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Ttk Is Fine Where It Is !


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#121 Karl Streiger

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Posted 09 May 2016 - 06:33 AM

View PostNightmare1, on 09 May 2016 - 06:14 AM, said:


Actually, I quote it before you went back and edited your post to include that. Nice attitude though; it's always easier to resort to ad hominem attacks than to admit that you were wrong or that you retroactively edited your post.

As for being a BT game, it is, but only in the sense that it uses the BT universe. The MechWarrior game series were also BT games in that same sense, although they were not TT. MWO is simply the latest iteration of MW. The "A BattleTech Game" is more to pay homage to its origins than to indicate that it is a TT clone.

TTK is pretty decent right now if you fight smart. Walk into a line of enemy Mechs and you'll get killed. It's that simple. It should be like that in every game because stupidity should be painful. For those that are simply unlucky, get over it. I've been in that situation before where there's literally nothing you can do, like when I headshotted that Light Mech in the video. That's frustrating, but you just disconnect and drop again, recognizing that life isn't always fair and that you will lose some. Coming to the forums to whine that you need protection from bad luck or foolhardiness is ridiculous. I just don't have much tolerance for it after four years.

Like I said previously, TTK in 1v1 and 1v2 combat is good. Those two scenarios should be the underpinnings of how we regulate TTK. There's no need to change TTK in this respect. Getting blown away by a half-dozen or more Mechs is both reasonable and realistic; why do you think you deserve to withstand an amount of firepower that defies logic?

Well i think you are talking about two different things.
I think we have to differ between individual MechWarrior Skill - and the BattleTech tactical. (don'T have a better word)

Lucky for us the game - (modes and maps) favor skill - but speaking of tactical decisions its impossible to have mission goals that could provide more deep simple because - there is not a single mech that could charge a fortified position and survive.

Just a quick n dirty example - say you have 4 Thunder Hawks on one side on a ridge and 4 Gargoyle Cs at the other end - starting exactly at 22hex for the first volley.
The first Gargoyle may die or go probe after the first shot - in the next round we are talking about 14hex - the fire would be devastating - so the second Gargoyle will die....for the 3rd round the Gargoyles are at 6 hex- and they will start to shoot back.
Maybe the end is clear - but they will be ablte to connect with the defender...in ~30sec

Consider the same scenario in MWO.... your 4 Gargoyles will be dead after 18sec - without even being able to fire a single shot.
So you need to use cover and hiding and this feels wrong somehow.

Edited by Karl Streiger, 09 May 2016 - 06:35 AM.


#122 Nightmare1

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Posted 09 May 2016 - 06:40 AM

View PostKarl Streiger, on 09 May 2016 - 06:33 AM, said:

Well i think you are talking about two different things.
I think we have to differ between individual MechWarrior Skill - and the BattleTech tactical. (don'T have a better word)

Lucky for us the game - (modes and maps) favor skill - but speaking of tactical decisions its impossible to have mission goals that could provide more deep simple because - there is not a single mech that could charge a fortified position and survive.

Just a quick n dirty example - say you have 4 Thunder Hawks on one side on a ridge and 4 Gargoyle Cs at the other end - starting exactly at 22hex for the first volley.
The first Gargoyle may die or go probe after the first shot - in the next round we are talking about 14hex - the fire would be devastating - so the second Gargoyle will die....for the 3rd round the Gargoyles are at 6 hex- and they will start to shoot back.
Maybe the end is clear - but they will be ablte to connect with the defender...in ~30sec

Consider the same scenario in MWO.... your 4 Gargoyles will be dead after 18sec - without even being able to fire a single shot.
So you need to use cover and hiding and this feels wrong somehow.


What builds are your Gargles running? In MWO, you can put weapons on them that should allow them to hit their enemies while being hit themselves. Most MWO battles don't take place at extreme range anyways, with 800 meters or less being more common.

Using cover feels wrong? How so? It's sensible. I even compete in RL shooting matches where your use of cover factors into your score. Poor use of it hurts your score, while proper use of it helps your score. I can't think of a single shooter game where cover shouldn't be used or would feel wrong. Cover is a necessary and proper feature of combat games and is also justifiable via the Lore.

Even with TT, cover can be important. Woods could decrease the amount of damage you take, or, if you have something simulating hills, you can take cover to avoid damage. In what reality can you justify that use of cover is a bad thing that should be unnecessary?

#123 davoodoo

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Posted 09 May 2016 - 06:45 AM

Unless you got ridiculously low ttk then it will still be the same with groups firing alphas into single targets.

Rly the problem is weapon accuracy, if you have pinpoint accurate everything then whats the point of sustained fire when you can just unload everything you got within second and retreat leaving other side no way to react besides firing their alpha back at you.

Edited by davoodoo, 09 May 2016 - 06:46 AM.


