Updates To Energy Draw Pts 23-Aug-2016
#101
Posted 23 August 2016 - 06:29 PM
#102
Posted 23 August 2016 - 06:31 PM
#103
Posted 23 August 2016 - 06:34 PM
This is very serious, pay attention here please!
Is getting worse and worse.
http://mwomercs.com/...5293-dropdecks/
Edited by XtremeAlex, 23 August 2016 - 06:40 PM.
#104
Posted 23 August 2016 - 06:34 PM
Make it so the dakka bear and dakka whale will sweat bullets at the sight of a Firestarter.
#105
Posted 23 August 2016 - 06:38 PM
Mystere, on 23 August 2016 - 06:24 PM, said:
Which PGI got rid of because it made hit registration an absolute nightmare.
Gas Guzzler, on 23 August 2016 - 06:29 PM, said:
Yeah, I'm in a Forum Play drop right now. It's MWO's secret third game type.
#107
Posted 23 August 2016 - 06:38 PM
Energy draw = weapon heat, except for:
Gauss draws a constant 5 energy per second, but uses no extra energy when firing
recharge rate = 10/sec
energy max pool = 25 energy
Mechs can have quirks for more recharge rate or more energy pool
done
#110
Posted 23 August 2016 - 06:49 PM
Vincent Quatermain, on 23 August 2016 - 06:42 PM, said:
Do you even know how a "convergence on lock" system works from a development point of view?
Hint: It's not the same as the automatic delayed convergence we used to have.
I leave the rest for you to figure out.
#111
Posted 23 August 2016 - 07:07 PM
Mystere, on 23 August 2016 - 06:49 PM, said:
Hint: It's not the same as the automatic delayed convergence we used to have.
I leave the rest for you to figure out.
Oh, I can figure it out. You have two simple systems, the current pinpoint mechanic and a zero convergence mechanic which is dumb as hell but easy to calculate, and you are switching between them based on target lock.
This seems good, until you realize what happens if I switch my fire to a second mech that I don't have locked, while keeping the first mech locked. If, say, the locked mech is at 200m, and the unlocked is at 400m, my convergence will be set to 200m, meaning that my weapons will cross paths between me and the second mech! Congratulations, you've made a version of Ghost Aim that is actually worse than zero convergence.
Also, this is not without netcode issues. If client side I think I locked a mech moments before firing, but the reverse is true server side -- my shots will go wide and I will have no idea why they went wide.
Not to mention that such a system would make ECM crazy powerful!
Edited by Vincent Quatermain, 23 August 2016 - 07:08 PM.
#112
Posted 23 August 2016 - 07:48 PM
#113
Posted 23 August 2016 - 08:05 PM
Wintersdark, on 23 August 2016 - 06:09 PM, said:
Frattak, on 23 August 2016 - 05:26 PM, said:
If someone is going to approve this should unistall the life from his chest.
If PGI is going to do this,the game will be dead.
^^ Feedback that doesn't get listened to.
His reaction is understandable... because this is the whole story:
#114
Posted 23 August 2016 - 08:10 PM
#115
Posted 23 August 2016 - 08:13 PM
Gas Guzzler, on 23 August 2016 - 06:29 PM, said:
I'm trying to, on first day of patch, and can't get a game. Why do I even bother? I work two jobs and when I have a wee bit of spare time, I don't want to piss it down the drain staring at a waiting for match screen.
#116
Posted 23 August 2016 - 08:14 PM
Mister Blastman, on 23 August 2016 - 08:13 PM, said:
I'm trying to, on first day of patch, and can't get a game. Why do I even bother? I work two jobs and when I have a wee bit of spare time, I don't want to piss it down the drain staring at a waiting for match screen.
It's the circle of life.
#117
Posted 23 August 2016 - 08:24 PM
Vincent Quatermain, on 23 August 2016 - 07:07 PM, said:
This seems good, until you realize what happens if I switch my fire to a second mech that I don't have locked, while keeping the first mech locked. If, say, the locked mech is at 200m, and the unlocked is at 400m, my convergence will be set to 200m, meaning that my weapons will cross paths between me and the second mech! Congratulations, you've made a version of Ghost Aim that is actually worse than zero convergence.
Also, this is not without netcode issues. If client side I think I locked a mech moments before firing, but the reverse is true server side -- my shots will go wide and I will have no idea why they went wide.
