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Target Lock Laser Nerf


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#61 Golden Vulf

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Posted 15 October 2015 - 01:29 PM

View PostTitannium, on 15 October 2015 - 02:41 AM, said:

but lock need for full lasor damage will consequence this:

1) longer matches
2) people will need more "lasor shoots" from bigger distance, mechs will survive longer
3) builds with LL will be less effective from bigger distances. = more brawling, more actions, more michael bay explosions.


The heat sink nerf will = less brawling overall.

#62 Beartech

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Posted 15 October 2015 - 01:35 PM

I fully support this pts patch. Anything that Nerf's light and medium mechs is good for the game. So tired of my assault mechs being taken down by a single lag shield light.

I now put 20 in the rear now because their bs alpha on a light is so good they can take you down before your indicator blinks.



#63 Uncl Munkeh

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Posted 15 October 2015 - 01:36 PM

View PostSader325, on 14 October 2015 - 07:26 PM, said:

It's really not that bad.

That being said, havent seen the target delay portion yet.

But as of right now, its not that bad.



It would be that bad for small mechs...

http://mwomercs.com/...this-real-life/

#64 Lightfoot

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Posted 15 October 2015 - 01:50 PM

RIP Light mechs. Your main weapon is 40% less.

Funny how PGI gradually nerfs everything over 2 years instead of just making the mechs tougher two years ago which would have been the happy solution to MWO's fast recharging weapons. I know the mechs have double armor, but obviously this was not enough for 2x recycle.

Edited by Lightfoot, 15 October 2015 - 01:58 PM.


#65 Lightfoot

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Posted 15 October 2015 - 08:12 PM

It won't fix anything, just twist it up. The reason we got laser-vomit was because everything long range was nerfed and this is another long range nerf. Another way to side-step Canon Battle Tech.

#66 MischiefSC

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Posted 15 October 2015 - 08:42 PM

Actually long range lasers are tip top of performance right now. We have a more long range game than ever. If the map allows (like on CW) you'll have 10 minutes of fighting at over 1k. Most of BT combat took place between 300 and 400m. The longest range weapons at the furthest conceivable range you could potentially hit someone and even then your odds were razor thin was maybe 900m. That's absolute maxed out extreme range on a Clan ERLL. Most combat was 10 hexes or less, so less than 300m. Most maps were 15x17 hexes, each hex 30m.

So, to clarify, no. You're absolutely wrong. This change, while using an odd mechanic, absolutely and completely is making the game play more like actual Battletech. Closer range, weapons less effective when snap-fired on the move, etc. It may use an odd mechanic to do so but BT was always a generalized representation of what was happening. Some ACs were 1 shot, some were burst fire but they did X damage over 10 seconds. Same with lasers. Some were burst fire, some burned based on the literature but they did an average of X damage over 10 seconds.

This has no impact on long range for anything but Clan lasers, which needed done for game balance and to also do what Battletech did by nuking the abomination that was original Clan balance and rebalancing all the tech in the game for reasonably evenly matched IS vs Clan tech a la Dark Ages. To avoid it getting glossed over by cherry picking yet again, the developers of Battletech knew and said that the original Clan vs IS balance was **** and so they rebalanced it. They nuked (WoB literally) the whole tech balance and redid it. We can skip that and just try to achieve the same with what we already have. Long range lasers still work with correct IW setup or a spotter. Gauss, long range ballistics, missiles, PPCs and ERPPCs still work with no changes.

Tone the hyperbole down.

#67 ShinVector

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Posted 15 October 2015 - 09:10 PM

I would have preferred a slow or spread convergence or something similar for non-locked target.
I guess PGI doesn't know how to code that stuff... :mellow:

#68 lol lol lol lol lol lol lol lol

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Posted 15 October 2015 - 09:29 PM

View PostLevi Porphyrogenitus, on 14 October 2015 - 07:27 PM, said:

The technobabble for this one is easier than most.

Lasers rely on focusing lenses. Atmospheric distortions, lens alignment, etc., all contribute to a laser not being properly focused on the point of impact, thereby lessening the damage transfer. A target lock gives the lenses a corrected range at which to set the focus, compensating for all the variables and allowing for improved damage transfer.


So what's the technobabble explanation for how hundreds of rounds or missiles magically teleport up through the myomer/skeletal structures, actuators, gears and joints up through the toes, legs, hips, torso and arms into the appropriate launchers/guns?

Sorry, I've just always found it funny how people have selective disbelief of realism when it comes to Battletech. REALISM IS IMPORTANT... unless you're trying to describe how missiles that are the length of the launchers magically reload themselves.

#69 MischiefSC

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Posted 15 October 2015 - 09:43 PM

View PostShinVector, on 15 October 2015 - 09:10 PM, said:

I would have preferred a slow or spread convergence or something similar for non-locked target.
I guess PGI doesn't know how to code that stuff... :mellow:


A lot of people hate it though. There's a strong undercurrent (if memory serves from the original convergence-not-instant days) of people who want their shots to always hit where they are aiming. If they aim, they hit fire, that's where the shot goes. A lot of hate for RNG.

