:36 AM, said:


Weapons on a Mech aren't hardmounted in this sense, they tend to have gimballed mounts with servos and the targeting systems of the Mech move them as needed to keep them on target, it's not like someone welded the guns directly on the thing.

Torso mounted weapons in TT actually have a nice wide cone they can fire in on the front facing, it's not directly ahead and that's it, which is something we do NOT get in MWO, but did get in previous MW titles. We also had a mix of instant pinpoint convergence and not so instant convergence depending on which title you played, so this isn't a new thing for the MW titles, it's always been part of them, as they ALL had perfect convergence either instantly or within a few seconds. TTK in MWO is a lot higher than it was in the previous MW titles too, but it doesn't have respawn so that really does make it seem different.

And Gimballed mounts auto converge perfectly when your mech is at 33% structure. They also adjust perfectly and isntantly if you are aiming at a target 90 meters away instead of 1200 or vice versa.
Lasers also build up damage over time and dont do it in random pulses. Keep it on target longer and do more damage as it heats up. Wonder how it would effect the game if they made it more realistic. Wonder if laser vomit would change if it required more skill to use.

#171 Kjudoon

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Posted 08 August 2015 - 07:25 PM

8v8 would not fix murderballs. Increasing maps so big that a dire whale could not walk across it in 15 minutes would help. Teams would HAVE to break up and scout. Thqt and a mix of several different spawn point patterns on the same map would help too.

Murderballs are only possible with these goldfish bkwl arena deathmatches w now have and lacking objective based victories that would be lost for violating its parameters.

#172 MW Waldorf Statler

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Posted 08 August 2015 - 09:27 PM

View PostVeev, on 08 August 2015 - 08:00 AM, said:

Es dauert viele Hardware Dinge genauer an Größe zu machen. Was mehr ist es braucht ein Verständnis für die Technologie beteiligt . In dieser Welt, die Sie mit einer Gesellschaft, die die Grundlagen vergessen hat, und ging zu weit über sie hinaus zu tun haben. Sie treffen einen Punkt, wo sie eine Menge von zukünftigen Tech verloren und sind nur mit dem fortgeschrittenen Zeug verlassen . Betrachten Sie es wie ein Standard- Stadtmensch ist erforderlich, um in den Wäldern für ein Jahr ohne Vorwarnung oder Zeit zur Vorbereitung zu leben. Sie könnten es zusammen durcheinander und damit es funktioniert , aber sie werden nicht bequem sein und sind viel eher zu sterben.


Translated from google translate

It takes lots of hardware to make things accurate at size. Whats more it takes an understanding of the technology involved. In this world you are dealing with a society that has forgotten the basics and went too far beyond it. They hit a point where they lost a lot of tech and are left with just the advanced stuff and no understanding of it. Consider it like a standard city slicker being required to live in the woods for a year without any warning or time to prepare. They might muddle it together and make it work, but they will not be comfortable and are much more likely to die.

The can air / starfighter build, but no missile guidance systems (which for space requirement are) and on 30m sighting no single Hitzone at a 10m high fighting machine in the TT because of the dice does not allow
the pilots in the tabletop do not even have the ability to target a 3-year child thanks to the unrealistic abstract Dice System
but what is good, are in TT the damage effects on engine and pilots

Edited by CSJ Ranger, 08 August 2015 - 09:31 PM.


#173 MW Waldorf Statler

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Posted 08 August 2015 - 09:33 PM

View PostVeev, on 08 August 2015 - 03:05 PM, said:

And Gimballed mounts auto converge perfectly when your mech is at 33% structure. They also adjust perfectly and isntantly if you are aiming at a target 90 meters away instead of 1200 or vice versa.
Lasers also build up damage over time and dont do it in random pulses. Keep it on target longer and do more damage as it heats up. Wonder how it would effect the game if they made it more realistic. Wonder if laser vomit would change if it required more skill to use.

the TT is absolutely unrealistic, as abstract as chess ... there's MWO realistic, but limited by the absurd weapons ranges of TT.
So badly aimed as in TT can not a real pilot, if he is not really a child

Edited by CSJ Ranger, 08 August 2015 - 09:36 PM.