Not to mention that such a system would make ECM crazy powerful!
What makes you think similar situations are not happening now when an object steps into your line of fire (fully or otherwise), or your target steps out of it, as or shortly after you've pulled the trigger?
Edited by Mystere, 23 August 2016 - 08:29 PM.
#118
Posted 23 August 2016 - 08:56 PM
- I was one of many saying that the penalties needed to be harsher with 1.0 heat per 1.0 overdraw. Check.
- LBX seemed too harsh on PTS round 1 . . . apparently it was never set to the appropriate value. Needs testing now, but that'll probably make it feel about right. I still wish damage per pellet was getting increased, as well, but the fact you can now do things like fire 2 LBX-20's without overdraw might make them appealing enough. Sadly that does nothing for the other LBX weapons.
- PPFLD weapons (namely Gauss) got harsher penalties, as desired. Check.
- I still really wish the convoluted mechanics of the Flamer would get scrapped and the weapon brought into energy draw. 1.0 DPS, 2.0 Heat DPS, 1.0 HPS, and 2.0 EDPS. You can inflict 15 points of heat damage (far less than you can now) before Energy Draw penalties kick in, presuming you're firing nothing else. The damage is modest but not OP, and it'd function right in line with all other weapons. There's also no exploitable issues that caused the Flamergeddon and the convoluted mess we have now. Please sincerely consider doing this. At least try it . . . we are, after all, doing a PTS series and it would bring the weapon into the Energy Draw system fluidly. The Heat DPS numbers could even be tuned to ensure that no stunlocking could happen, also.
Edited by Sereglach, 23 August 2016 - 08:57 PM.
#119
Posted 23 August 2016 - 09:19 PM
Mystere, on 23 August 2016 - 08:24 PM, said:
What you are describing would cause this to happen way more often, sometimes hilariously so (as described above). Nothing as ludicrous as crossing lines of fire happens in the current game. You are saying that this should happen multiple times in every match -- for play balance!
#120
Posted 23 August 2016 - 09:30 PM
xeromynd, on 23 August 2016 - 05:36 PM, said:
People defending this system as "less complicated than Ghost Heat," your argument just got taken down a peg.
People were making good suggestions like scaling "Energy Pools" based on Engine Size (not in favor) or Weight Class. Removing the Gauss charge, undoing the nerfs to C-LPL range, etc... People were telling you exactly what they wanted to change, and which changes were stupid to begin with. Where did they get the metrics, comments, and opinions that lead to these new changes? (Aka. "everything needs to draw more energy, basically) I'd thought the consensus was that Auto-cannons drawing the same ratio of energy to damage as lasers was stupid, not the opposite.
Oh and, here are things you still aren't doing, PGI:
-You are not incentivizing PTS participation. This needs to happen. You need people in this PTS, all kinds of people, you need casual players, experienced players, veterans who're trying out the game again, etc... I give up on PTS after 3-4 matches because I'm not having fun (yes, that's subjective) and not making any CBills in an already tiring grind.
-(Because of the above) You are not accurately capturing what matches will be like with only 4v4 battles. Yes, I know it's hard to get people on the PTS, but would it kill you to give a player say, 5,000,000 CBills in their live account for 1 Hour of PTS participation? "WoAh FiVe MiLlIoN!!??! R U INsAnE Br0??"
Is our feedback and time not valuable? When Johnny-Mech-Bro overheats in a 4v4 match, survives enemy fire, and continues on to help his team eliminate the 4 enemies, he thinks "wow I overheated but it wasn't that bad!" Yeah, because you don't have 8 other players to lob missiles, bullets, and lasers at you the instant you shut down. Not to mention ammo count is totally different. Focus-fire from more than 4 players is not represented at all.
-You are not making the grind any more fun. Longer TTK? Longer grind, simple.
-(As far as we can see) You are not taking into consideration that many of your Champion/Trial mechs are not built for this system at all. Why even bother asking the community to make trial builds if they're made for a system that'll be going out the window.
-You are not making this easy for new players. Where will a new player go in game to find out what the hell his energy bar is doing, and the energy draw values for each of his weapons? Having to go on a forum to find out weapon values and use third party build tools is off-putting to new players. (But this could be said about many aspects of this game...) I trust the Mechwarrior Academy will be updated with thorough training on the energy draw system when this patch is implemented?
WOW, Real Talk!!
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