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Laser Clarification Charts For Pts2


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#141 Keffer

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Posted 28 October 2015 - 04:10 AM

I like the idea of the indirect buff to LRMs from having team mates who would have to target or lose DPS, but not so sure from what I am reading here that this mechanic is the best way to make it happen.

Edited by Keffer, 28 October 2015 - 04:12 AM.


#142 Solis Obscuri

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Posted 28 October 2015 - 06:14 PM

Paul, if you want to improve the value of info warfare why not work in something affects all weapon globally for accuracy/convergence effects if the target isn't locked?

I can see where beam focusing is a unique characteristic of lasers, but in theory all weapons on a mech are able to be accurately focused on an enemy mech and converge on a target location indicated by the pilot due to the intervention of the targeting & tracking systems installed in the battle computer of the mech. The better the target info that system has, the more accurately it is able to place shots (or conversely, the less data it has, the less likely it will be to be able to comply with the pilots intent).

So if, for example, you are trying to engage a target beyond your max sensor range, you might have less chance to place shots accurately due to the difficulty your systems have in accurately identifying and rangefinding the target. This effect could be lessened by tracking from an friendly 'mechs targeting data... you could actually build a system of increasing bonuses and possibly bring in equipment like C3 systems to improve combat abilities (which could then be countered using ECM, binging in another layer to the info warfare/electronic warfare gameplay pillars).

Combine that with an inversion of the way pts 2 targeting ranges were conceived (e.g. make larger mechs easier to target at longer ranges, instead of nerfing the ranges at which they can target enemies), and you can have some very good tools in play for advantageous use of different mech classes and more robust team play around the info warfare pillar.

#143 Violetear

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Posted 03 November 2015 - 02:26 PM

Not sure if same idea was brought up lately here... What if instead nerfing lasers PGI could introduce a mech's ability to set up a smoke screen with some equipment for a limited time. This could 1) reduce visibility both inside and outside of the effect area and dumpering sernsors, and 2) reduce effiency of laser beams that has to piece thourgh it to some degree, much like a real laser protection would work. Looks a bit like todays immobile ECM, though.
Smth like that destroyer can do at World of Warships game.

Edited by Violetear, 03 November 2015 - 02:29 PM.


#144 CainenEX

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Posted 04 November 2015 - 05:09 PM

Thanks for the clarification Paul. I thought it reduced the range overall. I guess this isn't too bad and might help with the "hit scan" nature of the lasers. Also LOL to the drawings and posts. Keep up the good work!

Edited by CainenEX, 04 November 2015 - 05:11 PM.


#145 CainenEX

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Posted 04 November 2015 - 05:16 PM

View Postdwwolf, on 15 October 2015 - 08:45 AM, said:

How long will you try to apply bandaids over bandaids when the root issue is pinpoint damage application in general ?
Fixing pinpoint direct fire weapons would unnerf LRMs SRMs and LBX ACs ( their relative value would increase ).

All it needs is some kind of cone fire system which has excellent hooks into many battletech game mechanics...heat scale , component damage, equipment like TC etc etc.

Its a good enough mechanic that the military uses for simulations........it should be good enough for MWO.

i think PGI mentioned for netcoding purposes that the cone of fire program wouldn't be implemented. I've never been a fan of that idea anyways, and was never used in the other MW.
Cone of fire will not fix the issues of weapon imbalance.

#146 Jimt0r

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Posted 04 November 2015 - 08:05 PM

View PostWintersdark, on 14 October 2015 - 03:49 PM, said:

Rather than the damage falloff, which is complicated and strange, Pariah Devalis suggests on Twitter tying weapon convergence to target lock, rather than distance to crosshairs: https://twitter.com/...398205476667392

Thus, if you don't lock your target, you're straight firing weapons and spreading damage. Lock target for pinpoint.

But the real side benefit of this is that you'll get correct weapon convergence when firing at targets you have to lead! Currently, firing arm mounted autocannons at a speeding light can result in a situation where it's literally impossible to hit the light due to your weapons converging on the terrain at the crosshairs rather than the target distance.

Weapons converging on the distance to R target solves that problem, as well as making R targeting important.

What's more, it makes sense, which the damage falloff doesn't do. When you target a mech, you're telling the targeting computer what range to converge your weapons at.

this would be more what i would be thinking as fair, either that to have the lasers at optimal range and get max range for targeted mechs

after trying out the lrm's they seem very focused on the CT not much spread at all

Edited by Jimt0r, 04 November 2015 - 09:47 PM.


#147 Brawler1986

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Posted 05 November 2015 - 01:39 AM

I totally disagree with the No-Target Range reduction. It doesn't make sense. I agree with the Global Max Range reduction, thats fine. Autocannons will be more effective compared to lasers. But the No-target system is just abominal. The definition of a laser it doesn't need to converge its trajectory compared to autocannons. Also the No-target system is ridicules if you have torso mounted lasers.

My suggestion to disable the convergence to a single point. The effect will be something similar as using Jumpjets and meanwhile shooting your weapons at that point. Which results in a less accurate shot. Its the same system tanks are using at the moment real life, aiming and shooting at a target while they are on the move. When this system is disabled, its really hard to hit something.

https://youtu.be/hz-Yt2xK8IY

Edited by Brawler1986, 05 November 2015 - 02:00 AM.


#148 Tank

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Posted 09 November 2015 - 04:48 AM

Ok... Who touched my dear Autocanon, who touched my gun?!
Those thing weight tonnes and eat tonnes of ammunition, witch may explode, minus more effective weight if you want it to be safe.

Lasers are toxic meta by this moment and this implementation of reduced range is logical to me, besides most of the people duke it out in close quarter fights - so I don't see why to complain

#149 xengk

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Posted 11 November 2015 - 02:27 AM

I would like to see the mechanics get flip around.
Laser always deal full damage within optimum range, but have their max range drop off if not aimed at a locked target.

Example:
is-LL always deal full damage within 450m whether it is pointed at locked or unlocked target. However unlocked target beyond 450m the damage starts to drop off rapidly due to onboard computer "not focusing the lens right". Instead of 2x range (900m), the beam only goes 1.6x range (720m) before diffusing harmlessly.
This cut laser's sniping role and return them to erPPC and Gauss, but did not hamper their brawling/support weapon nature.

If someone still want to snipe with LL or erLL, they better have a spotter locking and sharing target lock with him.

Down side of this is that we will see more Light sniper build due to their long radar range quirk.
Also Clan laser's optimum range will still out range IS mas range.

Example:
cERLL optimum/long range being 740m, unlock max range is 1,184m; locked max range is 1,480m.
vs
ISERLL optimum/long range being 675m, unlock mas range is 1,080m; locked max range is 1,350m.

Edited by xengk, 11 November 2015 - 02:33 AM.






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