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Alpha Balance Pts Series Announcement


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#361 Conner Ward

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Posted 27 June 2018 - 09:22 PM

View PostImperius, on 27 June 2018 - 09:10 PM, said:

Yet we didn’t get the nessary change of going back to 8v8 to increase MWO performance and other issues like tightening of match making. Weird


Not to mention that 8v8 would reduce focused fire since mechs would have to move around more to find a target.

Edited by Conner Ward, 27 June 2018 - 09:22 PM.


#362 Mystere

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Posted 27 June 2018 - 09:22 PM

View PostA Headless Chicken, on 27 June 2018 - 08:00 PM, said:

Be so kind as to fill me in, apart from...

1. "delayed" convergence, which does not change the issues of high damage alphas since pinpoint damage will still be king.

2. "no convergence" where ST weapons are locked facing forward and is generally stupid to begin with.

3. "dice roll damage assignment", where i'd much rather go back to Battletech


As the old Sesame Street rhyme used to say:

One of these things is not like the other ...





View PostConner Ward, on 27 June 2018 - 08:25 PM, said:

I agree, it seems like people can not accept the fact that some players can just plain aim better than others and they insist on wanting this game to have an MMORPG style Autoattack/RNG style attack system.


Here is a little bit of education for you: a convergence-based solution does not involve RNG.

Sigh!

Edited by Mystere, 27 June 2018 - 09:25 PM.


#363 SilentFenris

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Posted 27 June 2018 - 09:25 PM

View PostMystere, on 27 June 2018 - 09:18 PM, said:



Sigh!

Convergence <> "Cone of Fire".

People really need to understand the difference.


Double "Sigh". QuoteTesunie's post then not mine.

#364 A Headless Chicken

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Posted 27 June 2018 - 09:29 PM

View Postfrumpylumps, on 27 June 2018 - 09:06 PM, said:

Good on PGI for having the balls to go through with unpopular yet necessary changes.

F all the crybabies.


Makes you wonder why they don't go through with all the popular yet necessary changes - like acknowledging the community balance sheet is better than what they have suggested.

Posted Image
F to game improvements and skilled play.

View PostMystere, on 27 June 2018 - 09:22 PM, said:


As the old Sesame Street rhyme used to say:

One of these things is not like the other ...




You still need to answer the question: You want to fix convergence - how?

Sighing isn't going to fix it, sadly.

#365 Conner Ward

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Posted 27 June 2018 - 09:31 PM

View PostMystere, on 27 June 2018 - 09:22 PM, said:

Here is a little bit of education for you: a convergence-based solution does not involve RNG.

Sigh!


Do you realize that slowing weapon convergence (arms with torso) would be pointless since there is an arm-lock option in the game. I assume that you are talking about having the torso mounted lasers / weapons fire straight ahead (from where they are mounted) rather than focusing on a point. Removing pinpoint convergence would just make Mechs with tightly grouped weapon hardpoints much more desirable and would make many mechs useless (which we know would cause endless crying).

Edited by Conner Ward, 27 June 2018 - 09:32 PM.


#366 A Headless Chicken

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Posted 27 June 2018 - 09:34 PM

View PostConner Ward, on 27 June 2018 - 09:31 PM, said:


Do you realize that slowing weapon convergence (arms with torso) would be pointless since there is an arm-lock option in the game. I assume that you are talking about having the torso mounted lasers / weapons fire straight ahead (from where they are mounted) rather than focusing on a point. Removing pinpoint convergence would just make Mechs with tightly grouped weapon hardpoints much more desirable and would make many mechs useless (which we know would cause endless crying).


Nah, it'd make `Mechs with arm mounts like the MCII-B (already a terror) even better by nerfing everything else.

#367 Mystere

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Posted 27 June 2018 - 09:38 PM

View PostImperius, on 27 June 2018 - 08:49 PM, said:

Why are there people still asking for convergence to be removed ...


Who said convergence was being removed? Having a "convergence-based" solution implies it is very much the focus. Posted Image

View PostImperius, on 27 June 2018 - 08:49 PM, said:

... when Battetech is out?


Oh! Did you mean MWO is no longer "A BattleTech Game"?