#124 MadcatX

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Posted 09 May 2016 - 06:55 AM

View PostNightmare1, on 09 May 2016 - 06:40 AM, said:

Even with TT, cover can be important. Woods could decrease the amount of damage you take, or, if you have something simulating hills, you can take cover to avoid damage. In what reality can you justify that use of cover is a bad thing that should be unnecessary?


In the same reality as the one where the force of 100 tons if weight, not counting kinetic energy, DOES NOT cause that mech to bury itself in a swap... or snow... Or even that Battlemechs are the pre-dominant weapon of war and not air superiority.

If there's one thing about Battletech, it's that it does not adhere to either physics or conventional warfare.

#125 Gas Guzzler

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Posted 09 May 2016 - 07:52 AM

View PostMadcatX, on 09 May 2016 - 06:55 AM, said:


In the same reality as the one where the force of 100 tons if weight, not counting kinetic energy, DOES NOT cause that mech to bury itself in a swap... or snow... Or even that Battlemechs are the pre-dominant weapon of war and not air superiority.

If there's one thing about Battletech, it's that it does not adhere to either physics or conventional warfare.


If you ask me, any thinking man's shooter should require the use of cover.

#126 Widowmaker1981

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Posted 09 May 2016 - 08:03 AM

View PostGas Guzzler, on 09 May 2016 - 07:52 AM, said:

If you ask me, any thinking man's shooter should require the use of cover.


To some people around here, 'Thinking mans shooter' means you should have time for a pipe and a cuppa when thinking about your best course of action while under fire

#127 Karl Streiger

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Posted 09 May 2016 - 08:29 AM

Nah as i was afraid of the mention of cover did derail what i wanted to say.

Look at those terrain - those are game maps - almost no plains - lots of cover and what kind of cover.
The issue is you don't have real battle lines - so you really don't need BattleMechs.
Ok BattleTech is about combined arms and i hardly would use Mechs - in my understanding cavalry -
And cavalry should force a hole in enemy lines punch though and exploit the gap.
Consider assault maps as real fortified bases - consider both at the other side of a river valley (last Mw4 New avalon style) this would be a pure extreme range sniping match because not even a company of Mechs would be able to cross this terrain.

This is a constructed example but it should also make clear that - classical seek and destroy missions like Headhunt, Convoi or Raid would never be possible in MWO.
Just a question of the massive front loading capability. Damage Potential in a running battle when all opponents are hot are good thought

#128 Koniving

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Posted 09 May 2016 - 08:33 AM

View PostPhoenixFire55, on 08 May 2016 - 08:06 AM, said:

Sigh .

We've talked about instant automatic convergence that allows huge alphas into the same component a million times, but PGI will never stray away from it because they are 1) too dumb to implement a proper mechanics in the first place 2) their ****** servers won't be able to cope with additional load of calculating convergence.

In TT one gauss rifle or one CERPPC can instantly kill any mech via a headshot. I'm sure people bringing TT into this discussion will surely like that to be the case in MWO as well, eh?


Actually, yes. Yes I would.

See, before I begin I must first inform you that Battletech tabletop also suffers an absolutely horrendous pinpoint frontloaded damage problem as opposed to the lore as well. However this is because tabletop is -- and the tech manual literally states as much -- "an expedited summary of events in slices of 10 seconds that is not to be taken as a perfect example of how battletech works.". Paraphrased. Will have the exact quote later today.

With this fact stated, I can explain myself.

PGI ****** up from the very beginning by not reading about each weapon. Or if what Reddit claims Thomas (weapon designer) had to say before he left PGI, Russ stated some design directions that overode the lore by saying (paraphrased) " I want huge guns with huge bullets.". Whichever the case things went downhill really quick from the beginning of the transistion from MW5 to MWO.

Instead of weapons that produce 1x damage over slices of 5 seconds with 5 second buffers, we had weapons that would go up to a record of 38x the "expedited" tabletop rate. To deliver damage 38 times faster than the already "sped up" rate of tabletop... Think about this. Is it any wonder stock builds are hardly worthwhile? (The weapon was the first iteration of the AC/2 where a single AC/2 would outperform an AC/10, and mechs always packed them in pairs for the win).

I know. You want to know what this has to do with instant kills with a single Gauss rifle.

There are four classes of actual pinpoint FLD weapons in lore. Gauss. Particle Projector Cannons. Missiles. Rifles. Everything else required 2 to 100 shots to deliver their full damage rating (short of mgs as they churned out hundreds to thousands of bullets). With limited exceptions all displayed as flawed systems (such as the bombast laser, Binary Laser Cannon), it is exclusively the Gauss, PPC, Rifle and Missile classes that were FLD at all.