#174 Mechwarrior Buddah

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Posted 08 August 2015 - 09:38 PM

View PostBush Hopper, on 08 August 2015 - 10:12 AM, said:

Teamwork? It is stale gameplay. Also the expression "teamwork" isn't justified for something like sitting all in one place all blindly firing at the first dude who is brave enough to show a bit of his mech.


I havent laughed this loudly in weeks. THANK YOU

#175 IraqiWalker

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Posted 08 August 2015 - 09:59 PM

So just putting down a few quick facts that need to be reconciled:

1- TTK is fine

2- CB TTK is very close to what we have now. You just had 4 less mechs shooting at you

3- I would honestly go so far as to say TTK here is higher than it was in TTK. Yes you played a match for 3.5 hours. When you finally ended it, tally up the turns. Oh that 12 v 12 tech 2 jihad era battle lasted all of 50 seconds? Who woulda thunk!? Hell, you can easily drop 2 to 3 mechs by turn 3 with that tech. (Targeting Computers + Dual Gauss + good pilots drop TTK by almost half) That's of course before I saw that monster of a Stone Rhino Joseph posted earlier. How many mechs did it drop after 2 shooting turns facing 3052 IS tech?

4- This is not TT. So we need to approach MWO differently, instead of saying "copy TT" because that won't work

5- We have triple the firing rate, for only double the armor.

6- JJs need at least triple their impulse, maybe more.

7- Yes, scaling convergence would help

8- Heat tweaking might help, but it really won't change the fact that X amount of damage got dumped into you. It would change how many times per minute I can dump X amount of damage. I still only need to deal as much as you have health to kill you. So if it takes 4 shots, or 5, that's not much of an improvement.

I wanted to add 9, and 10, but I don't think I have 2 points I want to add here. Anyone else come up with anything?

#176 General Solo

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Posted 11 August 2015 - 09:41 AM

View PostBush Hopper, on 08 August 2015 - 10:12 AM, said:

Teamwork? It is stale gameplay. Also the expression "teamwork" isn't justified for something like sitting all in one place all blindly firing at the first dude who is brave enough to show a bit of his mech.


For a brainless tactic its amazing how many players don't take advantage of it.
And maybe if that one dude waited so that 4 or 5 teamates crested that rise at once, he would not have been focused.

#177 Kristov Kerensky

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Posted 11 August 2015 - 01:36 PM

View PostKhobai, on 08 August 2015 - 01:42 PM, said:


theyre worth more because they stay alive longer in 8v8 than 12v12.

the amount of damage an individual player can inflict is the same regardless of whether they have 8 players or 12 players on their team. A jenner in 8v8 still has the same six lasers it has in 12v12. your ability to deal damage isnt going down.

the only thing that changes going from 8v8 to 12v12 is the amount of damage the other team can inflict on an individual. hence its TTK thats going down. individuals dont live as long so they cant have as much of an impact on the game.


You realize you JUST totally destroyed the argument that TTK is worse now than it was in CB, or that TTK is even too low, as it's ONLY low when you are getting focused by multiple enemies at once, and that isn't a bad thing.

Unless you are saying that facing the combined fire of 4+ Mechs shouldn't be enough to drop a target in almost nothing flat and that you should be able to stand and absorb that much fire at once.

In that case, you want another game all together, I don't know what game that might be, but it sure as hell isn't any BTech/MW based game as NONE of them ever allowed that to happen.

#178 Baba Yogi

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Posted 12 August 2015 - 04:12 AM

View PostKoniving, on 03 August 2015 - 09:25 PM, said:

Point and click. :( PGI doesn't think we can handle anything with more depth.


