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The Death Ball...

Balance Gameplay General

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#1 Veev

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Posted 03 October 2015 - 07:42 PM

Theoretically if you have 4+ mechs firing weapons and moving near each other would not the ambient temperature be raised in the immediate area thus decreasing heat sink efficiency?

Great way to fix the deathball is to create a decrease in heat sink efficiency scaled based on how many mechs are within a certain area.

#2 SaltBeef

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Posted 03 October 2015 - 07:57 PM

In Real Combat the death Ball is a Death sentence. Grouping up means fast Kills with indirect, concentrated combined arms. From infantry to Armor units there is always a minimum distance to keep from you battle buddies it is normally outside of the Kill radius of you average concussion grenade. Tanks Normally outside of the range of heavy artillery radious. Prevents helicopters from killing 10 tanks in 30 seconds of loitering.
Artillery in Game should become a lot more expensive to carry but 3X as deadly.

Edited by SaltBeef, 03 October 2015 - 07:58 PM.


#3 Veev

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Posted 03 October 2015 - 08:08 PM

View PostSaltBeef, on 03 October 2015 - 07:57 PM, said:

In Real Combat the death Ball is a Death sentence. Grouping up means fast Kills with indirect, concentrated combined arms. From infantry to Armor units there is always a minimum distance to keep from you battle buddies it is normally outside of the Kill radius of you average concussion grenade. Tanks Normally outside of the range of heavy artillery radious. Prevents helicopters from killing 10 tanks in 30 seconds of loitering.
Artillery in Game should become a lot more expensive to carry but 3X as deadly.

Try leaving the price where it is, but more deadly is a must.

#4 Champion of Khorne Lord of Blood

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Posted 03 October 2015 - 08:11 PM

I wouldn't mind a mech mounted blind fire artillery weapon, but I'm not all for going the route of consumables having a larger effect on the match than they do.

#5 El Bandito

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Posted 03 October 2015 - 09:31 PM

View PostSaltBeef, on 03 October 2015 - 07:57 PM, said:

Artillery in Game should become a lot more expensive to carry but 3X as deadly.

View PostVeev, on 03 October 2015 - 08:08 PM, said:

Try leaving the price where it is, but more deadly is a must.


Nope. We had 40 damage strikes and it was not healthy for the game.

Edited by El Bandito, 03 October 2015 - 09:31 PM.


#6 Aresye

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Posted 03 October 2015 - 09:33 PM

Doubling armor values = mechs that are harder to kill = death ball and focus fire a must

#7 Mystere

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Posted 04 October 2015 - 12:45 AM

View PostEl Bandito, on 03 October 2015 - 09:31 PM, said:

Nope. We had 40 damage strikes and it was not healthy for the game.


If by "not healthy" you meant "several butthurt forum warriors cried a lot", then you are correct. ;)

#8 Kiiyor

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Posted 04 October 2015 - 12:48 AM

View PostEl Bandito, on 03 October 2015 - 09:31 PM, said:


Nope. We had 40 damage strikes and it was not healthy for the game.


Heck, I despise the current strike system, with every fiber of my being. I'd kill a kitten if strikes wereany more dangerous or annoying.

#9 Alistair Winter

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Posted 04 October 2015 - 12:51 AM

It really depends on the map, but on maps like River City or Forest Colony, where teams aren't really funnelled into narrow paths, I think we're seeing the deathball more and more outmatched by teams that know how to make firing lines, envelop their opponents and attack from different angles.

On some maps, the deathball is alive and well. But if PGI keeps releasing open maps providing different avenues of attack, I think we'll see more complex tactics being used.

#10 Khobai

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Posted 04 October 2015 - 01:05 AM

Quote

Try leaving the price where it is, but more deadly is a must.


um no. artillery is already way too good as is. it costs practically nothing and can add a couple hundred damage to your score.

i wouldnt be against longtoms being added as a new ballistic weapon though. give it an arcing trajectory and decent splash damage.


The longtom would be an arcing projectile weapon. In order to control the firing angle it would have to be able to pitch its barrel up and down independently of the mech's torso. So it would have its own pitch controls that raise and lower the barrel to the desired angle. That would require some additional coding but its entirely doable. Itd have a min range of 120m at its lowest pitch angle and a max range of 600m at its highest pitch angle.

we also cant split crit slots between multiple locations. so the longtom couldnt be 15 crits like its tabletop version unless critsplitting was coded into the game. But as a workround you could make it 20 tons and 12 crits, and you could make the ammo for the longtom take up 2 crit slots instead of the normal 1 crit slot.