Of them:
The Gauss rifle is a volatile weapon that so long as it was powered for use it could explode with ease from through armor crits. This explosion would be 20 damage. This when mounted on an arm would unconditionally rip off the arm of even a 65 ton mech like the Ebon Jaguar or Thunderbolt.

Ppcs have a minimum accuracy range (not min damage range). This is actually charge up related (post-90s lore, original lore was it was so heavy and hard to swing around). With proper mech threshold for heat, max of 3 with an almost guaranteed slowdown at once but spamming 6 reg ppcs in a chain is possible in 10 seconds without shutting down with proper timing and the right number of DHS. Even then, implement TT's realistic heatsink taxing and if you surpass the capacity of your heatsinks in their own threshold and you risk coolant failures disabling or even destroying some of your heatsinks. But short of the Gauss Rifle, nothing else in this timeline has more FLD.

Missiles (pretty straight forward). No spam issues as missiles as reload times vary between 2.5-4 seconds for speed loading units and 7 seconds for slower ones.

Rifles are antiques based on late 21st century tank cannons. Single shot, FLD. (Gee, sounds like mwo's I.S. autocannons!). Problem is short of the projectile speeds from a Gauss Rifle, large shells cannot pierce "Modern Armor" as well so the overall damage potential is reduced by a generic 3 units (to keep it simple, direct blows and glancing blows still have additional effects that allow unlikely weapons to still produce damage under the right conditions.

Autocannons... I could spread lots of lore about these weapons from sizes to how light and reg versions could work together and how what brand you choose could give you options between reload speeds, cassette(magazine) size, reg AC double fire abilities, the list goes on and on. I'll leave it at incredible missed opportunity. Instead I will say why these weapons don't suffer the problems of Rifles. ACs use smaller shells propelled at better speeds fired in rapid succession. Yes, damage per bullet is in decimals to whole numbers plus decimals, but the rate of fire allows them to compete with or surpass the shells from Rifles and generally run cooler too. Yes Rifles surpass them with Pinpoint FLD, but ACs as a dps weapon are superior.

Lasers. These are the middle ground. Variants range from 0.1 second shots to a maximum of 2 second burns. Large lasers benefit from being more FLD than medium and small lasers. However when one large laser variant does 9 damage in 2 or 3 shots (4.5 or 3 damage per shot), a medium laser does about 4 to 8 shots in the same amount of time (at 1.25 to 0.625 damage per shot). Also note that weapons requiring longer burn times would be doing more damage per shot albeit not as quick-and-done as a shorter shooting laser.

Pulse lasers run hotter and do more damage. They also have accuracy bonuses. This is because unlike standard lasers, pulse lasers fire several shots in a sequence, ranging up to 20 shots. This exchange of dps-style damage allow the overtime damage to surpass the more FLD style lasers and the heat doesn't build up as quick so the higher heat is manageable.

Now apply this with the same pinpoint system we already have. Would we ever have had a problem with mass alphas, provided the proper mech threshold condition I already mentioned and the heatsink melting which was originally part of MWO, and even with 1x armor, 1x structure, the time to kill would dramatically increase in larger firefights. Tactical and dynamic gameplay would reach much greater highs as would depth and meta potential. Yet 1 vs 1 battles would be roughly in the same ballpark as right now... And finally, good aim and skill would be rewarded with the ability for JoeSniper over there to net a headshot on an Atlas using a Gauss Rifle in a 35 ton Hollander!

That is... If PGI were competent in design and read the source material from the beginning!

(Edit; originally typed on an android and it changed some words to wonky stuff. Fixed.)

Edited by Koniving, 13 May 2016 - 09:51 AM.


#129 Mechwarrior Buddah

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Posted 09 May 2016 - 08:34 AM

Quote

MWO says its a battletech game


No, the makers pretend its that. To draw in battletech players. Without that IP this game would have fallen apart ten times by now.

Samw way the game used to me marketed as a first person simulator. Its whatever they can get away with claiming what they want it to pretend it is.

Great quote from the devs themselves "It was our position at the time"

Edited by Mechwarrior Buddah, 09 May 2016 - 08:35 AM.


#130 CDLord HHGD

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Posted 09 May 2016 - 08:36 AM

View PostTriordinant, on 08 May 2016 - 04:12 AM, said:

PGI says TTK is too fast. End of story.

And it is. In both cases.

/thread

Edited by CD LoreHammer Lord, 09 May 2016 - 08:36 AM.


#131 Dread Render

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Posted 09 May 2016 - 08:44 AM

just an example of a new player perspective.
I introduced my brother to this game.
One of the first things he said was:
"Its very strange that these big super expensive machines get destroyed in just a few minutes."

So even new players who never played a Mech game before think the TTK is to short.

