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So About That Laser Target-Lock Mechanic.

Balance

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#21 Pjwned

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Posted 28 April 2016 - 09:07 AM

It was complete garbage, basically what happened was PGI thought "let's take this sensible idea about target locks affecting convergence...and then let's turn it into dogshit nonsense!!!"

PGI almost had something somewhat decent going, but then because they implemented a potentially good idea in the most absurd fuckfest manner possible, players told them as much and then PGI decides to cop out of doing anything worthwhile because they're a bunch of hacks, and by the time they realized it was a **** idea it was too late to do anything different because apparently the Steam launch took priority over actually doing anything worth a damn for once.

Edited by Pjwned, 28 April 2016 - 09:59 AM.


#22 MauttyKoray

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Posted 28 April 2016 - 10:02 AM

View PostM3 SABLE, on 27 April 2016 - 09:45 PM, said:

I remember Russ mentioning that that idea was completely scrapped for too many complaints, and etc. But if I am not mistaken, it did have some sort of trial period people were able to test out. If there are any people who tried it out here, was it any good,?

It still seems to me like a perfect fix for this game where the perfect convergence is a problem.
And never ending cries about laser meta ofc (though peeps will cry about whichever weapon-type becomes popular)


Plus, there is new kind of incentive for people to value mechs that posses appropriate sensor buffs and intelligence equipment, instead of opting-out just for the higher alphas, with higher count of double-heatsinks.

It was mostly an over complicated mechanic that was more confusing than useful or fun.

Having to remember weapon ranges but then also remember what ranges they worked at with and without locks was a headache by itself.

#23 shopsmart

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Posted 28 April 2016 - 10:32 AM

Laser vomit can be dealt with in a simple way. Double all laser durations and recharge. Energy weapons take a hell alot more energy to do damage and time. Chemical and kenetic dont require much energy as their power is stored as potential energy. Would change the meta significantly.

#24 Barantor

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Posted 28 April 2016 - 10:39 AM

View PostMauttyKoray, on 28 April 2016 - 10:02 AM, said:

It was mostly an over complicated mechanic that was more confusing than useful or fun.

Having to remember weapon ranges but then also remember what ranges they worked at with and without locks was a headache by itself.


Hud in game next to the weapon tells you the range in game already....

#25 FupDup

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Posted 28 April 2016 - 11:30 AM

View Postshopsmart, on 28 April 2016 - 10:32 AM, said:

Laser vomit can be dealt with in a simple way. Double all laser durations and recharge. Energy weapons take a hell alot more energy to do damage and time. Chemical and kenetic dont require much energy as their power is stored as potential energy. Would change the meta significantly.

That would make every laser in the game completely useless.

3.0 second Clan ERLL? Please no.

6 second cooldown on Medium Laser, not even counting duration? Once again, please eff no.

#26 cazidin

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Posted 28 April 2016 - 11:32 AM

View PostFupDup, on 28 April 2016 - 11:30 AM, said:

That would make every laser in the game completely useless.

3.0 second Clan ERLL? Please no.

6 second cooldown on Medium Laser, not even counting duration? Once again, please eff no.


I don't think he wants balance, he just wants mediocre laser weapons.

#27 FupDup

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Posted 28 April 2016 - 11:33 AM

View Postcazidin, on 28 April 2016 - 11:32 AM, said:


I don't think he wants balance, he just wants mediocre laser weapons.

Those changes don't make lasers mediocre, those changes make lasers garbage. This basically puts them at LBX tier.

#28 cazidin

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Posted 28 April 2016 - 11:47 AM

View PostFupDup, on 28 April 2016 - 11:33 AM, said:

Those changes don't make lasers mediocre, those changes make lasers garbage. This basically puts them at LBX tier.


Atleast it wouldn't put them at MG tier. Posted Image

#29 wanderer

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Posted 28 April 2016 - 01:03 PM

Quote

PGI listened but not carefully. Many people wanted "convergence on lock" for all weapons, not "lock for full laser damage".


Heck, the links are -still- in my sig. Was a huge thread, multiple ones in fact.

And it got turned into "ghost damage" instead, which was fail. Hard, total fail as it also managed to trash the entire sensor system testing along with it.

#30 Roadkill

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Posted 28 April 2016 - 01:36 PM

View PostDarian DelFord, on 28 April 2016 - 02:39 AM, said:

However I still think they needed to leave the sensor stuff in there. I really wish my 35 Jenner did NOT have the same sensor profile as a 100 ton Dire.

As I recall, didn't they do it backwards?

Lights were given longer range sensors than Mediums, etc. Which meant that the lighter your Mech was, the farther it could see.

I'd like to see a system that works the other way - an Assault is easier to see than a Light, meaning that you can see an Assault from farther away.

There's really no reason that a Light would have a better sensor suite than an Assault (special scout suites notwithstanding, as those could be installed on any Mech). But it does make some sense that an Assault would be easier to detect from farther away than a Light.