Well, does it really matter? Posted Image Posted Image

View PostConner Ward, on 27 June 2018 - 09:31 PM, said:

Do you realize that slowing weapon convergence (arms with torso) would be pointless since there is an arm-lock option in the game. I assume that you are talking about having the torso mounted lasers / weapons fire straight ahead (from where they are mounted) rather than focusing on a point. Removing pinpoint convergence would just make Mechs with tightly grouped weapon hardpoints much more desirable and would make many mechs useless (which we know would cause endless crying).


But then again they would also be more vulnerable if the section packing those weapons gets taken out.


View PostA Headless Chicken, on 27 June 2018 - 09:34 PM, said:

Nah, it'd make `Mechs with arm mounts like the MCII-B (already a terror) even better by nerfing everything else.


No arm, no weapon. Posted Image

At the same time, you also just hinted that suddenly arm-mounted weapons become more desirable.

I call that a win-win situation. <maniacal Posted Image Posted Image Posted Image>

Edited by Mystere, 27 June 2018 - 09:40 PM.


#368 A Headless Chicken

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Posted 27 June 2018 - 09:38 PM

View PostMystere, on 27 June 2018 - 09:36 PM, said:

Who said convergence was being removed? Having a "convergence-based" solution implies it is very much the focus. Posted Image


I'll repeat myself one more time: If you want a convergence-based solution, spell it out fully - how should it work, and why it will work. No details made, then no point arguing with balloon toting a buzzword.

Right now it's like you're telling me, "Invest with me! I guarantee returns!" without telling me where my money goes.

Edited by A Headless Chicken, 27 June 2018 - 09:41 PM.


#369 Tesunie

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Posted 27 June 2018 - 09:41 PM

View PostImperius, on 27 June 2018 - 09:05 PM, said:

You don’t understand.

This is a FPS video game inspired by battletech.

Not a book.
Not a board game
Not a pen and paper game
Not a simulator
Not a source of lore

Brb I’m going to the catalyst gamelabs forums and demand they let me draw on the opponents paper where I was going to shoot him. We need to remove the dice from that game.


This is a game INSPIRED by Battletech.

By definition of your post, we should be referencing to Battletech, if this game is inspired by it.

I'm not saying this is the "only possible solution", but it is a possible solution to much of the problems within this game.

FYI: This game was originally depicted as "a simulator of Battletech mech combat". Now I'm fine with the game evolving and changing as needed, because I'll say it again, not everything in lore of BT or from the TT game can nor will translate over properly to a FPS styled game. However, we should still draw possible solutions inspiration from lore if/when possible. If for nothing else than for consideration.

Also, I recall the days of delayed convergence. It felt nicer, but the LAG shield was not nice at all... I would love to have that feeling of delayed convergence (which did keep high alphas down for the most part) back into the game. The only reason it was ever removed was because it was deemed incompatible with HSR, which I much rather hit what I see myself hitting (for the most part).

View PostA Headless Chicken, on 27 June 2018 - 09:05 PM, said:


Don't play the account age with me - beta player, but account creation doesn't show because I changed my name.

I could not care less about Battletech in a game branded as a shooter which borrows elements from the franchise. If you really need to relate both, I'll just say pilots in the novels can also land clean shots through skill.

I do not agree with your idea for convergence as there is no impetus to play builds which suffer from reticle bloom from heat or movement. Why would I bring sustained fire U/AC mechs which inevitably run hot? Why would I run AC/2 builds which already suffer from shot leading at range? I would I bring bigger AC builds fully knowing that movement and heat will mess with leading the target and make me miss? Why would I bring brawlers with already bad spread made worse by not being able to even land critical shots when I need to CT something out ASAP (yes, killing quick and efficient is a very big issue for a brawler)? I would just bring 2 Gauss Rifles and an assortment of lasers and shoot stuff from a corner.

If your bloom was so small that all of the above is not an issue, why have it in the first place? Explain how bloom will make every weapon in the game comparable with Gauss Vomit, and I'll hopefully understand.


Account age was only mentioned in response of "do you remember this". It is not any indicator of anything else. If you were not here for the delayed convergence, that is fine and no insult is directed at you for it. But, if you where not here for that, it would explain your responses to my remarks.

Yes, skilled pilots in BT novels could land solid hits through skill, often by knowing how their mech operated and when they could shoot "just before" a gold lock, typically by knowledge of were their weapons where physically mounted.

I think you believe the "bloom" would be set to "if you twitch a little, all your weapons miss", which is not exactly what I've been saying a tall. Walking and heat would contribute to the cone of fire effect, but slightly in my example. It might spread out your weapons so they aren't going to hit the same exact component of your target, but they would still hit your target.