The Longtom would do 20 damage (divided evenly among all the mech's locations) to ALL mechs within its inner radius of 15m. And 10 damage (divided evenly among all the mech's locations) to all mechs within its outer radius of 30m.

That would definitely help punish deathballs.

Edited by Khobai, 04 October 2015 - 02:29 AM.


#11 SaltBeef

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Posted 04 October 2015 - 02:18 AM

It was a problem because they were Comp dropping 12 of them in every match 1 right after the other, a stratosphere C-Bill Cost for the Cannon Cockers to get off their asses. Areojet fuel is not Cheap!! 1 million c-bill for a 60 point per shell 8 atillary shell strike.
1 should be Shock and AWE!! Most destructive and changes the landscape a bit with craters.
1 Willy Pete Cooks the armor off your mech for a said time.
1 Smoke shells for crossing danger areas and denying the enemy visibility only thermals can see through.

#12 Mystere

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Posted 04 October 2015 - 02:32 AM

View PostKhobai, on 04 October 2015 - 01:05 AM, said:

The Longtom would do 20 damage (divided evenly among all the mech's locations) to ALL mechs within its inner radius of 15m. And 10 damage (divided evenly among all the mech's locations) to all mechs within its outer radius of 30m.

That would definitely help punish deathballs.


I am not so sure.

On the other hand, the threat of getting killed by an artillery direct hit is what people feared.


View PostSaltBeef, on 04 October 2015 - 02:18 AM, said:

It was a problem because they were Comp dropping 12 of them in every match 1 right after the other ...


Then change the mechanic and require TAG.

#13 Khobai

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Posted 04 October 2015 - 02:45 AM

Quote

On the other hand, the threat of getting killed by an artillery direct hit is what people feared.


artillery damage in tabletop was split into 5 point clusters. So it was pretty hard for a direct hit to kill you since it couldnt headshot you.

as for artillery headshotting in MWO... thats something that shouldve been fixed a long time ago.

#14 Mystere

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Posted 04 October 2015 - 02:50 AM

View PostKhobai, on 04 October 2015 - 02:45 AM, said:

artillery damage in tabletop was split into 5 point clusters. So it was pretty hard for a direct hit to kill you since it couldnt headshot you.

as for artillery headshotting in MWO... thats something that shouldve been fixed a long time ago.


But it is precisely that fear factor that makes MWO's artillery effective.

And if people insist on TT artilley, then I will insist on TT formations. ;)

#15 Khobai

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Posted 04 October 2015 - 03:15 AM

Quote

But it is precisely that fear factor that makes MWO's artillery effective.


RNG headshots are stupid. period.

#16 Speedy Plysitkos

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Posted 04 October 2015 - 03:16 AM

Sometimes the death ball is rly efective....when rolling our team down the hill...

#17 TWIAFU

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Posted 04 October 2015 - 03:40 AM

View PostKhobai, on 04 October 2015 - 03:15 AM, said:

RNG headshots are stupid. period.


But absolutely HILLARIOUS when some pilot gets headshotted by arty and complains, crys, and claims hax, cheater, and exploits.

#18 Siegegun

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Posted 04 October 2015 - 03:42 AM

Come on people. Do NOT make Kiiyor kill a kitten. That's just wrong man. Have a heart.

Anyone promoting more damaging strikes needs to look more towards saving a kitten from Kiiyor and less at having more damaging strikes (which we had before and as was mentioned was not that wonderful).

#19 JohnnyWayne

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Posted 04 October 2015 - 03:45 AM

View PostVeev, on 03 October 2015 - 08:08 PM, said:

Try leaving the price where it is, but more deadly is a must.


Hell no. This is a game about battlemechs, not about placing red smoke.

#20 Mystere

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Posted 04 October 2015 - 04:14 AM

View PostSiegegun, on 04 October 2015 - 03:42 AM, said:

Come on people. Do NOT make Kiiyor kill a kitten. That's just wrong man. Have a heart.

Anyone promoting more damaging strikes needs to look more towards saving a kitten from Kiiyor and less at having more damaging strikes (which we had before and as was mentioned was not that wonderful).


I do not like cats.

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