Automated Targetting System?
#101
Posted 04 November 2017 - 07:45 AM
#102
Posted 04 November 2017 - 07:53 AM
#103
Posted 04 November 2017 - 09:56 AM
#104
Posted 04 November 2017 - 10:29 AM
It's not that hard guys.
Edited by TheB33f, 04 November 2017 - 10:37 AM.
#107
Posted 04 November 2017 - 12:57 PM
#108
Posted 04 November 2017 - 01:03 PM
No.
Also mods? Please lock and jettison. Thanks.
#109
Posted 04 November 2017 - 01:11 PM
#110
Posted 04 November 2017 - 01:27 PM
Little Pencils, on 04 November 2017 - 12:57 PM, said:
Most of us aren't the OP, but it'd be less Pokewarrior Online if it took more than "line up crosshairs, empty full DPS into single armor section, repeat for XL check" for the optimal weapons in the game, rendering anything that can't automatically second-rate.
#111
Posted 04 November 2017 - 02:21 PM
Brain Cancer, on 04 November 2017 - 11:44 AM, said:
Yep, and it's the problem, too. Point and click and delete section with MAXIMUM EFFOR- I mean ALPHASTRIKE.
Almost everyone agrees that too much of that can be a problem. But the solution proposed here really defeats the purpose of having a shooter.
Similar proposals with removal of convergence has their downsides, too, and I was among those at one point advocating for it. But those who point out that convergence removal just gives even greater advantages to mechs with favorable / tightly-clustered hardpoint locations are totally correct.
I've been watching some of the better players carefully to see how they manage to spread the damage, and it's not just through torso twisting alone. Their throttles are shimmying up and down simultaneously with leg turning. As I said, when I ran the numbers on some mechs, I was surprised, but I found that their acceleration/deceleration was high enough to juke faster than a shooter's reflexes could keep up with, allowing to spread damage to adjacent hitboxes. To put things in perspective, the Marauder IIC has higher accel/decel than a Tesla that does 0-to-60-mph in 2.4 seconds... and the Marauder is kinda at the sluggish end of the scale as far as the mechs go.
The problem is that the mech models in general are so large, and some mechs in particular got hosed by their geometry, featuring wide hitboxes. And then some mechs get hit by a double-whammy due to crappy hardpoint locations, forcing them to take even longer to expose and shoot, and longer to recover back behind cover.
Clamping down the amount of pinpoint damage an alpha strike can deal is one part of the equation (Ghost heat, while clunky, aims to achieve this). Forcing players to break up their alpha strikes into separate salvos gives time to the player being shot at to make maneuvers so that not all of the damage focuses on the same location.
The other end of the equation is to make sure all mechs have the requisite geometry/hitboxes + agility in order to juke faster than even the best marksmen in the game can react to, at least to spread the hit to adjacent hitboxes. This is why agility matters even for big slow assault mechs with crappy top speeds. Either PGI needs to quirk up the agility for these mechs, or they need to re-do the models to slim down the hitboxes, or some combination of the two. Alternatively, quirk those mechs with extra armor/structure, but as I said, I don't find that as interesting because it doesn't raise the skill ceiling for those mechs.
Edited by YueFei, 04 November 2017 - 02:22 PM.
#112
Posted 04 November 2017 - 02:21 PM
Anyone still complaining about TTK after all the changes already needs to learn to torso twist.
#113
Posted 04 November 2017 - 02:24 PM
Ssamout, on 04 November 2017 - 01:11 PM, said:
Nah! I'd rather MWO gets an API that allows you to programatically control the Mech.
Brain Cancer, on 04 November 2017 - 01:27 PM, said:
FTFY.
Edited by Mystere, 04 November 2017 - 02:25 PM.
#114
Posted 04 November 2017 - 02:31 PM
YueFei, on 04 November 2017 - 02:21 PM, said:
Ah! But considering most of those clusters are on only a single section or two, quickly making a mech lose at least half its weapons/fireporwer becomes an important skill. At the same time, arm-mounted weapons (assuming they have lower arm actuators) become important.
You do want MWO to require more skills, right?
#115
Posted 04 November 2017 - 02:34 PM
Kamikaze Viking, on 04 November 2017 - 02:21 PM, said:
Anyone still complaining about TTK after all the changes already needs to learn to torso twist.
BOOM, head shot!
<thanks to automatic instant pixel-perfect pinpoint convergence>
Where's your torso twist now?
Edited by Mystere, 04 November 2017 - 02:37 PM.
#116
Posted 04 November 2017 - 02:51 PM
Willard Phule, on 01 November 2017 - 03:35 PM, said:
First off, you'd have an almost 360° of vision compressed into a 180° curved arc before you, made up of visible light, backscatter imaging and thermals.
Then you need to controll your feet, your torso and your arms all at once. You have to fight different environmental influences, you have to suffer from increasing penalties of rising heat instead of continuing at peak efficiency until sudden shutdown.
Willard Phule, on 01 November 2017 - 03:35 PM, said:
That'd still be super-ez mode compared to the imagined-real deal.
Curccu, on 02 November 2017 - 02:12 AM, said:
Picking your nose without hurting someone is also a skill. But is it relevant? Not more than CoD-skills. If you want or have those, go play CoD, it's a fun game I hear, many people enjoy it.
#117
Posted 04 November 2017 - 03:00 PM
PFC Carsten, on 04 November 2017 - 02:51 PM, said:
I don't have to go to play CoD, I enjoy this game and do not want this OPs kind of nonsense to this game.
#118
Posted 04 November 2017 - 03:05 PM
Brain Cancer, on 04 November 2017 - 01:27 PM, said:
You give aim far too much credit. You live or die in this game based on positioning and teamwork. Having the best aim in the world doesn't mean a thing if you're caught out by a murderball.
Yes, I get where you're coming from, it can be infuriating having to grind out match after match in the samesy meta builds just to actually contribute to a win but introducing aim spread will do nothing to fix that. If high alpha builds have to get aim spread, everyone has to get it and we just end it that same situation except TTK just takes a little longer. If you're dying to peaking mechs that pump you full of gauss and PPC, it's not because somehow mech aim is too good, it's bad positioning, or what could also be called "being bad at the game". If you want to stand out in the open and trade shots like battleships on land that's your prerogative but not everyone will be comfortable playing that style.
#119
Posted 04 November 2017 - 04:08 PM
Edited by L0stA1m, 04 November 2017 - 05:05 PM.
#120
Posted 04 November 2017 - 04:45 PM
The obvious thing is that if you do these weapon system only.. YOU WILL NOT IMPROVE..
you may on occasion get high damage when your friendly teammates get locks for you, so it may justify your use of homing or lock weapons but will you really have fun?
anyways a big fat NO on automated targeting system.. and we should in fact increase the spread on lrms/atm & ssrms more
Edited by Draven Darkshadow, 04 November 2017 - 04:46 PM.
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