

Short Sightedness Of Convergence
#121
Posted 09 February 2016 - 01:26 AM
#122
Posted 09 February 2016 - 01:31 AM
MauttyKoray, on 08 February 2016 - 10:21 PM, said:
1. No true heatscale.
Okay.
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Agreed; at the very least SHS needs to not be garbage.
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Uh oh...
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Yep, it went there.
This premise is crap because the time scale in TT (a board game) and MWO (a video game played in real time) are not comparable. The reason for this is that the length of a turn (in this case, being defined as 10 seconds) is there only for fluff so that you can use your imagination; it's the exact same thing as a round lasting 6 seconds in Dungeons & Dragons which has no bearing whatsoever on how the game actually plays because it's also just there for fluff.
The "length" of a turn in tabletop is not a valid basis for TTK in MWO, so when you do try to compare the 2 it just doesn't make sense.
You can still argue that TTK needs to be adjusted, but using "turn length" in TT as a basis is foolish.
#123
Posted 09 February 2016 - 02:50 AM
ThomasMarik, on 08 February 2016 - 10:10 PM, said:
Having a static armor value with pinpoint aim would actually make the issue worse due to the larger target size, thus necessitating a CoF or non-pinpoint system.
Let's face it, cockpit shots are not really an issue in this game, despite having pinpoint convergence, because the cockpit hitbox is very small. If you enlarged the cockpit hitbox, you would need to to adopt a non-pinpoint system, otherwise players would be getting head shots all the time. The larger the hitbox, the wider your weapons should spread.
Right now, you have 11 separate hitboxes on your mech. As the pilot, YOU get to dictate where you take damage (to a certain extent) by turning and torso twisting. I say it's to a certain extent because having IS LPLs doing 11 damage in 0.67 seconds is next to impossible to spread based off normal human reaction time, and the majority of laser vomit builds on the field are packing anywhere from 2-4 of these on each mech. For example, the meta build for the Black Knight spits out 58 damage in 0.77 seconds.
ACs, PPCs, and Gauss are all pinpoint weapons as well, but they have significant disadvantages in their behavior (travel time, cooldown, etc). Lasers have burn time. The problem is when you decrease burn time to the point where it's so short it may as well be front-loaded, but without the drawbacks of other front-loaded weapons.
If PGI could actually balance the weapons between both sides, they could then increase the burn time on lasers across the board, which would give pilots an increased time to react, which would lessen the issue of perfect convergence, and would ultimately increase TTK.
That's a more realistic solution that PGI could actually implement, assuming they can actually balance the two sides good enough to make that option available.
#124
Posted 09 February 2016 - 03:01 AM
Aresye, on 09 February 2016 - 02:50 AM, said:
Let's face it, cockpit shots are not really an issue in this game, despite having pinpoint convergence, because the cockpit hitbox is very small. If you enlarged the cockpit hitbox, you would need to to adopt a non-pinpoint system, otherwise players would be getting head shots all the time. The larger the hitbox, the wider your weapons should spread.
Right now, you have 11 separate hitboxes on your mech. As the pilot, YOU get to dictate where you take damage (to a certain extent) by turning and torso twisting. I say it's to a certain extent because having IS LPLs doing 11 damage in 0.67 seconds is next to impossible to spread based off normal human reaction time, and the majority of laser vomit builds on the field are packing anywhere from 2-4 of these on each mech. For example, the meta build for the Black Knight spits out 58 damage in 0.77 seconds.
ACs, PPCs, and Gauss are all pinpoint weapons as well, but they have significant disadvantages in their behavior (travel time, cooldown, etc). Lasers have burn time. The problem is when you decrease burn time to the point where it's so short it may as well be front-loaded, but without the drawbacks of other front-loaded weapons.
If PGI could actually balance the weapons between both sides, they could then increase the burn time on lasers across the board, which would give pilots an increased time to react, which would lessen the issue of perfect convergence, and would ultimately increase TTK.
That's a more realistic solution that PGI could actually implement, assuming they can actually balance the two sides good enough to make that option available.
I've been thinking a bit of burn time increase might help bring the lasers back in line, as well. Right now the problem is that it's just too low risk and high reward to blow tons of heat on a big laser alpha. It's applying too much damage too quickly for the tradeoffs that it has in terms of heat and build costs. If it wasn't so easy to blow 70% heat on one component without the target having time to roll it effectively, we might see laser use drop to a more reasonable level. This kind of a change would have to be made with a lot of consideration for its effects on each laser and each weight class though, as it would definitely shift the balance in several places.
