

#621
Posted 21 June 2016 - 07:48 AM
#622
Posted 21 June 2016 - 02:35 PM
#623
Posted 21 June 2016 - 02:37 PM
Some mechs will always be a better shape than others because of how some guy once drew them many years ago without ever thinking it would matter. This game uses quirks to try and compensate for things like that, so that's where we have to focus on mech balance.
#624
Posted 23 June 2016 - 05:43 AM
DivineEvil, on 21 June 2016 - 03:10 AM, said:
Quite disappointed. The entire thing is a very cohesive opinion that I spent 6 hours on, with examples, demonstrations, quoted sources, scientific demonstrations, the definition of "expanding" and how very clearly you couldn't be right about "expanding inward" by that alone followed by the actual explanation of Endo Steel from the Tech Manual where it literally states "The thinner walls would make the bones less stiff for the same diameterof bone, so endo-steel bones have to be noticeably larger."
Bigger.
Furthermore, I explained that I'm actually quite fine with large lights and the like. However, the overall scale of mechs on the high range are too big. If mechs barely if ever got past 15 meters tall, then most of our assaults and some of our heavies exceeding 15 meters is quite unacceptable. I'd be fine with -- and we already have after this rescale, lights of 12 meters tall. You also asked me to demonstrate where in the rescale we have lights as big as 45 and 50 tonners, and I gave it to you.
In fact, everything you asked for proof or examples of, you have been given.
I even gave weapon examples of how the source material -- if actually followed -- would significantly improve the game, time to kill (without quirks and with 1x armor/structure), and even reduce MWO-style alpha potential significantly with the high end being in the 20 to 30 damage range and the max possibly being in the 45 range if even.
Throughout the entirety of the post, I linked them all together with the theme that All of Battletech has to be included for it to work, not just what PGI picked and chose or tampered with.
I was even kind enough to give you the caveat that I misspoke, the highest damage potential was 19 times the source material in the form of the AC/2 which at one point could do 38 damage in 10 seconds. Though this is actually inaccurate, because the AC/2 had a period of time where its damage surpassed the potential of the AC/10, which could do 40 damage in exactly 10 seconds. Also, I made certain to emphasis a correction in your erroneous statement pointing out that damage starts at 0 seconds, because that's when the first shot fires, then reload, fire, reload, fire.
There was, at no point, 'rambling outlet'. Yes, there was some opinions attached to and supported by facts.
But it's okay. I give you a pat on the back for giving up and saving face.

I'm just a bit disappointed that you didn't even try to read it rather than "TL;DR. Too much rambling outlet."
#626
Posted 23 June 2016 - 06:52 AM
LordKnightFandragon, on 21 June 2016 - 02:35 PM, said:
Not to go off topic but Russ did say in the Town Hall that they've fixed a coding issue and they can NOW implement a proper heat scale with penalties. Dude, if you had just told us a year or two ago we would've understood! Well, probably not but still!
#627
Posted 23 June 2016 - 06:55 AM
Typical PGI Quality.
#628
Posted 23 June 2016 - 07:09 AM
I'm of the opinion that tonnage and volume should be kept on an even ratio. I view it as a move to an inherently more balanced game, as upping in tonnage grants more firepower but larger hitboxes.
Obviously this has helped to balance certain discrepancies, like the 35-40t bracket jump and the 75-80t bracket jump (to the detriment of the 35 and 75 tonners).
Now that we have a realistic scale for tonnage:size, let's use quirk rebalancing to get everything on par.
I'm just baffled that this wasn't done before.
#630
Posted 23 June 2016 - 07:46 AM
If the locust is staying at it's current size, reduce the mobility quirks to simply 10%. As it stands, netcode and server stability make your solid hits bounce all over the place.
Oh, and the Phoenix Hawk is too big for how fragile it is.
Edited by Bradigus, 23 June 2016 - 08:05 AM.
#631
Posted 23 June 2016 - 08:02 AM
Myke Pantera, on 21 June 2016 - 05:51 AM, said:
I am glad for the Nova. I understand the need to enlarge the Crab. But i am rather unhappy with how things went for the Wolfhound, Firestarter, Jenner and especially Panther. These one-alpha-to-the-side-and-youre-dead mechs will have a hard time surviving until the new heat scale mechanic that supposedly fixes Alphawarrior is out. Luckily I'll have the Phoenix Hawk to spend time with now. And I'll force myself to like it, no matter how good it'll turn out to be ^^
Wolfie, Firestarter, and Panther all work quite well with a STD250. Yeah you're slower, but you're a threat right up until they finish you off. Their overall hitboxes are fairly good still so once you take away getting instasploded they're viable.
The Jenner... well let's face it, it has 3 hitboxes. The legs and the MASSIVE CT you can hit from 360 degrees. Without it being small and with the new movement profile, it's got nothing going for it now IMO.
#632
Posted 23 June 2016 - 08:44 AM
Besides, How can you argue with all 50 ton IS mechs being 95% the same size (in volume)??? Ditto for all weight classes.
Each mech has their positive/negative attributes. Learn them and use the good stuff to the fullest and minimize the negs the best you can.
#633
Posted 23 June 2016 - 09:12 AM
Volume was the only sensible way to adjust scale on a baseline. Glad they didn't do something stupid like height or frontal cross sectional area.
#634
Posted 23 June 2016 - 09:14 AM
cazidin, on 23 June 2016 - 06:52 AM, said:
Not to go off topic but Russ did say in the Town Hall that they've fixed a coding issue and they can NOW implement a proper heat scale with penalties. Dude, if you had just told us a year or two ago we would've understood! Well, probably not but still!
I really cant wait to see what PGI does with that to.
#635
Posted 23 June 2016 - 09:34 AM
#636
Posted 23 June 2016 - 09:40 AM
#637
Posted 23 June 2016 - 09:42 AM
Old MW4 Ranger, on 23 June 2016 - 09:34 AM, said:
They shrunk the Catapult to the height every mech shoulda come down to.
#638
Posted 23 June 2016 - 09:49 AM

you will perfetfair Hitboxes and Balance ...play with simple Geometric Figures (Cubes) not with exotic complex Models with many elements (each element with own dense, and Weight)..best play Faceball 2000...

Edited by Old MW4 Ranger, 23 June 2016 - 11:30 AM.
#639
Posted 23 June 2016 - 09:53 AM
However, the rescale has create some new balance issues, which will need to be addressed as data is collected.
#640
Posted 23 June 2016 - 11:18 AM
LordKnightFandragon, on 21 June 2016 - 02:35 PM, said:
Now that I'm aware of your question... (Quoting something, anything, would make me aware of them faster).
The heatscale for MW3 was "30" for just MW3, if you installed Pirate's Moon (the expansion) it ups to 40 (40 is also what MW2 has) (which is what you have in MWO with No skill tree and 10 SHS. Same lack of skill tree and 10 DHS gives you 50 and with each heatsink it goes up in addition to your cooling, something no other mechwarrior has ever done. Not even MechAssault. And no mechwarrior has had problems to this point; not even Mechwarrior 4 with its 60 threshold.).
Btw, 40 threshold looks like this in MWO + 20% threshold and cooling for a cold map. (Which is actually 50 threshold and 1.25/second cooling).
Heat Sim.
(Two things to note: One that starts very high in heat. Two, the heat scale that PGI had for much of 2012 including melting heatsinks and exploding ammo had come to an end that same patchday with this new overheat system... and three this is using 3x or greater weapon rates. MW3 only used 2 times greater.
Edited by Koniving, 23 June 2016 - 11:26 AM.
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