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We Need More Combat Variables...


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#1 CK16

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Posted 16 June 2017 - 06:48 AM

For almost every Mechwarrior game there has always been variables that play into the game. We need these in MWO now...

- Water physics....your mech should slow down by a significant margin (usually based on where the water is up to on the mech determines the effect.)

- Progressive Heat Penalties....There is more to the heat scale then just oops I hit the shut down cap. No as you get closer to the red line your mech would suffer from sluggishness (aka slower speed and agility) HUD flicker, yes as yoy get to hot your HUD will go out...I am not talking more damage or adding in total RNG stuff (before if you approached the red line you could cook off your own ammo...) Progressive penalties would affect alot of the builds we see imo that are the Alpha Warrior. Plus ad skill levels for aiming with our HUD if you have to

-Physical Damage scaling.....no if your 20t Locust runs into a 100t Assault at full speed. You couldn't just walk with minor scratches to your mech...Also sorry if I land on your arse in a 100t on your 20t....Well *insert Mario clip*....

-PPC Scamble....these should do more then just damage and negate ECM appon hits. They should interfere with your sensors and locks as well....HUD gets scrambled for a short time.

A few additions like this could add definitely immersion but also change the tactics of the game imo.Abusing very forgiving physics and penalties now should not happen in a Mechwarrior game in this day and age.

Edited by CK16, 16 June 2017 - 07:03 AM.


#2 Shiroi Tsuki

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Posted 16 June 2017 - 07:45 AM

Damageable cockpit glass like in MW3 is something I'd really like to see tbh, Though it will have to be done properly so you're not blinded with bullet holes

#3 Metus regem

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Posted 16 June 2017 - 07:53 AM

View PostCK16, on 16 June 2017 - 06:48 AM, said:

For almost every Mechwarrior game there has always been variables that play into the game. We need these in MWO now...

- Water physics....your mech should slow down by a significant margin (usually based on where the water is up to on the mech determines the effect.)

- Progressive Heat Penalties....There is more to the heat scale then just oops I hit the shut down cap. No as you get closer to the red line your mech would suffer from sluggishness (aka slower speed and agility) HUD flicker, yes as yoy get to hot your HUD will go out...I am not talking more damage or adding in total RNG stuff (before if you approached the red line you could cook off your own ammo...) Progressive penalties would affect alot of the builds we see imo that are the Alpha Warrior. Plus ad skill levels for aiming with our HUD if you have to

-Physical Damage scaling.....no if your 20t Locust runs into a 100t Assault at full speed. You couldn't just walk with minor scratches to your mech...Also sorry if I land on your arse in a 100t on your 20t....Well *insert Mario clip*....

-PPC Scamble....these should do more then just damage and negate ECM appon hits. They should interfere with your sensors and locks as well....HUD gets scrambled for a short time.

A few additions like this could add definitely immersion but also change the tactics of the game imo.Abusing very forgiving physics and penalties now should not happen in a Mechwarrior game in this day and age.



Funny thing about collisions, a running Atlas will do10(1point/10t)*4(hexes moved)=40 damage, with 10 damage to the Atlas for charging, hex containing the target does not count, while a Locust (with a 180 series engine) would do 2*13=26 damage, with 2 damage being done to the Locust... So for a mech that weighs 5 times as much, it only does 14 more points of damage with a charge over a Locust that can get a good long sprint.... As they say, speed kills.Posted Image

For shits and giggles I've got a 20t mech that can pull a 40 hex sprint... they make great cruise missiles....Posted Image

Spoiler


#4 Requiemking

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Posted 16 June 2017 - 09:03 AM

CK, question. Are you trying to drive Lights to extinction? Because everything you are proposing hurts Lights more than any other weightclass.

#5 Tarl Cabot

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Posted 16 June 2017 - 09:09 AM

View PostRequiemking, on 16 June 2017 - 09:03 AM, said:

CK, question. Are you trying to drive Lights to extinction? Because everything you are proposing hurts Lights more than any other weightclass.