A lot of your issues... are overinflated fears of "artificial number generated hits". It sounds like you are fearful that my suggestion means the slightest movement throws all your weapons horrible off target, instead of just slightly.

Sustained fire builds might gain a bonus to accuracy, and could be adjusted on a by weapon basis.
Large AC weapons/builds would be viable, because cone of fire shouldn't expand so much as to make everything miss. Shooting only a single AC wouldn't affect accuracy at all as far as my fire control CPU concept goes.
Brawlers would be close enough that the bloom effect should be minimal, even with high heat and fast movements. Also recall... your opponents will also suffer from this effect as well.
Dual Gauss may be something that will jar the cone of fire more than other weapons (as a possibility), making it harder to shoot them with additional weaponry.

In many of the cases mentioned, the weapons might be able to be adjusted. We could probably even remove GH as well as possibly many of the other quirks in the game. Each weapon could have it's own tax number (presented openly) on the CPU when used, which could be boosted by targeting computers, which all could be adjusted on a by weapon basis to better balance as another possible point of balance, not to mention mechs might even have a bonus/reduction to using specific weapons on them (for flavor or another point of balance, even if it seems like a quirk, which I guess it would be).


The bloom I'm talking about would be slightly effected by movement and heat, each of which stacks to provide a slightly larger penalty. The penalty for movement and heat should be rather minimum compared to the "CPU" aspect, which is what should help cap overall damage without actually restricting it. Want to hug your opponent and blast away with a bazzilian weapons? That removes the accuracy problem (much like placing your SSRMs up against a single component to get all the missiles to hit only that one location). Want to snipe with just a bunch of Gauss? You may have your third or fourth rifle (when alphaed) go well off target and miss because the fire control system couldn't compute the weapons accuracy right (which was a thing in lore for some mechs). You could take a targeting computer to help with the CPU, trading weight for accuracy.

The bloom would only be of greatest effect if you effectively shoot too much (to be determined) all at once (or within a set amount of time), though walking and heat would have a small contribution to it.

With this system, you could now alpha with that Nova Prime stock and not self destruct (from GH). Instead, you may have two lasers hit where you wanted, six to ten might hit on target somewhere else "in the cone", and the rest may end up so horrible off target they (for comedy) hit another target standing nearby your target. Shoot then in bursts of three or four lasers, and they all hit far closer together, maybe even right where you wanted/needed them to. Then, shoot with more once the CPU can handle it/the cone/reticle move back together. In a real jam? Just keep the lasers pouring and hope they back down, you might still kill them anyway from the stray shots.


Would this system work? Don't know. Personally, I'd love to try it out. Having accuracy becoming penalized rather than GH may be more intuitive and might be a better mechanic. Or, it may be garbage and doesn't work as I believe it would. Still, I'd love to give it a try at least and see how it felt. I think it would be better than GH, and could do a lot to help balance the game even. I believe it has potential.

#370 Mystere

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Posted 27 June 2018 - 09:42 PM

View PostA Headless Chicken, on 27 June 2018 - 09:38 PM, said:

I'll repeat myself one more time: If you want a convergence-based solution, spell it out. No points made, no argument.

Right now it's like you're telling me, "Invest with me! I guarantee returns!" without telling me where my money goes.


There are entire theses about convergence in these very forums. Some even have diagrams. So go do your homework and look for them yourself. Posted Image

As they say, smart investors also do their own research. Posted Image


However, I am going to throw you a bone (of a sort):

View PostTesunie, on 27 June 2018 - 09:41 PM, said:

Yes, skilled pilots in BT novels could land solid hits through skill, often by knowing how their mech operated and when they could shoot "just before" a gold lock, typically by knowledge of were their weapons where physically mounted.

Edited by Mystere, 27 June 2018 - 09:50 PM.


#371 SaltiestRaccoon

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Posted 27 June 2018 - 09:48 PM

View PostA Headless Chicken, on 27 June 2018 - 08:43 PM, said:


So basically, since 94 alpha passive corner peeks are a thing, I pop out, alpha you with 94 pinpoint with minimal bloom and retreat.

Solves everything.

RIP dakka midrange which need to move and eventually run hot, RIP brawlers who do the same and already suffer from bad spread, and movement intensive mechs. Do you think these things through before posting? I really need to know. You're only reinforcing a more passive, high alpha oriented playstyle.

EDIT: to remove wall of text.



