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Weapon Ranges


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#21 Khobai

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Posted 14 January 2018 - 08:19 AM

Quote

Just reduce the base sensor range and lock time, while increase the bonuses of sensor related skill nodes. Simple.


how does that make sensors useful?

the problem is sensors dont really do anything. a lot of people still dont even press r.

they certainly wont put points into the sensor skill tree just because you reduced sensor range. and lock weapons are already bad and dont need to be worse.

but if you tie sensors into damage people will start pressing r real quick. because damage is the only thing most people care about. and people will put points into sensor skills if it increases their damage.

Edited by Khobai, 14 January 2018 - 08:30 AM.


#22 El Bandito

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Posted 14 January 2018 - 08:40 AM

View PostKhobai, on 14 January 2018 - 08:19 AM, said:

how does that make sensors useful?

the problem is sensors dont really do anything. a lot of people still dont even press r.

they certainly wont put points into the sensor skill tree just because you reduced sensor range. and lock weapons are already bad and dont need to be worse.

but if you tie sensors into damage people will start pressing r real quick. because damage is the only thing most people care about. and people will put points into sensor skills if it increases their damage.


First of all, stop being such a hipster and start using the correct way to quote others. Really hard to notice that I am being addressed if you don't quote right--cause they do not show up in the notifications. Gonna ignore future replies if they are not properly quoted. Secondly, players not pressing lock button is their own failing, not that of the game's fault. Finally, lock weapons do not need a nerf, yes, so PGI can just leave them be, but in general reducing sensor potency while increasing the node bonuses will make sensor tree more popular, as players who actually know what they are doing will start investing into sensor tree, instead of flat out ignoring them.

Edited by El Bandito, 14 January 2018 - 08:40 AM.


#23 Khobai

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Posted 14 January 2018 - 11:42 AM

its definitely a failing of the game

it doesnt provide enough incentive to press R thats why people dont do it

#24 Y E O N N E

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Posted 14 January 2018 - 11:45 AM

The game doesn't have to hold your hand, and nor should it.

#25 Shifty McSwift

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Posted 14 January 2018 - 12:18 PM

View PostFupDup, on 13 January 2018 - 12:51 PM, said:

angry splatbros


As opposed to the mild mannered peepbros?

#26 Khobai

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Posted 14 January 2018 - 02:06 PM

View PostYeonne Greene, on 14 January 2018 - 11:45 AM, said:

The game doesn't have to hold your hand, and nor should it.


making sensors actually matter is the complete opposite of hand holding

if sensors are required to do full damage past optimum range then people will proactively seek sensor locks

and if heavies/assaults dont want to rely on lights/mediums for sensor lock, they will have to use BAP and invest in sensor skills themselves.

how the game works now is hand holding, by making sensors not matter... and not penalizing weapons being fired at extreme ranges.

Edited by Khobai, 14 January 2018 - 02:09 PM.


#27 Y E O N N E

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Posted 14 January 2018 - 02:14 PM

View PostKhobai, on 14 January 2018 - 11:42 AM, said:

its definitely a failing of the game

it doesnt provide enough incentive to press R thats why people dont do it


Please.

#28 Koniving

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Posted 14 January 2018 - 02:21 PM

View PostKhobai, on 13 January 2018 - 12:24 PM, said:


why?

in battletech those weapons would do 0 damage beyond optimum range.


Uh...huh?
Optimum range btw in Battletech is any "Short range" above a penalized accuracy 'minimum range.'

Beyond the "optimum" range in MWO, Battletech has two more categories of range.
Extreme Range, Maximum Range (where its almost impossible to hit as an average pilot).
Then, if you slap on A Time of War rules, you have a Mechwarrior with the Sniper skill, whose Maximum Range is double that of other pilots.

So...not sure where the no damage rule comes from?

TacOps has a better ruleset for it but I'm too lazy to go pull that out, suffice to say this early 1987 model for the ruleset should be enough proof. This pertains specifically to Mechwarrior RPG, but TacOps officially indoctrines them into all Battletech variants.
Posted Image

Posted Image
It goes on for five damn pages.... listing effective as in the long effective range, extra long range and maximum range and a plethora of weapons.

Newer weapon systems on Sarna show it, and those that don't list that they need to be updated.
One example.
The only weapon that reduces damage out to maximum range is lasers in atmosphere (this does not occur in vacuums). The factor depends on how thick the atmosphere is, and particles like smoke from local fires and desert storms which add an atmosphere factor of 1 per 'thickness' of said particles.
All others do not have their damage affected.

Edited by Koniving, 14 January 2018 - 02:30 PM.


#29 Khobai

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Posted 14 January 2018 - 02:36 PM

Quote

Uh...huh?
Optimum range btw in Battletech is any "Short range" above a penalized accuracy 'minimum range.'


um no

1 range in battletech = 30m in MWO

so a medium laser with a long range of 9 in battletech has 9 * 30m = 270m optimum range in MWO

the long range in battletech is the optimum range in MWO, thats how it works.

medium lasers cant shoot out to 540m in battletech. they can only shoot out to 270m. being able to do damage past optimum range out to x2 max range with linear dropoff was purely invented for MWO.

although if youre playing with the "optional rules" in battletech that add the extreme range bracket then its 360m. But no optional rules in battletech allow a med laser to shoot 540m. Also extreme range is heavily penalized with a +8 to hit. You pretty much cant make that shot unless you roll a 12.

in battletech long and extreme range comes with HEAVY penalties. But in MWO there are no penalties for long or extreme range which makes those weapons way too good.

In MWO the x2 max range is fine for the shorter range weapons. But it gives the longer range weapons like the ERLL way too much range in MWO. those weapons need to be penalized more. the long range poking meta needs to be reeled in because it makes the game unenjoyable.

Thats why tying sensors into damage is such a good idea. because it doesnt penalize short or medium range weapons because its easy to get sensor locks at those ranges. it only penalizes long range and directly weakens the long range poking meta.

Edited by Khobai, 14 January 2018 - 02:48 PM.






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