

Why Are Alpha Strikes Currently An Issue?
#161
Posted 09 May 2016 - 12:02 PM
#162
Posted 09 May 2016 - 12:05 PM
Quicksilver Kalasa, on 09 May 2016 - 11:40 AM, said:
No offense, but you're wrong. Again.
MW2/Mercs followed the TT values exactly. As can be seen in the first few seconds of footage here.
That shows the player repairing his Commando after a mission. And according to my 3025 TRO, those are exactly equal to TT values, like I just demonstrated with the Locust and it's doubled armor/structure values.
MW3/4 clearly had different armor systems altogether, so I don't know how to quantify them. Meanwhile MW1/2 were strictly TT values, and MWO has been doubled over TT.
#163
Posted 09 May 2016 - 12:13 PM
#164
Posted 09 May 2016 - 01:47 PM
Widowmaker1981, on 09 May 2016 - 04:43 AM, said:
are you trying to say there are less than millions of people in the world who could take advantage of an extra 0.4 seconds of burntime? Are you an idiot?
almost everyone on the planet can react in under 0.8 seconds. a MUCH SMALLER subset of people can react in 0.4s - see my point?
I think you are getting confused with the fact that its almost impossible to react to things which take a total of ~0.5s
Edit: To elaborate, lets say Bill the happy mech shooter is happily stomping along in his mech. Hes kinda old and doesnt have the best reactions ever, so it takes him on average 0.6 seconds to realise hes getting shot at and begin to twist. Vs BK 0.77s laser fire he now has 0.17 seconds to twist before the end of the beam. against clan 1.15s laser fire he has 0.55s, or over three times as long to spread that damage about. See why the extra 0.4s matters, now?
So what fraction of the worlds population is this games population?
Also, do you understand how ping works with HSR?
So if your ping is 200, that 0.4 second is actually 0.2 difference in what you're able to see to react to - even if your reaction speed is 100% perfect.
That's why torso twisting has to be a habit. You need to be twisting before you see them shoot you because your perception /= the reality of what's happening in the game.
Most people in this game, the majority of the population, do not torso twist habitually, they do so reflectively if at all.
#166
Posted 09 May 2016 - 02:44 PM
Quicksilver Kalasa, on 09 May 2016 - 11:40 AM, said:
So you compare it to the one other MW game that also had massively increased armor and internal structure? That's one way to "prove" a point.
Alan Davion, on 09 May 2016 - 12:05 PM, said:
No offense, but you're wrong. Again.
MW2/Mercs followed the TT values exactly. As can be seen in the first few seconds of footage here.
That shows the player repairing his Commando after a mission. And according to my 3025 TRO, those are exactly equal to TT values, like I just demonstrated with the Locust and it's doubled armor/structure values.
MW3/4 clearly had different armor systems altogether, so I don't know how to quantify them. Meanwhile MW1/2 were strictly TT values, and MWO has been doubled over TT.
MW3 has tabletop everything, but weapon cooldowns were reduced IIRC.
I would have to check what the original had, I have it installed in DOSBox.
Edited by Satan n stuff, 09 May 2016 - 02:47 PM.
#167
Posted 09 May 2016 - 05:38 PM
Alan Davion, on 09 May 2016 - 12:05 PM, said:
No offense, but you're wrong. Again.
MW2/Mercs followed the TT values exactly. As can be seen in the first few seconds of footage here.
That shows the player repairing his Commando after a mission. And according to my 3025 TRO, those are exactly equal to TT values, like I just demonstrated with the Locust and it's doubled armor/structure values.
MW3/4 clearly had different armor systems altogether, so I don't know how to quantify them. Meanwhile MW1/2 were strictly TT values, and MWO has been doubled over TT.
FFS, IM NOT SAYING ALL MW TITLES FOLLOWED THE SAME THING, JUST THAT MW4 WAS NOT TT VALUES AND WAS REALLY CLOSE IN ARMOR/INTERNAL VALUES TO MWO, WAAAAAAAAAAAY CLOSER THAN IT WAS TO TT, SO PLEASE, STOP MAKING BLANKET STATEMENTS LIKE THE ORIGINAL QUOTE I COMMENTED (YOU KNOW THE ONE WHERE YOU SAID MWO WAS NOTHING LIKE ANY OTHER MW TITLE BEFORE IT OR LIKE TT WITH REGARDS TO ARMOR/INTERNALS) /end rant
Alan Davion said:
Satan n stuff, on 09 May 2016 - 02:44 PM, said:
Considering he made a blanket statement (look to quote above), that's pretty much the only necessary thing to disprove a blanket statement (counter-example). I don't really care about the rest of the argument, otherwise I probably would've quoted other stuff and said more.
Edited by Quicksilver Kalasa, 09 May 2016 - 05:54 PM.
#168
Posted 09 May 2016 - 06:34 PM
Boogie138, on 07 May 2016 - 03:20 PM, said:
The old guard and lore nerds want games that take almost the entire duration of the match.
They also want it to result in maybe only 3 mechs being destroyed and giving major high fives to the guy that cracked 300 damage.
1) Old guard (hi, Legendary Founder). 2) Lore nerd. (ancient enough to be a pre-Clan TT player)
I want neither. I would, however like to stop seeing my heavy reduced to internals on the first trade if someone happens to shoot me in the -front- before I can react, because muh death-star alpha pulse burns reduce things to FPS play. I'd like to see that guy actually have trouble for heating up, versus riding that maximum heat load and functioning perfectly unless he oopsies and crosses 100%...in which case he either shuts down or melts on the spot.