One idea that's been bugging me though, what if in chainfire mode everything was to stay pinpoint yet if your firing group had more than one weapon it created a proportionally bigger cone. Want to shoot 12 lazors at once? no problem but you'll shoot at everything on the screen, only viable when you are at kissing range :) This would actually allow us to get rid of stuff like gauss delay and ghost heat since you'll be simulating an individual hit roll on every weapon you shoot just like in TT, thus increasing both TTK and reward more consistent shooting thus increase skill cap.

Ofc on this road, lasers needs to have their duration vastly reduced to account for their boating potential. You dont want to fire 1 second laser one at a time when you have a dozen of them, but rather have something like 0.2 sec duration. Missiles though, they do need rework for a system like this.

Edited by Lordhammer, 12 August 2015 - 06:34 AM.


#179 Kjudoon

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Posted 12 August 2015 - 05:08 AM

View PostLordhammer, on 12 August 2015 - 04:12 AM, said:


One idea that's been bugging me though, what if in chainfire mode everything was to stay pinpoint yet if your firing group had more than one weapon it created a proportionally bigger cone. Want to shoot 12 lazors at once? no problem but you'll shoot at everything on the screen, only viable when you are at kissing range :) This would actually allow us to get rid of stuff like gauss delay and ghost heat since you'll be simulating an individual hit roll on every weapon you shoot just like in TT, thus increasing both TTK and reward more consistent shooting ie increase skill cap.

Ofc in this road, lasers needs to have their duration vastly reduced to account for their boating potential. You dont want to fire 1 second laser one at a time when you have a dozen of them, but rather have something like 0.2 sec duration. Missiles though, they do need rework for a system like this.

It's part of the point I make about grouped/simultaneous weapon firing. One weapon is going to hit dead on, the rest scatter. Chain firing as long as say it's not like buttonmash spamming of the chain faster than it's normal rate, then yes, they should all hit where they are targetted.

Edited by Kjudoon, 12 August 2015 - 05:09 AM.


#180 Lykaon

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Posted 12 August 2015 - 06:18 AM

View PostRhent, on 03 August 2015 - 08:13 PM, said:

Armor has already been doubled. Internal structure quirks have been added to many mechs that have vulnerable locations. So, no we don't need to double armor or halve damage. The game already takes a long time to kill as it is.

What PGI needs to do is evaluate the damage that weapons put out in one turn, and figure out how to normalize that damage across all mechs AND to remove the double armor. Its not that hard to do that and fix a lot of the issues. It would mean weapons that fire often would do a lot less damage compared to weapons that fire a lot less for a focused shot.

The damage for heat that AC's put out is way, way, way out of whack as are most weapons compared to TT. A turn in TT is 10 seconds (source Sarna: http://www.sarna.net/wiki/BattleTech).
Table Top AC/5 = 5 damage every 10 seconds for 1 heat
MWO AC/5 = 30 damage every 10 seconds for 6 heat

Table Top Large Laser = 8 damage every 10 seconds for 8 heat
MWO Large Laser = 27.7 damage every 10 seconds for 27.5 heat

The problem is the designers of MWO Effed up base weapon damage when taking heat into consideration. They should have equalized all the damage across the weapons so that the damage output closely matched TT. They could have changed the fire rate and fractioned off the heat generated and increased the ammo to keep the values in line if they felt that the firing rates are good.

BUT NO.

EDIT: I'm playing MWO now so my LL calc could be off, dragged the formula down in Excel.


99% of what you said is 100% irrelivant to a video game.

10 second TT game turns have no equivilent in the video game.In this video game we have no turns none nadda no turn sequence no turn phases none of what makes a turn sequence relevant in the TT game.

The TTK issue has nothing to do with turns or damage in a turn or scaling damage to a turn because there are no turns in MWo.

What we do have in MWo are a few mechanics that effect TTK and here they are.