Really people, if you want to play a fast FPS, why don't you go play one, why you got to grief MW fans.
The TTK is to short, the answer, just increase the value of each armor point from 1 to say 1.7 or some other simple formula modification.

#132 Koniving

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Posted 09 May 2016 - 08:51 AM

View PostMechwarrior Buddah, on 09 May 2016 - 08:34 AM, said:


No, the makers pretend its that. To draw in battletech players. Without that IP this game would have fallen apart ten times by now.


I have a fantastic example of this in an unrelated front. The new ghost in the shell f2p game that Nexon is pumping out is literally an updated Combat Arms minus a few of the broken issues. Without the I.P. it wouldn't have nearly the same attention as it still runs the same basic formula with a bit of new condiments sprinkled on.

Edited by Koniving, 09 May 2016 - 08:52 AM.


#133 YourSaviorLegion

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Posted 09 May 2016 - 08:53 AM

View PostRender, on 09 May 2016 - 08:44 AM, said:

just an example of a new player perspective.
I introduced my brother to this game.
One of the first things he said was:
"Its very strange that these big super expensive machines get destroyed in just a few minutes."

So even new players who never played a Mech game before think the TTK is to short.

Really people, if you want to play a fast FPS, why don't you go play one, why you got to grief MW fans.
The TTK is to short, the answer, just increase the value of each armor point from 1 to say 1.7 or some other simple formula modification.

In real life highly expensive war machines can get fragged in one shot by a similar war machine, in other words I don't see your point.

#134 PhoenixFire55

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Posted 09 May 2016 - 09:04 AM

Because there is no point. The only argument is "TTK is too short beacuse I think its too short".

#135 YourSaviorLegion

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Posted 09 May 2016 - 09:10 AM

How to increase time to kill
1. Get Good

#136 Dread Render

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Posted 09 May 2016 - 09:44 AM

View PostYourSaviorLegion, on 09 May 2016 - 08:53 AM, said:

In real life highly expensive war machines can get fragged in one shot by a similar war machine, in other words I don't see your point.

...wow... you have a good point there.
it reminds me of video i have seen of an A10 Wart Hog destroying a very expensive tank in one strafe run.
i stand corrected... i guess.

#137 davoodoo

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Posted 09 May 2016 - 10:15 AM

View PostKoniving, on 09 May 2016 - 08:51 AM, said:



I have a fantastic example of this in an unrelated front. The new ghost in the shell f2p game that Nexon is pumping out is literally an updated Combat Arms minus a few of the broken issues. Without the I.P. it wouldn't have nearly the same attention as it still runs the same basic formula with a bit of new condiments sprinkled on.

Inb4 they introduce pay2win and again artistic license wont save a bad game, look at tons of w40k games.

#138 Alan Davion

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Posted 09 May 2016 - 10:22 AM

View PostRender, on 09 May 2016 - 09:44 AM, said:

...wow... you have a good point there.
it reminds me of video i have seen of an A10 Wart Hog destroying a very expensive tank in one strafe run.
i stand corrected... i guess.


Thing is though, the A-10 was specifically designed to be a tankers worst nightmare. That GAU-8/A 30mm Gatling Cannon fires depleted uranium shells specifically designed to literally chew through a tanks armor.

Correct me if I'm wrong but I don't think there's another fighter plane in the world that has a weapon quite like that.

#139 Scout Derek

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Posted 09 May 2016 - 10:26 AM

If you really want TTK, you should really joke about killing the little bars in Conquest when someone says:

"Ignore the Caps, Kill everything."

View PostKoniving, on 09 May 2016 - 08:51 AM, said:

I have a fantastic example of this in an unrelated front. The new ghost in the shell f2p game that Nexon is pumping out is literally an updated Combat Arms minus a few of the broken issues. Without the I.P. it wouldn't have nearly the same attention as it still runs the same basic formula with a bit of new condiments sprinkled on.

Isn't that how some games are nowadays if they need some attention?

I know on Mobile games there are a TON of rehashes and same type of game mechanics, everything, only difference is names and some few minor things that make it "Different".

Somehow, though, this is going to be a point where things are going to change, a lot, even if it is spread across a long time. A game known as Rust shows so. Survival game, Multiplayer. Used to be rehash of a few other games, and it came to a point when other games rehashed it's mechanics into it. Eventually, they updated to a newer game engine, and that's when they became very different than what they were before the game engine change.

Before:
Spoiler



After:
Spoiler


#140 LordKnightFandragon

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Posted 09 May 2016 - 10:58 AM

TTK IS fine when we are not firing alpha strikes all over the place. I sometimes run around the training grounds, firing my guns in a typically sensible fashion, chain firing PPCs, quad firing my MLs, chain and dual firing LPL, and TTK does in fact seem pretty decent.

Its just when we start banking our lasers together and alpha striking all the things, then we drop Atlas in 4 shots...





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