Before We Introduce New Systems We Should Revisit Armor
#61
Posted 04 March 2016 - 01:32 PM
What I got out of it in a TL:DR: Let's make all armor the same and just have front or back.
My response: Heck no.
I do like the notion of tweaking armor though. Personally, I would like to see the amount of armor we can equip increased. I know we have already done that once and that it doesn't match TT, but who cares? This ain't your Daddy's TT, and it self balances since any tonnage you contribute towards armor is tonnage that can't be used to mount weapons and heat sinks.
I also think that it's time we introduce Reflective and Reactive armors. Those would help significantly in breaking the current laser vomit meta without replacing it with a ballistics meta.
#62
Posted 04 March 2016 - 01:36 PM
#63
Posted 04 March 2016 - 01:41 PM
SQW, on 03 March 2016 - 08:58 PM, said:
1. Cut heat gauge range by up to 50% and double heat sink effects;
2. Introduced COF;
3. Make amour 30% resistance to laser damage (exclude PPCs and retain full damage to internal).
Done. Pt 1 and 3 will probably take an afternoon to implement.
As long as COF is off the table and nobody want a 30% dmg nerf to laser, the only way to increase TTK is restricting alpha potential.
Now tell me how to do part 3 without making lots of weapons useless?
Or how do to part 1 without making a mech overheat with 1 weapon firing (ie a ER PPC)
#64
Posted 04 March 2016 - 02:56 PM
#65
Posted 04 March 2016 - 03:36 PM
Johnny Z, on 04 March 2016 - 06:42 AM, said:
Right, at the expense of trigger control you can use a gauss macro.
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It's not different except for the reason that it's completely different durrrrrrrrrrrrrrrrr.
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Because you're wrong.
Johnny Z, on 04 March 2016 - 07:00 AM, said:
So you always sit there exposed for the full gauss charge duration because you don't preemptively charge a shot ever? If so, that doesn't sound like being a good player to me.
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So do you just let your shots fly every time you hit the fire button rather than wait a moment longer to adjust the shot as needed? I have a hard time believing that every time the gauss is charged up the shot is ready and lined up immediately after it's charged, so that sounds like a good way of missing shots not infrequently.
#66
Posted 04 March 2016 - 03:50 PM
But hey, since the meta will always revolve around "which weapons put all their damage into a single hitbox the most efficiently", we can shuffle things around till doomsday without actually fixing the problem- that is, some weapons can circumvent 80% or so of their targets capacity to take damage by hitting an easily targetable spot on the 'Mech.
Until that changes, those will be the automatic best choices, with the only changes being which one based on the latest weapon tweaks. Period.
#67
Posted 04 March 2016 - 03:53 PM
#68
Posted 04 March 2016 - 04:07 PM
Its not the weapons or the group-fire, it's the hit box size making it too easy to hit and kill mechs. Simple as that. The easy solution is buff the CT and side torsos of all the mechs. The best solution is replace the hit-boxes with better, more complex hit-boxes. MWO's weapons are really weak already compared to previous MechWarrior games so it's not the weapons at all. It's the very easy to hit mechs.
#69
Posted 04 March 2016 - 04:14 PM
Pjwned, on 04 March 2016 - 03:36 PM, said:
Right, at the expense of trigger control you can use a gauss macro.
It's not different except for the reason that it's completely different durrrrrrrrrrrrrrrrr.
Because you're wrong.
So you always sit there exposed for the full gauss charge duration because you don't preemptively charge a shot ever? If so, that doesn't sound like being a good player to me.
So do you just let your shots fly every time you hit the fire button rather than wait a moment longer to adjust the shot as needed? I have a hard time believing that every time the gauss is charged up the shot is ready and lined up immediately after it's charged, so that sounds like a good way of missing shots not infrequently.
Well then you wont mind if they add an auto fire option. You like the 3 stage mechanic that players macro fine.
No reason that everyone has to have the 3 stage mechanic except macro users.
#70
Posted 04 March 2016 - 09:22 PM
Johnny Z, on 04 March 2016 - 04:14 PM, said:
No reason that everyone has to have the 3 stage mechanic except macro users.
That would be fine. I wouldn't use that option because I realize the value of holding a shot for longer than it takes to charge or even canceling a charge in the middle of it, but if people want it and they can't otherwise manage a gauss charge then I have no problem with them having an option that's largely inferior to managing the gauss charge as intended (but still better than not managing it at all).
