

The Problem With Mwo's Ttk? Discussion?
#1
Posted 31 December 2015 - 07:48 PM
PPC's have a minimum range of 90 meters
LRM's have a minimum range of 180 meters
Yet a Large Pulse Laser on a TDR does the same about of damage at 600 meters as it does at 2 meters. IMHO THAT is the problem with MWO.
Long range energy weapons do the same damage at long range as they do at point blank range.
So since minimum ranges are already in the game as well as scaling of damage past optimal range. Why not merely put in a mechanic that lowers the damage of long range weapons the closer the enemy is to you?
This would, I think, STOP all the damn boating of ER and Large lasers that your seeing. It would also allow brawling to become more prevalent.
Thoughts ideas? Just curious is all, I really think this would work.
#2
Posted 31 December 2015 - 07:55 PM
Adding minimum ranges to more weapons isnt a solution to this alledged problem regardless imo. The ability for all weapons to enjoy pin point convergence in a fps shooter adapted from a ruleset of a TT game that incorporated RNG hit location is the primary culprit. But I am no RNG advocate. Merely pointing out that the root of the problem lies with the origina of the game.
Frankly, I would be more a fan of splitting convergence by weapon location to make it harder for for PP accuracy, but thats a sticky wicket in its own right.
#3
Posted 31 December 2015 - 07:57 PM
The reason this doesn't work as well in-practice as it does in-theory is because there are 12 mechs on every team, which allows for lots of focus-fire that exponentially amplifies the amount of damage being dealt.
#4
Posted 31 December 2015 - 08:02 PM
#5
Posted 31 December 2015 - 08:11 PM
#6
Posted 31 December 2015 - 08:17 PM
The best way to decrease TTK is global nerfs to heat efficiency (as was done recently, indirectly, via skill tree nerf) or - as many players have been asking for since 2013 - adjust the global heat capacity and heat dissipation.
The best solutions for MWO are almost always the ones that deal with the core mechanics. Bandaids like ghost heat, ghost range and minimum range should be avoided if at all possible.
#7
Posted 31 December 2015 - 08:18 PM
Perhaps large lasers/pulse could use a longer cool down.
#8
Posted 31 December 2015 - 08:19 PM
The current curve is silly in its own right. Full damage to half ("optimal") range then linear drop off.
I favor the idea of strict linear drop off. Half damage at half (optimal) range. One quarter damage at three quarters range. Three quarters damage at one quarter range. This agrees with the notion of the beam being attenuated by the magic medium (an atmosphere which is identical on all maps).
#9
Posted 31 December 2015 - 08:51 PM
Alistair Winter, on 31 December 2015 - 08:17 PM, said:
The best way to decrease TTK is global nerfs to heat efficiency (as was done recently, indirectly, via skill tree nerf) or - as many players have been asking for since 2013 - adjust the global heat capacity and heat dissipation.
The best solutions for MWO are almost always the ones that deal with the core mechanics. Bandaids like ghost heat, ghost range and minimum range should be avoided if at all possible.
Quoted for truth.
The only other way would be to make mechs tougher (defensive tech perhaps).
In general TTK isn't too bad. I'm more worried that ppl will beg for bad ideas.
#10
Posted 31 December 2015 - 09:04 PM
Sylonce, on 31 December 2015 - 08:18 PM, said:
Perhaps large lasers/pulse could use a longer cool down.
That wouldn't really change how I peek and alpha in my Timby. I'll still scoot out and put 61 points right where I want it. Just one of those blows is game changing, or game over for anything I hit.
The last heat change didn't really affect my build, it just cools faster now. I'm fully on board with a massive heat cap reduction with an increase in cooling, making an alpha of that size impossible.
Edit: and also a cone of fire as a penalty for stacking so many weapons in one alpha.
Edited by adamts01, 31 December 2015 - 09:04 PM.
#11
Posted 31 December 2015 - 09:06 PM
#12
Posted 31 December 2015 - 09:32 PM
Shoot, I used to run a HBK-4G with 2xAC/2s and some MLs for laughs and did pretty good with it. Again, it was the pilots I was facing. A pilot of comparable skill with a better Mech would have annihilated me.
Frankly, I think TTK is in a good spot. Your recommendation about damage drop off is actually already in game for the distance traveled past the optimal range for the weapon. In short, what your suggesting already exists and isn't needed. Let's not make the game more convoluted and risk messing up our hit-reg more than it already is.
If your TTK is too short, I recommend that you torso twist more and stop standing around in the open. You'll be surprised at how much your TTK goes up.
#13
Posted 01 January 2016 - 12:17 AM
Lights would run amok closing in so lazzzurs are ineffective.
It might increase diversity of load outs for some chassis, but as much as it would do that it would also nerf the crap outta other ones. We would most likely see the energy meta abruptly switch over to the dakka dakka meta.
#14
Posted 01 January 2016 - 12:27 AM
That's focus fire and positioning.
You would have to nerf everything into wet noodles or just continue to buff structure/armor to overcome that.
I know a lot of players want a game where they can recklessly walk out in the open and feel invincible - but really would be a dumb game that requires little actual thought to play.
1v1 mechs don't seem fragile at all, and while this is not a 1v1 game, you should always be aiming to win 1v1 trades.
That means you fire on a mech and at worst receive return fire from that one mech and not his entire lance.
#15
Posted 01 January 2016 - 12:34 AM
The issue is poorly designed maps/game modes and 12.v12 that encourage deathballs (and focus fire). Put lance vs lance combat and TTK is perfect.
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