

We Need A Nerf Bat On Every Weapon ......
#1
Posted 13 April 2016 - 06:05 PM
#2
Posted 13 April 2016 - 06:07 PM
#3
Posted 13 April 2016 - 06:12 PM
Only a few can even qualify for any degree of OP'ness, the rest are either fine or actually a tad too weak (cough cough MGs).
#4
Posted 13 April 2016 - 06:13 PM
#5
Posted 13 April 2016 - 06:15 PM
Mad Strike, on 13 April 2016 - 06:05 PM, said:
Been, there done that, proposed various solutions, such as a small, center-weighted cone of fire, etc.
Was shot down because apparently being able to mindlessly put all your damage on a single pixel at any range is "skill" and makes it easier to "kill stupid noobs who deserve it anyway."

And then people puzzle over game balance and wonder why we need idiocy like ghost heat, high structural and armor quirks, Gauss charge, hover-jets, and the heaven-only-knows-what-it-is new power draw system.
It's almost as if a video game based on a board game where armor and durability was directly linked to the INABILITY to focus all your fire on a single spot on the enemy mech has problems when one totally rewrites the rules and allows pinpoint, focused damaged at any range. Gee, who'd have guessed?

Edited by oldradagast, 13 April 2016 - 06:15 PM.
#6
Posted 13 April 2016 - 07:51 PM
oldradagast, on 13 April 2016 - 06:15 PM, said:
Been, there done that, proposed various solutions, such as a small, center-weighted cone of fire, etc.
Was shot down because apparently being able to mindlessly put all your damage on a single pixel at any range is "skill" and makes it easier to "kill stupid noobs who deserve it anyway."

And then people puzzle over game balance and wonder why we need idiocy like ghost heat, high structural and armor quirks, Gauss charge, hover-jets, and the heaven-only-knows-what-it-is new power draw system.
It's almost as if a video game based on a board game where armor and durability was directly linked to the INABILITY to focus all your fire on a single spot on the enemy mech has problems when one totally rewrites the rules and allows pinpoint, focused damaged at any range. Gee, who'd have guessed?

I'd love some CoF based around recoil, movement, etc but it breaks HSR and between the two I think HSR is the more important
Additionally, I think a power draw system is an excellent idea if it's well implemented. For example if movement, firing energy weapons, engaging MASC and recharging guass take energy you can reduce the amount of firepower one can bring to bear at a time.
Granted you can still boat SRMs and Ballistics but neither does the sheer focused damage of energy weapons and aren't nearly as tonnage efficient.
#7
Posted 13 April 2016 - 08:08 PM
I've posted about this before but the whole damage/armor/critical hit/hit box system needs to be completely re done to give this game even half a chance of resembling what Battletech should be like.
Every time that something like this or COF is mentioned it is shouted down by anybody who wants yet another generic FPS with it's 1 shot 1 kill play style. Frankly it is this kind of thinking that is going to render half of the future weapons in this game DOA before they are even released. Xpulse lasers, rotary AC, MRM's and a few others are all going to be useless for the same reasons LBX, LRM and to a lesser degree Clan AC, SRM and SSRM's are useless. None of them put their damage all in one place or where you want it.
Essentially we don't have mechs mounting 5 medium lasers, we effectively have mechs mounting 1 (25 point) super medium laser (for an example). Along with mechs being deemed good only if they have favorable (read borked) hit boxes.
#8
Posted 13 April 2016 - 08:41 PM
#9
Posted 13 April 2016 - 09:11 PM
Weapons have feelings too
Think before you bring out the nerf bat
#10
Posted 13 April 2016 - 09:17 PM
#11
Posted 13 April 2016 - 10:11 PM
Narcissistic Martyr, on 13 April 2016 - 07:51 PM, said:
I mean like any other existing FPS has a CoF implemented and is able to tell if you were hit or not, what is the difference?
#12
Posted 13 April 2016 - 10:21 PM
But sadly this ambitious plan resulted in a poor requirkening and since then is never talked about again.
#13
Posted 13 April 2016 - 10:24 PM
Quote
You need a low TTK when there are not that many players
That way you can get people in and on to the next game so the players waiting for a match don’t have to wait that long
Signs of a slow death
#14
Posted 13 April 2016 - 10:25 PM
On the other hand I doubt PGI's ability to do such a thing, when I see what poor game design they did with the last Quirkening, map design and game mode.
#15
Posted 13 April 2016 - 10:39 PM
A 50% increase in cool down times across the board to all weapons. To slow rate of fire and increase TTK.
Or a change in spawn points to encourage lance vs lance, 4 vs 4 combat rather than 12 vs 12 deathballing. To decrease the average amount of concentrated firepower directed at mechs and increase TTK.
#16
Posted 13 April 2016 - 11:16 PM
OP is spot on. As always.
ROFL
#17
Posted 13 April 2016 - 11:21 PM
Aeon Veritas, on 13 April 2016 - 10:11 PM, said:
I mean like any other existing FPS has a CoF implemented and is able to tell if you were hit or not, what is the difference?
Every l33t player in the game immediately cries that any form of randomness takes away skill even if it makes the game better. So we need stupid stuff like ghost heat because that makes more sense.
This issue was brought up in closed beta, it was ignored.
PGI can't into coding, at all apparently.
#18
Posted 13 April 2016 - 11:25 PM
Quote
Including the mediocre MGs, finally niche use flamers, and the laughingstock known as LRMs? You have to be joking.
#19
Posted 13 April 2016 - 11:31 PM
I really do think latter is way more important.
#20
Posted 14 April 2016 - 12:46 AM
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