I'm game with it but apparently there's some complexity about it and a lot of people who hate it.

#70 ShinVector

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Posted 15 October 2015 - 11:18 PM

View PostMischiefSC, on 15 October 2015 - 09:43 PM, said:

A lot of people hate it though. There's a strong undercurrent (if memory serves from the original convergence-not-instant days) of people who want their shots to always hit where they are aiming. If they aim, they hit fire, that's where the shot goes. A lot of hate for RNG.

I'm game with it but apparently there's some complexity about it and a lot of people who hate it.


I was think they could have simply done

IF LOCK = NO;
  PIN POINT CONVERGENCE + RNG CONVERGENCE SPREAD 10% (Percentage can be anything.)
ELSE IF LOCK = YES;
PIN POINT CONVERGENCE;
END IF;


Think this can be applied to all direct fire weapons and they can play around with "RNG CONVERGENCE SPREAD" as they see fit.

Edited by ShinVector, 15 October 2015 - 11:21 PM.


#71 Malagant

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Posted 16 October 2015 - 04:26 AM

View PostsaKhan Ds00 Kerensky, on 15 October 2015 - 09:29 PM, said:


So what's the technobabble explanation for how hundreds of rounds or missiles magically teleport up through the myomer/skeletal structures, actuators, gears and joints up through the toes, legs, hips, torso and arms into the appropriate launchers/guns?

Sorry, I've just always found it funny how people have selective disbelief of realism when it comes to Battletech. REALISM IS IMPORTANT... unless you're trying to describe how missiles that are the length of the launchers magically reload themselves.


Very good point. This has always bothered me as well.

#72 Phra

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Posted 16 October 2015 - 04:50 AM

View PostGolden Vulf, on 15 October 2015 - 01:29 PM, said:


The heat sink nerf will = less brawling overall.


Clan laz0r builds run with 20+ DHS. For them, cooling rate is actually more important than capacity, so this "nerf" is actually a buff to them.

#73 Levi Porphyrogenitus

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Posted 16 October 2015 - 07:06 AM

View PostsaKhan Ds00 Kerensky, on 15 October 2015 - 09:29 PM, said:


So what's the technobabble explanation for how hundreds of rounds or missiles magically teleport up through the myomer/skeletal structures, actuators, gears and joints up through the toes, legs, hips, torso and arms into the appropriate launchers/guns?

Sorry, I've just always found it funny how people have selective disbelief of realism when it comes to Battletech. REALISM IS IMPORTANT... unless you're trying to describe how missiles that are the length of the launchers magically reload themselves.


Leg storage is in the upper thigh or hip area, minimizing the fine joints that they have to pass through. The relative size of a missile or AC round is pretty small, allowing them to fit through gaps in the center of the major joint structures when transitioning from one section to another. Mechanical conveyor systems draw power from the fusion plant to move the ammo loads quickly and efficiently even over relatively long distances, which really aren't that long anyway due to how compact mechs tend to be when you only need to cross straight-line (or nearly so) distances. When multiple sections of a mech hold storage for the same ammo type or weapons that draw from the same ammo bins, the feed lines simple merge or split as needed.

#74 Xoco

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Posted 16 October 2015 - 05:34 PM

After my last game (on live server), I'm all for this nerf (and maybe more).

I was a Locust scout (10 armor FTW!) spotted a sniper Raven perched atop a hill. We were just outside of sensor range (I can't lock on to him to LRM him). Then he 1shotted me with his laser.
Yup, my first damage in the game, and it was a kill shot..from outside lock range...by a Light sniper (granted I was in an even lighter Light).

It's a bit funky that LONG range missiles has less range than laser, even if its ER laser.

#75 Aresye

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Posted 16 October 2015 - 09:54 PM

View PostXoco, on 16 October 2015 - 05:34 PM, said:

After my last game (on live server), I'm all for this nerf (and maybe more).

I was a Locust scout (10 armor FTW!) spotted a sniper Raven perched atop a hill. We were just outside of sensor range (I can't lock on to him to LRM him). Then he 1shotted me with his laser.
Yup, my first damage in the game, and it was a kill shot..from outside lock range...by a Light sniper (granted I was in an even lighter Light).

It's a bit funky that LONG range missiles has less range than laser, even if its ER laser.


Why were you running LRMs on a Locust?
Why did you stand still and let the Raven pilot focus his entire alpha on you?

#76 Xoco

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Posted 17 October 2015 - 05:18 AM

View PostAresye Kerensky, on 16 October 2015 - 09:54 PM, said:


Why were you running LRMs on a Locust?
Why did you stand still and let the Raven pilot focus his entire alpha on you?


It's a bit of a troll build, but it did work wonder back when turrets were first removed--being able to cap and shoot people from range is a real boon. Haven't played it since I mastered it a month or two ago.

I was actually edging into him. We were at 1000+M, and I was slowly moving in so I can get a lock. Unfortunately, his weapon is designed for 1000M+. Kinda forgot about that. Still think it's pretty silly that LRM is so easily outranged.





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