They shouldnt be sticking around (like I do :( ) but do hit and runs.

As for the collision calculations, that is L1. There are additional rules where the "charging" mech generates more damage to itself. PGI could use those rules as guidelines while applying it only when enemy mechs make contact.

Edited by Tarl Cabot, 16 June 2017 - 09:09 AM.


#6 Brain Cancer

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Posted 16 June 2017 - 10:09 AM

Quote

- Water physics....your mech should slow down by a significant margin (usually based on where the water is up to on the mech determines the effect.)


Even if you used the hillclimb mechanics (which would mean you'd also be able to improve water movement penalties) it'd be nice.

Quote

- Progressive Heat Penalties....There is more to the heat scale then just oops I hit the shut down cap. No as you get closer to the red line your mech would suffer from sluggishness (aka slower speed and agility) HUD flicker, yes as yoy get to hot your HUD will go out...I am not talking more damage or adding in total RNG stuff (before if you approached the red line you could cook off your own ammo...) Progressive penalties would affect alot of the builds we see imo that are the Alpha Warrior. Plus ad skill levels for aiming with our HUD if you have to


The funny thing is, originally the overheat/meltdown system we have today was a stopgap for a "real" system.

You'd have to alter "ammo explosion" to "ammo damage", though. MWO robots carry far more ammo than TT ones, and when they had "overheat = boom", it was one of the first great pushes to laserboating.

Quote

-Physical Damage scaling.....no if your 20t Locust runs into a 100t Assault at full speed. You couldn't just walk with minor scratches to your mech...Also sorry if I land on your arse in a 100t on your 20t....Well *insert Mario clip*....


See "Goons <3 Paul". They never could get collisions right, although weight and model (DRAGON BOWLING!) actually mattered. Chainramming was a chainstun that got the entire system canned.

Quote

-PPC Scamble....these should do more then just damage and negate ECM appon hits. They should interfere with your sensors and locks as well....HUD gets scrambled for a short time.


Considering most players barely use sensors as it is...

#7 Scout Derek

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Posted 16 June 2017 - 10:13 AM

The Physical Damage scale can be abused by mechs with jump jets, per say, Executioner and the lot.

However, I do like the PPC scramble, I've always found it to be a nice touch when PPCs hit me.

#8 Y E O N N E

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Posted 16 June 2017 - 10:23 AM

View PostCK16, on 16 June 2017 - 06:48 AM, said:

For almost every Mechwarrior game there has always been variables that play into the game. We need these in MWO now...

- Water physics....your mech should slow down by a significant margin (usually based on where the water is up to on the mech determines the effect.)

- Progressive Heat Penalties....There is more to the heat scale then just oops I hit the shut down cap. No as you get closer to the red line your mech would suffer from sluggishness (aka slower speed and agility) HUD flicker, yes as yoy get to hot your HUD will go out...I am not talking more damage or adding in total RNG stuff (before if you approached the red line you could cook off your own ammo...) Progressive penalties would affect alot of the builds we see imo that are the Alpha Warrior. Plus ad skill levels for aiming with our HUD if you have to

-Physical Damage scaling.....no if your 20t Locust runs into a 100t Assault at full speed. You couldn't just walk with minor scratches to your mech...Also sorry if I land on your arse in a 100t on your 20t....Well *insert Mario clip*....

-PPC Scamble....these should do more then just damage and negate ECM appon hits. They should interfere with your sensors and locks as well....HUD gets scrambled for a short time.

A few additions like this could add definitely immersion but also change the tactics of the game imo.Abusing very forgiving physics and penalties now should not happen in a Mechwarrior game in this day and age.


- Power generation: the amount of power you have available to run systems

- Power consumption: the amount of power each system consumes when active (i.e. weapons, legs, ECM, etc.)

- Angle of impact: weapons are less effective when they impact at oblique angles to a surface because that surface is thicker from that angle

#9 Brain Cancer

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Posted 16 June 2017 - 10:34 AM

No offense, but this isn't EVE or World of Tanks.