If the average barrage hit two adjacent locations roughly evenly, you'd lose about 30 armor per BK Death Star alpha rather than 60. Three, and it'd be 20 damage per. Strangely enough, 20 damage also happens to be about the maximum a single shot will deal damage for (with an AC/20, natch)...
Quote
PGI is very resistant to introducing respawn (I think the community is as well) so the solution? Increase TTK.
Considering PGI's tiering system marches the seals straight into the clubbin' horde, taming the alpha beast is important all the way up.
#169
Posted 11 May 2016 - 07:14 PM
Alan Davion, on 08 May 2016 - 08:02 AM, said:
Mechs already have doubled armor/structure over their TT values. Are you saying they need to be doubled again?
Only if you skip half of the point of my post. I'm saying it's not the doubling of the armor that is the solution. It's the distribution of the armor. Currently the CT is the obvious best target given the size of alpha strikes in the game.
Reducing the incentive to hit ONLY the CT adds more tactical options to players. When the CT takes more of a pounding to knock out, maybe they'll instead take off that arm with the (insert giant weapon assortment of your choice) first and then focus on knocking it out after the most significant threat is removed.
Ultimax, on 08 May 2016 - 06:04 AM, said:
Yeah, and we have max double armor on every mech and many mechs right now with +30% to +50% extra structure.
This has come up repeatedly before, TT players have rose tinted glasses on when it comes to TTK.
They think their mechs lived longer, they didn't. The games just lasted a long time because it took a long time to resolve all of the dice rolls.
The actual abstracted combat (i.e. in game time from mech perspective) was probably a 3 to 8 minute firefight.
It's not the amount of armor. It's the distribution of the armor in relation to the size of alphas. Ideal TTK is debatable. We all know that. What's less debatable is whether it would be reasonable to have players assess the threat of an enemy mech and decide if their alpha should go to the CT (99% of the time right now) or to another location on the mech. If it would seriously mitigate the immediate threat to take off an arm before the CT, wouldn't that be a fun change? (And sure, this is the case right now at times, but it's much faster to just lob two alphas at the CT and end the fight).
#170
Posted 11 May 2016 - 08:01 PM
Quicksilver Kalasa, on 09 May 2016 - 05:38 PM, said:
Okay, dude, you need to calm the F*** down.
Instead of flying off the handle like some little kid who just got told he can't have ice cream or something, you should have done what I did and calmly provide visual evidence to back up your claim.
So instead, I'll do it for you.
https://youtu.be/u8rZVI3-CgQ?t=190
You are correct, MW4 did not operate at TT values as seen here with the Hellspawn.
Satan n stuff, on 09 May 2016 - 02:44 PM, said:
MW3 has tabletop everything, but weapon cooldowns were reduced IIRC.
I would have to check what the original had, I have it installed in DOSBox.
And here we have evidence as far as how MW3 operated.
So, 4 out of the 5 MW games I'm aware of operated pretty much strictly on TT values, 80% seems enough of a blanket covering to me.
#171
Posted 11 May 2016 - 08:23 PM
Alan Davion, on 11 May 2016 - 08:01 PM, said:
Or maybe you should double check facts before making blanket statements, considering that is what started this (well that and your insistence I was wrong). Is MW4 the only one? Probably, but that still doesn't mean you can make blanket statements especially when you were responding to someone talking about that very game.
If you were gonna call him on MW4, call him on the fact 4 Gauss in that game was actually better than 4 Gauss in this game since they did even more damage, it just didn't ever have the DPS (which was lower overall in MW4).
Edited by Quicksilver Kalasa, 12 May 2016 - 07:04 AM.
#172
Posted 11 May 2016 - 09:06 PM
Then turn one wrong corner, or linger out of cover for literally .5s too long, and boom its over.
I have been piloting mostly mediums as of late. So I'm usually forced into a small to medium sized alpha (in comparison to whats currently run). You can play like a pro and make the most of it. But that ONE wrong move into an alpha, and your done. Whereas if alpha's weren't so huge. You could manage to survive 1-2 alpha's at different points in the match and still have a chance to live and be a contributor later on.
The problem is if you don't play nearly perfect, It's basically over at the first big alpha.
Which makes TTK to seem very low at times.
#173
Posted 11 May 2016 - 09:32 PM
GurpGork, on 11 May 2016 - 09:06 PM, said:
Good point - so you are talking about the Window of Engagements. This is interesting because if you just consider two, more mechs shooting at each other it doesn't matter much if you split the Alpha into 1 or 4 volleys with short breaks.
But considering the WoEs...you can have instant damage (Poptarting) or you need some time to deliver the full damage. But you are also exposed to enemy fire.
The shorter the WoE the harder it should be to inflict damage.
Gauss is a perfect example with its speed its very simple to place a shot. Because of charge the WoE is larger.
You can have a much shorter WoE with a Gauss, but you also need more skill for the timimg starting the charge without target visible.
I don't have a clue how you want to implement it but - it should like this:
WoE in sec | damage |
0 | 20 |
1 | 30 |
2 | 40 |
3 | 50 |
4 | 60 |
Maybe it would be a good idea to have a "general" modification of the weight classes
Weight Class | Alpha Mod | Heat Cap Mod | Heat Diss Mod |
Light | 0.8 | 0.8 | 1.3 |
Medium | 0.9 | 1 | 1.1 |
Heavy | 1 | 1.1 | 0.9 |
Assault | 1.2 | 1.3 | 0.8 |
Edited by Karl Streiger, 11 May 2016 - 10:35 PM.
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