Edited by Pjwned, 04 March 2016 - 09:24 PM.
#71
Posted 04 March 2016 - 10:22 PM
All in all, I can't support this idea for many of the reasons already mentioned. It would basically turn the game into a "center mass shooter" more than it is. There would be little incentive to aiming anywhere else. No attempts at disarming your opponent (so to speak) - a skill I pride myself as having. I like removing limbs. And if this system were implemented, would there be a need for animation depicting missing arms? I guess it would mean that my mech has X HP. Front, back, side; doesn't matter. I still have X HP total. No thanks. I appreciate the effort in trying to come up with a solution, but I don't think this is it.
I would like to see something done with FF that made it at least worth considering. Maybe it wouldn't be lore correct, but surely there's a way to make there be an actual trade off in deciding between FF and ES. As of right now, there isn't much of a reason to ever choose FF if you don't have to. There are a lot of options to consider. Maybe a percentage bonus to armor, or a certain amount of damage resistance. I don't really know, since I'm not a game designer, but there are lots of smart people here who could come up with some ideas (they already have in other, older threads). All I know is that I've never ran FF on anything heavier than a light (other than clan mechs...).
#72
Posted 04 March 2016 - 10:35 PM
If CT gets hit more often in MWO than tabletop, then CT should get more armor in MWO than it gets in tabletop
makes sense right?
Thats kindve what PP was initially trying to accomplish with armor/structure quirks... but then they screwed the whole thing up by also trying to balance ISXL vs CXL by using structure quirks.
Edited by Khobai, 04 March 2016 - 10:38 PM.
#73
Posted 05 March 2016 - 01:06 AM
Bullseye69, on 04 March 2016 - 09:09 AM, said:
Yes, but when did those come about? Remember, we're timeline limited here.
#74
Posted 05 March 2016 - 09:22 PM
Khobai, on 04 March 2016 - 10:35 PM, said:
If CT gets hit more often in MWO than tabletop, then CT should get more armor in MWO than it gets in tabletop
makes sense right?
Thats kindve what PP was initially trying to accomplish with armor/structure quirks... but then they screwed the whole thing up by also trying to balance ISXL vs CXL by using structure quirks.
Basically, the problem here is that whatever is the easiest killshot is also an easy aimed-at point.
The problem, as always has been that in MWO we can be incredibly precise with our weapons in a system that depends on spreading damage to give reasonable TTK. Well, with some weapons- and that's why they're the meta and all other weapons are considered trash-tier.
CMDR Sunset Shimmer, on 05 March 2016 - 01:06 AM, said:
Yes, but when did those come about? Remember, we're timeline limited here.
Most of the listed armor types are later in the timeline- but hardened armor is not. Effectively, it allows double the armor tonnage for a small loss in agility and speed vs. standard armor.
#75
Posted 07 March 2016 - 09:26 PM
#76
Posted 07 March 2016 - 11:06 PM
#77
Posted 08 March 2016 - 01:29 AM
Edited by LordNothing, 08 March 2016 - 01:30 AM.
#78
Posted 08 March 2016 - 01:42 AM
SQW, on 03 March 2016 - 09:35 PM, said:
What?
NO!
MWO has nothing to do with quake. Quake was a fast action skill based twitch shooter, where even a simple thing such as movement took years to perfect. MWO is a lazy slow *** tank-robot game with loadouts. Never compare MWO to Quake. Never.
#79
Posted 08 March 2016 - 02:07 AM
Johnny Z, on 04 March 2016 - 04:14 PM, said:
No reason that everyone has to have the 3 stage mechanic except macro users.
Id be absolutely fine with that. Because no one good would use it, because it would suck.
Im going to say this one more time, and thats it:
Because there is a 0.75s delay from when you start charging the Gauss to when it fires, it very frequently happens that what looks like a clean shot when you push the fire button turns into an unclean shot 0.75s later (enemy moves behind cover, shot that you expected when you started pre-charging doesn't exist as expected, friendly moves into fire line, enemy dies, etc). In those cases an autofire macro (or mechanic, if implemented) will cause you to waste ammo in the best case and shoot a friend in the back in the worst case. Thus, the ability to cancel the shot is very useful. Since the action of clicking, holding and letting go is extremely easy, it is not worth giving up the ability to cancel the shot. And that is not even mentioning the fact that it is easier to hit what you want when you have fine control over the exact time the shot is released.
Stop being a moron.
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