So leave default detection range on an Assault at 800 meters. Anyone can see an Assault at 800 meters, subject to modification by things like BAP and the Advanced Sensors module.

Then make it 700 for a Heavy, 600 for a Medium, and 500 for a Light. (Adjust numbers as appropriate.)

Edited by Roadkill, 28 April 2016 - 01:36 PM.


#31 Tarl Cabot

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Posted 28 April 2016 - 04:30 PM

View Postshopsmart, on 28 April 2016 - 10:32 AM, said:

Laser vomit can be dealt with in a simple way. Double all laser durations and recharge. Energy weapons take a hell alot more energy to do damage and time. Chemical and kenetic dont require much energy as their power is stored as potential energy. Would change the meta significantly.


PGI can play with tech related duration, but increase just the cooldown timer for ERLL/LPL/ERppc (and increase velocity) to treat them as long range/heavy power draw/heavy damage weapons and to reduce their effectiveness for close range fights.

Edited by Tarl Cabot, 28 April 2016 - 04:31 PM.


#32 Livestick

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Posted 28 April 2016 - 05:05 PM

It was a nonsensical, overly convoluted mechanic that added nothing to the game. It deserved the death it got. However, everything else in that test did add to the game and should be brought back. But that would mean doing things that actually improve the game, and PGI seems to be allergic to that.

#33 oldradagast

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Posted 28 April 2016 - 06:36 PM

It was yet another cobbled-together band-aid that didn't make a lick of sense stacked on top of the already teetering tower of ghost heat, random weapon minimum ranges, and other goofy weapon mechanics in this game. Oh, and they couldn't hope to explain all its funky, non-intuitive behavior, so they didn't really try.

PGI is never going to address the problem of pixel-perfect, pinpoint damage at long ranges, it seems, but "ghost range" or "ghost damage" was not even close to a solution.

#34 TyphonCh

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Posted 28 April 2016 - 08:17 PM

The only good thing that came from that public test was AC2 buff and SRM buff.
All mechs had different sensor ranges too. That's one thing that stood out, and with some refinement could have been glorious. But nope. Baby got tossed out with the bath water on that one.

#35 Champion of Khorne Lord of Blood

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Posted 28 April 2016 - 08:28 PM

I thought it was the best thing ever when I was playing it. I tried out laser boating Ebon Jaguar builds and was still pumping over 700 damage a match with them, missiles also were getting out high damage due to how much weaker ECM was in that PTS, and Ballistics were mostly the same as they are now, still pumping out 700+ damage with quad UAC5.

Basically no matter what you ran it all did really well, you did have to play it right though. I was putting CAP and sensor range modules on my laser builds and taking people down.

Everyone kneejerked super hard because they read how optimal range was lowered and damage was lowered and multiple other things but only if you don't lock your target. I always have locked my targets since the days of beta so it was standard process to me. I don't think I fired a single shot during that PTS that didn't give me my full range and damage with lasers.

Infact many people who are so against it never actually even played during that PTS session based on their posts.

Edited by Dakota1000, 28 April 2016 - 08:29 PM.


#36 Y E O N N E

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Posted 28 April 2016 - 10:18 PM

View PostDarian DelFord, on 28 April 2016 - 02:39 AM, said:

One of the BIG problems with it is it made SPL's damn near useless as a Jenner who runs almost all SPL's on his build trying to target every damn mech I am firing at in close range is difficult.


As a Locust pilot using SPLs...SPLs were one of the least-affected weapons since you have to get so close that the reduction is only a two or three step difference at max speed.

#37 LordKnightFandragon

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Posted 28 April 2016 - 10:23 PM

Yeah, because everyone is so opposed to a simple CoF mechanic, just cant live without the PPFLD, so they come up with stupid *** mechanics like ghost heat.

Press R to get all your damage

instead of

Press R to actually get your targeting computer to calibrate and converge on the target.

#38 Karl Streiger

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Posted 29 April 2016 - 01:58 AM

View PostDakota1000, on 28 April 2016 - 08:28 PM, said:

Infact many people who are so against it never actually even played during that PTS session based on their posts.

this
oh by the way i didn't playe PTS either - but you are right

not to mention that "pressing" R was necessary in ClosedBeta to get faster convergence.
Always want to kill the guys that type "LRM boat here please press R" - because NOOO press R everytime not just because there is a LRM boat....press R constantly even when you don't even see the target.

Its a pitty they have removed the Bitching betty warning you when your mech got targeted - but keep the missile warning - doesn't make any sense

Edited by Karl Streiger, 29 April 2016 - 01:59 AM.


#39 xengk

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Posted 29 April 2016 - 02:31 AM

I find the PTS test to be enjoyable; sensor range, laser lock damage, ECM rework, are good addiction to the game.

Flip the laser lock mechanics to affect max range instead of optimum range, since this is the most complained feature.
Let laser always deal full damage within optimum range, but half it's max range if the target is not locked.
This leave the sniping role to GR and PPC.
erLL can be use for sniping if the mech have long range sensor, or another mech is sharing target lock.





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