#125
Posted 09 February 2016 - 03:14 AM
Mister Blastman, on 08 February 2016 - 09:42 PM, said:
Yeah no trick there, lots of people saw this coming. The problem is that what you're suggesting isn't an anti-convergence mechanic. What you're describing is closer to an fix for scaling disparity in 'Mechs*. And that's assuming you've already addressed convergence separately, because any pinpoint weapon burst that would have cored you in the current system would core you in that system. Also people have given some very good reason as to why it would be hard to do, especially given the sheer number of 'Mechs you'd have to apply that to.
*If you broke down hit boxes into equal chunks across all 'Mechs that is, if you just gave every 'mech more, equivalently armored, hit boxes for each torso section you'd only turn spiders into mecha jesus the last laser-walker.
Troutmonkey, on 08 February 2016 - 09:51 PM, said:
I've read Homeless Bill's suggestion. Just replace 'cone of fire' with 'move the point of convergence x meters further behind the target' and it could work. Sorry, but random cone of fire is dumb and offers nothing over long range convergence. If a 'Mech has weapon hard points that are close together it's STILL going to hit in a tighter cluster with CoF, you've just made the 'Mech with spaced weapon ports that much worse. If necessary make a per-chassis TCL buff for 'Mechs with unfavorable weapon spacing. If you wanted to expand on what he has you could also prevent convergence of weapons inside their minimum range.
Homeless Bill's rebuttal to 'lower heat-cap, increase dissipation' also misses some of the better forms and finer points of that particular path to balance. Which is a shame, because done properly it would synchronize quite well with what he's proposed.
Is he still around or ?
Edited by no one, 09 February 2016 - 03:15 AM.
#126
Posted 09 February 2016 - 04:44 AM
tortuousGoddess, on 08 February 2016 - 11:59 PM, said:
How is it even remotely the same when with convergence you know, or at least will be a hell of a lot surer that you will kill the enemy mech?
#127
Posted 09 February 2016 - 05:11 AM
Mcgral18, on 08 February 2016 - 04:14 PM, said:
The Perfectly Pinpoint Magical Convergence MWO has is the source of the majority of the past balance issues, which were "solved" with Ghost Heat, Ghost Damage, Giganerfs, The Nerfinator, and of course, Machine Gun Nerfs.
Of course, none of those had a very large impact.
The reality is: MWO isn't going to change core features at this point. PGI just isn't going to do it. We're going to keep Perfectly Pinpoint Magical Convergence, that's the reality.
Perhaps I'm just a bittervet, but my opinion on these things can be summed up with this:
Meh
While I do fear you are right, I still think there is a chance of introducing at least a minimal CoF and test it on the Test Server. PGI could implement it only as a punisher for alphas and high heat riding (in other words: CoF only as a heat and alpha side effect). Take it slow from there, try it out on the test server. Many have vouched for heat effects and we are still waiting for them, this would be a good start.
#128
Posted 09 February 2016 - 05:39 AM
It you wanted to get real fancy add in a cone of fire that changes based on speed, targeting computer and current heat level. This would all contribute to meaningful decisions in how you engage.
It is also a given that a real heat scale with increasing penalties for higher heat levels makes a lot of sense.
#129
Posted 09 February 2016 - 05:40 AM
Pressing 'R', i.e. telling your targeting computer what you wanted to shoot, allowed said targeting computer to be more effective.
This mechanic if nothing else really aught to get used in some manner.
#130
Posted 09 February 2016 - 05:53 AM
#131
Posted 09 February 2016 - 05:54 AM
cazidin, on 08 February 2016 - 04:01 PM, said:
Personally, I'd prefer Ghost Range / Ghost Damage.
But I'm smart enough to find the R button on my keyboard, so maybe that's just me.
Edited by The Atlas Overlord, 09 February 2016 - 05:55 AM.
#132
Posted 09 February 2016 - 06:05 AM
[color=#959595]Both mechanics are now gone, which is a shame because they were awesome and those that could use them appropriately had true 'skill'. [/color]
Pjwned, on 09 February 2016 - 01:31 AM, said:
Okay.
Agreed; at the very least SHS needs to not be garbage.
Uh oh...
Yep, it went there.
This premise is crap because the time scale in TT (a board game) and MWO (a video game played in real time) are not comparable. The reason for this is that the length of a turn (in this case, being defined as 10 seconds) is there only for fluff so that you can use your imagination; it's the exact same thing as a round lasting 6 seconds in Dungeons & Dragons which has no bearing whatsoever on how the game actually plays because it's also just there for fluff.
The "length" of a turn in tabletop is not a valid basis for TTK in MWO, so when you do try to compare the 2 it just doesn't make sense.
You can still argue that TTK needs to be adjusted, but using "turn length" in TT as a basis is foolish.
It's hardly foolish. But PGI's mathematical translation of that turn length in to real time is TERRIBLE.