Power generation/consumption in Battletech/MWO is limited by heat- sure you can charge up all those guns and fire, but you'll cook and shutdown if you can't dump it fast enough. Heat is the power limiter, but MWO fails to actually do the proper side effects beyond 100% shutdown, 101% meltdown.

And a system that can't even manage collision damage successfully doing glancing hits? We still have trouble with through-armor damage or frontal hits damaging rear armor, never mind something that precise.

Edited by Brain Cancer, 16 June 2017 - 10:35 AM.


#10 Y E O N N E

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Posted 16 June 2017 - 10:40 AM

View PostBrain Cancer, on 16 June 2017 - 10:34 AM, said:

No offense, but this isn't EVE or World of Tanks.

Power generation/consumption in Battletech/MWO is limited by heat- sure you can charge up all those guns and fire, but you'll cook and shutdown if you can't dump it fast enough. Heat is the power limiter, but MWO fails to actually do the proper side effects beyond 100% shutdown, 101% meltdown.

And a system that can't even manage collision damage successfully doing glancing hits? We still have trouble with through-armor damage or frontal hits damaging rear armor, never mind something that precise.


Heat presents soft caps on things. Power consumption presents hard caps. Power consumption allows you to drop the cool-down time on energy weapons such that even a small number provides workable DPS, while stopping a big alpha from having the same ability to re-fire. You are compelled to make the choice for DPS over alpha, it can provide another reason to take a larger engine besides speed and DHS slots, and if you add myomer efficiency as a variable it can provide another method for differentiating weight classes and even individual 'Mechs.

At any rate, I expect nothing from this game. These are just things I would like to see in a 'Mech game, not necessarily MWO.

#11 Brain Cancer

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Posted 16 June 2017 - 11:08 AM

Honestly, you get more of the power-consumption-balance game out of the Armored Core series (which is an excellent and fun mecha game). It's got a lot of the balancing in construction stuff you're thinking about here.

#12 Requiemking

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Posted 16 June 2017 - 10:46 PM

View PostTarl Cabot, on 16 June 2017 - 09:09 AM, said:

They shouldnt be sticking around (like I do Posted Image ) but do hit and runs.

Find me a Hit and run Light that isn't Locust, ACH, or COM. I guarantee, none of the other Lights have the prerequisite Size and agility to pull that style off anymore.

#13 Khobai

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Posted 16 June 2017 - 11:20 PM

Quote

- Water physics....your mech should slow down by a significant margin (usually based on where the water is up to on the mech determines the effect.)


definitely not. the last thing we need is water becoming a deathtrap. maps are small enough as is they dont need to be made smaller by having to avoid water.

it makes more sense to fix water shielding. water should not reduce laser damage or cause missiles to detonate prematurely when they hit the surface. that makes far more sense than making it completely stupid to walk through water.

penalizing mechs for going into water adds absolutely nothing beneficial to the game.

Quote

- Progressive Heat Penalties....


nope. the meta will just shift to weapons like gauss that avoid progressive penalties entirely. and anyone using weapons that suffer progressive penalties will be at a huge disadvantage.

Quote

MWO fails to actually do the proper side effects beyond 100% shutdown


you cant properly balance heat side effects as long as weapons like gauss exist that circumvent generating heat. same goes for other low heat ballistics like AC5s. the meta will just shift to ballistics to avoid heat penalties. youll just strangle player options by forcing ballistics on everyone.

the purpose of the heat system is not to be so punitive that it forces people to play a certain way. the purpose of the heat system is mostly just to prevent you from loading up on energy weapons and ramboing the whole enemy team yourself.

Quote

-Physical Damage scaling...

nope. I remember when collision damage was turned up and teammates would run into my commando and rip off my arm.

collision damage was taken out for a reason. because you had teammates bumping into eachother ripping off limbs and it was really stupid and not fun. same with knockdowns the way they were.

Edited by Khobai, 16 June 2017 - 11:31 PM.






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