

#21
Posted 03 November 2015 - 11:19 AM
Anyway, it is a combination of high alpha and pinpoint damage plus the heatscale with no penalties until shutdown.
Too bad that brawling is skewed risk vs reward wise thanks to that. I see so often Peek-a-Boo Warrior Online: Laser Alpha Edition.
#22
Posted 03 November 2015 - 11:30 AM
Edited by mogs01gt, 03 November 2015 - 11:33 AM.
#23
Posted 03 November 2015 - 11:30 AM
Escef, on 03 November 2015 - 11:10 AM, said:
Um, yeah, a "Big Papa"-style Atlas D-DC has an alpha of almost 70.
EDIT: And a Stalker with 4xASRM6 and 6xML has, in addition to some really rough heat issues (29% heat efficiency according to Smurfy with 18 double sinks), an Alpha of over 80.
But sadly neither of them could cross 100m of open ground, to seek cover, without getting blasted to hell and back on the current Battlefields of MWO.
#24
Posted 03 November 2015 - 11:40 AM
Almond Brown, on 03 November 2015 - 11:30 AM, said:
But sadly neither of them could cross 100m of open ground, to seek cover, without getting blasted to hell and back on the current Battlefields of MWO.
They're both more capable of it than a Dire Wolf. Both that Atlas build and the Stalker, after speed tweak, can top 60kph.
#25
Posted 03 November 2015 - 11:50 AM
is it so low that it's unbearable? sh*t no! and in my opinion (which i readily defend) if you constantly find yourself in a situation where you couldn't even fight back, then you f*cked up... hard.
#26
Posted 03 November 2015 - 12:15 PM
Quote
Except the laser nerfs dont really fix TTK. They just fix the long-range bias of the current meta.
The changes arguably make TTK worse because now lasers have to be fired closer to their optimal ranges.
#27
Posted 03 November 2015 - 01:14 PM
#28
Posted 03 November 2015 - 01:22 PM
Quote
12v12 definitely contributes. I personally think they need to make skirmish/assault/conquest 8v8 and only the CW gamemodes should be 12v12. TTK doesnt matter as much when you have respawns. Alternatively they could keep 12v12 for assault/conquest but also add respawns, which should make those gamemodes less like skirmish, and make the primary objectives matter more. But Skirmish should be 8v8 with no respawns.
The long range laser meta is also a problem. Plus all the quirks. And the range/cooldown modules. The PTR is kindve fixing that... maybe?
And the fact lights and mediums still dont have a solid role in the game. So its mostly heavy mech peekaboo. Itll be interesting to see how the PTR changes affect role warfare.
Edited by Khobai, 03 November 2015 - 01:30 PM.
#29
Posted 03 November 2015 - 01:57 PM
3 years experience simply (beside technical changes, hitreg fix and so on) reduce the ttk you need by a large margin.
#30
Posted 03 November 2015 - 02:03 PM
The TTK is fine. If you're in an awful situation, you die instantly. It does not matter what game you are in. Even if they halved the damage or doubled the armor, if you're getting lit up by half a dozen people, you will die in a couple seconds.
If tommorow, PGI actually did double the armor or halve the damage, I guarantee you, with 100% certainty, that people would still complain that the TTK is too low because they keep trying to re-enact the intro to MW4.
#31
Posted 03 November 2015 - 02:15 PM
Right now TTK is a bit too high and most people complaining about it being to low are trying to leeroy into the whole enemy team.
#32
Posted 03 November 2015 - 02:23 PM
Moldur, on 03 November 2015 - 02:03 PM, said:
The TTK is fine. If you're in an awful situation, you die instantly. It does not matter what game you are in. Even if they halved the damage or doubled the armor, if you're getting lit up by half a dozen people, you will die in a couple seconds.
If tommorow, PGI actually did double the armor or halve the damage, I guarantee you, with 100% certainty, that people would still complain that the TTK is too low because they keep trying to re-enact the intro to MW4.
what your not getting is TTK is artificially low because of the way PGI ported BT. PGI didn't correct for size/ speed interactions on durability. PGI didn't correct for removing a 2d6 hit location system in-favor of placed shots.
both necessitate armor co-factors in order to preserve the cost functions every mech in this game was designed around. This is why speed is so incredibly important and mechs like the awesome are nerfed due to art effects on a 3d model/ hit boxes.
Finish the port and see where TTK ends up being. As it is assaults are not worth the tonnage. you take heavies. why 7 tons of armor moving at 80+kps is more durable then 10 tons moving at 45 kph. it also explains why mediums have issues and some lights are problematic.
Unit47, on 03 November 2015 - 02:15 PM, said:
Right now TTK is a bit too high and most people complaining about it being to low are trying to leeroy into the whole enemy team.
I feel a thinking mans shooter should be about working the angles to get rear armor shots. Assalts should have the armor needed to soak the dps from a couple heavies.. not for 5 minutes. but an atlas should be able to last more then 8-12 seconds. before the ct is cored.
Edited by Tombstoner, 03 November 2015 - 02:24 PM.
#33
Posted 03 November 2015 - 04:43 PM
Escef, on 03 November 2015 - 11:10 AM, said:
Um, yeah, a "Big Papa"-style Atlas D-DC has an alpha of almost 70.
EDIT: And a Stalker with 4xASRM6 and 6xML has, in addition to some really rough heat issues (29% heat efficiency according to Smurfy with 18 double sinks), an Alpha of over 80.
Keep in mind though that those builds had an effective range of about 270m and spread damage like crazy. Clam lazers hit from 700m+and all in the same spot
#34
Posted 04 November 2015 - 06:16 AM
Troutmonkey, on 03 November 2015 - 04:43 PM, said:
Keep in mind I was responding to the idea that back in beta alphas capped at 40. Yes, those sandblaster-like builds aren't as optimal as more pinpoint based builds, but when you're rocking an AC20 and 3xASRM6 at near point blank most of that damage is going the same place anyway. Even now they can still shred face if piloted well, but with bigger maps and longer range weapons dominating the game (even before clans the meta revolved around AC5s, Gauss, PPCs, and Large Lasers) it has become more difficult to get those results.
#35
Posted 04 November 2015 - 06:32 AM
End
Perfect
Convergence
#36
Posted 04 November 2015 - 06:33 AM
Moldur, on 03 November 2015 - 02:03 PM, said:
If tommorow, PGI actually did double the armor or halve the damage, I guarantee you, with 100% certainty, that people would still complain that the TTK is too low because they keep trying to re-enact the intro to MW4.
How is TTK fine when its a death wish to run an XL in any IS mech? All it takes is a few 40-50 point alphas and you are done! Most clan mechs, and some IS mechs, have that high alphas on a quick recycle. All you have to do is poke out a few inches too far and you're dead. All it takes is two or three mechs to focus fire.
The current META directly reflects this issue.
#37
Posted 04 November 2015 - 07:39 AM
And the following nerf TTK posts.

#38
Posted 04 November 2015 - 07:47 AM
It makes a big difference getting hit by 4 LPL at once or one after another.
Slightly reduce damage of all weapons
Reduce heat threshold.
Increase heat dissipation of DHS.
Increase heat capacity for SHS.
Reduce the insane 20-25% quirks.
Reduce (not increase) laser range.
That's what I'd like to try.
#39
Posted 04 November 2015 - 07:56 AM
#40
Posted 04 November 2015 - 08:42 AM
Edited by Fierostetz, 04 November 2015 - 08:55 AM.
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