Heat Scale : This is an additional "resource" mechanic that has an impact on rate of effective fire and damage output.Our heatscale mechanic works very similarly to a traditional MMO stamina or manna mechanics.In a traditional sword and sorcery MMO if your wizard is out of manna that wizard is incapable of casting spells.With MWo if your mech is past it's heat cap it's shut down and incapable of shooting.

Weapon Rate of Fire also called coold down. another borrowed mechanic from many traditional MMOs a given weapon can only be fired as rapidly as it's coold down period allows. If a weapon does 10 damage every 3 seconds it can only ever deal up to 200 damage a minute.The limitation of the rate of fire makes 200 damage the absolute cap on damage provided by this weapon in a minute of firing.

Armor values also have a traditional MMO analog in that armor is a set value of ablating "health" that is deminished by receiving damage. Armor is in all ways mech hitpoints.MWo's armor mechanics are more nuanced than a health point pool that uses a single value to represent the health of an object in that MWO uses 11 individual locations with discreet values for each location with the added mechanic of several locations potentially mean destruction of the whole (head/center torso/side torsos on I.S. mechs with XL engines)

Convergence is also a factor in determining how quickly a mech can be destroyed.And this leads me to a very important difference between table top Battletech and a Mechwarrior video game.

Battletech uses a very specific set of mechanics to exstend the survival time of a unit in the table top game. Several conditions effect the difficulty of a particular weapon dealing damage to a target.Attackers movement,target movement,distance to target and enviormental effects (trees/smoke or partial cover) all increase the target numbers needed to successfully hit a target.
In addition to each and every source of damage requiring it's very own die roll modified by the previous list of effects to even hit a target each and every distinct damage source requires at least one die roll to randomly determine the body location the damage is dealt to.

The end result is damage is dispersed across a target unit's body locations and not focused on a single location.This makes the total armor value of a unit in Battletech relevant to it's survival time.

However in MWo we have pin point convergence that allows all weapons in a single weapon grouping to hit a single body location on a targeted mech.This has a huge impact on TTK due to MWo having armor mechanics directly derived from the table top game.

The huge problem is having derived armor mechanics that were specificly designed to function within the support structure of mechanics like individual die rolls to hit for each weapon and random hit locations is once you expose those armor mechanics to pinpoint aimed accuracy of large weapon groups (or high damage values) they fail spectacularly.

Where in a TT game enviorment 200 armor provides significant protection to a mech because it's periferal locations (arms and legs) will be hit due to random hit location die rolls in MWO 400 points of armor (double the table top values) really only provides protection equal to the lowest value on a kill location that can be reliably hit with physical aiming. IE the CT of the mech is really it's effective hit points with periferal body locations being occationally obstructions to depleting the CT armor value to kill a target.

In effect if a mech has 60 CT armor in MWo and assuming highly favorable conditions allowing for only 50% of damage applied to hit the CT a mech will need to have only 120 damage applied to it's armor before it's CT value is depleted. This of course means with this example x2 armor values in MWo provides roughly half the protection of normal x1 armor values in table top in regards to survival of a specific mech.

This is further compounded by the simple fact that anyone who fails to hit a mech's center torso less than 50% of the time is a bad shot and most skilled players probably land more in the area of 60-70% of the damage applied to a target to the CT with some of the community aces landing accurate hits upwards of 80% of the time. The effective armor values on MWo battle mechs even with doubled armor values from the table top game are actually receiving the effects of fractions of basic table top armor values.

This is of course only relevant because many of the numbers used in MWo are derived from the Table top game Battletech.Weapon damage and armor values being the derived stats of interest here.

I suppose my point was turns and turn sequences and numbers derived from turns have nearly nothing to do with MWo but my list above does apply.

And since we are talking about armor values and the effectivness of armor values I thought I would point out that currently 2x Table top values in actual practical application is actually more like half to one third table top values because of our capacity to aim large volumes of damage with convergence at ONLY desirable target locations.





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