Not surprising since UAC jam rate 2.9% = 15%-25% depending on quirks.
#133
Posted 09 February 2016 - 06:07 AM
no one, on 09 February 2016 - 03:14 AM, said:
It depends on how it's done and where the randomness is incurred. If it's done in the screen space (the start of the raycast) then clustered weapons might be more effective, but if it's done after the ray and then offset a distance from the ray hit point, then it becomes much fairer. The system that I've written based on Bills suggestion (but without the removal of convergence) looks very promising. Look for my thread which I'm about to create
#134
Posted 09 February 2016 - 06:22 AM
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Now lets use the AC20 as an example, big gun of awesome destruction. The cooldown is 4 seconds so that's a bit 'odd'. We'll use a double turn from Tabletop to compensate and take that 4 seconds into account. 20 Seconds in Battletech = 2 AC20 rounds, or 40 damage. An AC20 in MWO can fire 5 times in 20 seconds (each shot and its cooldown period, a 6th would start a new count of 20 seconds). So for a 20 second period of time the AC20 in MWO is actually doing 100 (ONE HUNDRED damage! Or roughly 3x that of the Battletech tabletop equivalent
MWO is based on Battletech universe and a bastardized BT/Solaris gaming rules. A supplement to BT, Solaris introduced TICS (weapon groupings) and weapon delays (cooldowns) in a 2.5 sec gaming turn. So MWO is closer to Solaris boardgame than it is to the BT boardgame. In Solaris the AC20 had a delay of 2 (5 seconds). ERLL/ER-PPCs/LPL all had a delay of 3 or 7.5secs before they could be fired again.
And they had to be assigned to one out of three TICs (Target Interlock Circuit) before they could be fired.
#135
Posted 09 February 2016 - 06:45 AM
tortuousGoddess, on 09 February 2016 - 12:38 AM, said:
Actually, bringing up weapon systems that by your definition fail to fit a "skill based" system. That is,a bit more than half of them.
I'll say it again- if we have a skill based system, why are so many weapons in MWO incompatible with it?
#136
Posted 09 February 2016 - 06:52 AM
wanderer, on 09 February 2016 - 06:45 AM, said:
I'll say it again- if we have a skill based system, why are so many weapons in MWO incompatible with it?
I know you really want that strawman, but I'm not giving it to you. If you had bothered to read my post, you'd be able to tell that "skill based system" was referring to the aiming mechanics that lack CoF, and nothing else.
#137
Posted 09 February 2016 - 07:15 AM
no one, on 09 February 2016 - 03:14 AM, said:
Yeah no trick there, lots of people saw this coming. The problem is that what you're suggesting isn't an anti-convergence mechanic. What you're describing is closer to an fix for scaling disparity in 'Mechs*. And that's assuming you've already addressed convergence separately, because any pinpoint weapon burst that would have cored you in the current system would core you in that system. Also people have given some very good reason as to why it would be hard to do, especially given the sheer number of 'Mechs you'd have to apply that to.
*If you broke down hit boxes into equal chunks across all 'Mechs that is, if you just gave every 'mech more, equivalently armored, hit boxes for each torso section you'd only turn spiders into mecha jesus the last laser-walker.
Nah because a single AC/20 rips apart light 'mechs. And SRMs + LRMs would have splash damage again (fixed of course).
#138
Posted 09 February 2016 - 07:19 AM
Convergence is the main culprit behind this.
That issue would have to be addressed but I doubt that it will at this point.
Along with this the heat cap definitely needs to be addressed as well.
Breaking up body segments into small armor plates, each with their own armor values is certainly a possibility.
But, also, we need heat effects. Right now there is zero downside to ride your heat curve on the edge of shutdown all game. In TT you have movement impairments, aiming impairments, possible ammo explosions, and potential shutdowns (prior to getting to the absolute heat limit shutdown). Right now we have NONE of these.
#139
Posted 09 February 2016 - 07:49 AM
wanderer, on 09 February 2016 - 12:03 AM, said:
What they do is have all the lasers hit the same location, minimizing the amount of armor available to protect against the attack.
Sound familiar?
The problem is that an individual laser might not have the energy to penetrate the target or (more likely) do it fast enough. By concentrating an array of 35 lasers, you apply 35x the energy on a single point. In other words they are focusing fire.
So yes, it does sound familiar.

#140
Posted 09 February 2016 - 07:54 AM
Lugh, on 09 February 2016 - 06:05 AM, said:
Not surprising since UAC jam rate 2.9% = 15%-25% depending on quirks.
Maybe, just maybe, the values are different on purpose? UACs in TT jam permanently, they don't unjam. Would you prefer the lower 2.9% chance, but with the RNG possibility of jamming for the entire match on the first double tap? Because that would be absolutely terrible.
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