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Ppfld Module Solution/help
Started by Remains Intact, Oct 03 2015 10:41 AM
7 replies to this topic
#1
Posted 03 October 2015 - 10:41 AM
Goal: Find an interesting/fun PPFLD/TTK solution that operates independant of the current weapon statistics and game mechanics.
Assumptions:
1. TTK is fairly quick.
2. The PPFLD levels represented in the game are not lore or game play friendly.
-increases peek and shoot gaming tendencies.
-Further punishes any chassis that doesn't have optimized hit boxes, reducing sales of "fun factor" Mechs.
-Many other Mech design options are made irrelevant/not optimal.
3. Adding random shot diversion to certain weapon systems doesn't make sense. This also takes away control and doesn't reward accurate aim from players.
4. Adding too many artificial things like fog, foliage, and cover to increase match time and prevent you from actually fighting the enemy only makes the ttk probably worse when its just blob on blob walking on top of each other in a nova of ppfld.
Module up for discussion:
Module disperses 10% of damage from hit sections to each connecting section.
-Ex: Left torso gets hit by 5 damage weapon. Final damage distribution is .5 damage to center torso, .5 damage to left arm, 4 damage to left torso. (I'm not sure if the leg is considered connected to the side torsos or CT).
Options:
1. Cap the % distributed to ~20% avoid sections such as the CT redistributing too much.
-ex: CT gets hit for 10 damage. Final damage is 8 to CT, 2 distributed among all connected sections evenly.
2. Two modules based on damage type (Kinetic/energy)
3. Module only functions when certain sections of the Mech are hit (CT,LT,RT).
4. Put in a drawback. Component hit takes 80% damage, but distributes 30% of damage.
Assumptions:
1. TTK is fairly quick.
2. The PPFLD levels represented in the game are not lore or game play friendly.
-increases peek and shoot gaming tendencies.
-Further punishes any chassis that doesn't have optimized hit boxes, reducing sales of "fun factor" Mechs.
-Many other Mech design options are made irrelevant/not optimal.
3. Adding random shot diversion to certain weapon systems doesn't make sense. This also takes away control and doesn't reward accurate aim from players.
4. Adding too many artificial things like fog, foliage, and cover to increase match time and prevent you from actually fighting the enemy only makes the ttk probably worse when its just blob on blob walking on top of each other in a nova of ppfld.
Module up for discussion:
Module disperses 10% of damage from hit sections to each connecting section.
-Ex: Left torso gets hit by 5 damage weapon. Final damage distribution is .5 damage to center torso, .5 damage to left arm, 4 damage to left torso. (I'm not sure if the leg is considered connected to the side torsos or CT).
Options:
1. Cap the % distributed to ~20% avoid sections such as the CT redistributing too much.
-ex: CT gets hit for 10 damage. Final damage is 8 to CT, 2 distributed among all connected sections evenly.
2. Two modules based on damage type (Kinetic/energy)
3. Module only functions when certain sections of the Mech are hit (CT,LT,RT).
4. Put in a drawback. Component hit takes 80% damage, but distributes 30% of damage.
#2
Posted 03 October 2015 - 10:44 AM
I'm pretty sure that most of the "meta" right now revolves around lasers, which aren't PPFLD.
Edited by FupDup, 03 October 2015 - 10:44 AM.
#3
Posted 03 October 2015 - 10:49 AM
FupDup, on 03 October 2015 - 10:44 AM, said:
I'm pretty sure that most of the "meta" right now revolves around lasers, which aren't PPFLD.
I propose PGI reverses all Highlander and Victor nerfs, remove fall damage, give jump jets their high jumps back, and speed up PPC velocities, just to show the OP how bad true-PPFLD can really be.
#5
Posted 03 October 2015 - 10:53 AM
Remains Intact, on 03 October 2015 - 10:52 AM, said:
The wubs might as well be considered ppfld, and are pretty meta.
Still DoT.
PPFLD are IS ACs, Clan UAC/2, Gauss Rifle, and PPCs. Of those weapons, only the Gauss is truly meta at the moment (and is best utilized when combined with a bank of lasers).
#6
Posted 03 October 2015 - 10:54 AM
An armor-side method of distributing damage could work.
Whenever a location gets hit, a percentage of the damage could transfer outward towards an undestroyed component.
So like if your center torso got hit, and your side torso wasnt destroyed, a portion of the damage would transfer to the side torso
But if your side torso was destroyed the center torso would take the full brunt of the damage.
Whenever a location gets hit, a percentage of the damage could transfer outward towards an undestroyed component.
So like if your center torso got hit, and your side torso wasnt destroyed, a portion of the damage would transfer to the side torso
But if your side torso was destroyed the center torso would take the full brunt of the damage.
#7
Posted 03 October 2015 - 10:57 AM
Remains Intact, on 03 October 2015 - 10:52 AM, said:
The wubs might as well be considered ppfld, and are pretty meta.
Would you prefer pulse lasers go back to where they stood for the first 2 years of this game (aka: worthless)?
Edited by Aresye Kerensky, 03 October 2015 - 10:57 AM.
#8
Posted 03 October 2015 - 01:25 PM
Was a nerf to pulse lasers ever mentioned in this thread?
But to answer your question, no i would not.
But to answer your question, no i would not.
Edited by Remains Intact, 03 October 2015 - 01:25 PM.
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