Easy there. Read my post on the idea which seems to be slightly different from Tesunie's exactly, but still sounds like something he'd agree with:

Passive peek? No. It's only going to be pinpoint if you come from somewhere predictable. Attack from a different angle and their rapid change in aimpoint hurts someone's accuracy and is exacerbated for them by pushing on them in a direction that forces them to keep turning to track you.

Midrange dakka and brawling? Nope. It will kill SOME of those builds, the playstyle will be in tact even if it focuses on faster moving mechs to avoid accuracy penalties when moving at combat speed. Moving becomes a better defense to improve survivability. You're also forgetting a key point, that the high alpha mech will get extremely hot after the first alpha and have further accuracy penalties that hurts their opportunity for quick follow-ups against you especially if you're on the move. If everyone is taking the same penalties, then it's not going to be a terrible disadvantage that falls on one playstyle. I think the ONLY playstyle that suffers worse than others is high-alpha peeking... which is exactly my playstyle and I still think it's a good idea.

#372 SilentScreamer

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Posted 27 June 2018 - 09:48 PM

View PostBennesto, on 27 June 2018 - 09:42 PM, said:



No. Since bad players are not willing to learn and still field LRM/LMG King Crabs w/ XL-Engine complaining about hacks once their ST gets blown off. It will only take a few seconds more, there is no learning effect at all.


Thousands of POSSIBLE mech configurations is a huge thing for Mechwarrior Online (and the Battletech franchise). If there was fine print it would say, only a handful are VIABLE.

#373 Tesunie

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Posted 27 June 2018 - 09:48 PM

View PostMystere, on 27 June 2018 - 09:18 PM, said:


Sigh!

Convergence <> "Cone of Fire".

People really need to understand the difference.


I'm using cone of fire for movement and as a possible balancing point.

Convergence is different... and I'm not sure how we could get it back in without breaking HSR in the process...

View PostConner Ward, on 27 June 2018 - 09:31 PM, said:


Do you realize that slowing weapon convergence (arms with torso) would be pointless since there is an arm-lock option in the game. I assume that you are talking about having the torso mounted lasers / weapons fire straight ahead (from where they are mounted) rather than focusing on a point. Removing pinpoint convergence would just make Mechs with tightly grouped weapon hardpoints much more desirable and would make many mechs useless (which we know would cause endless crying).


I don't think we mean convergence of arms to torso, or having torso weapons with no convergence. Just that, convergence would be different.

Right now we have snap instant convergence. At one point we had delayed convergence (until the coming of HSR, which delayed convergence isn't compatible with).

Personally, I would love it if delayed convergence was back in the game.

How to use convergence as a balancing point without some cone of fire effect... don't know... No convergence would just be bad...

I would love to hear more about what Mystere is thinking about convergence. I've gotten into cone of fire as a form of convergence myself...

#374 A Headless Chicken

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Posted 27 June 2018 - 09:50 PM

View PostTesunie, on 27 June 2018 - 09:41 PM, said:

Would this system work? Don't know. Personally, I'd love to try it out. Having accuracy becoming penalized rather than GH may be more intuitive and might be a better mechanic. Or, it may be garbage and doesn't work as I believe it would. Still, I'd love to give it a try at least and see how it felt. I think it would be better than GH, and could do a lot to help balance the game even. I believe it has potential.


And so once again, after implementing this system, what impetus do I have to bring weapons/loadouts/playstyles that would be impacted by crosshair bloom? In this meta I couldn't care less for anything that requires heat or movement. I'll just bring 2 Gauss and a few lasers and kill everything else with precision.

As for the argument that the mechanics are minute, There already is plenty of room for error even in the smallest crosshair bloom when leading projectiles, especially so when there is still a completely pinpoint playstyle as mentioned above. It's like how in any FPS people gravitate to weapons with the least recoil.

You will be widening the skill gap as well as it makes it harder for people with bad aim to play effectively and consistently - and we know who the people who call for nerfs all the time are. Couple that with how a 20 tonner is now harder to hit, lasers are irrelevant because of hardcore damage washing and now we open another can of worms.

#375 Mystere

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Posted 27 June 2018 - 09:54 PM

View PostTesunie, on 27 June 2018 - 09:41 PM, said:

Also, I recall the days of delayed convergence. It felt nicer, but the LAG shield was not nice at all... I would love to have that feeling of delayed convergence (which did keep high alphas down for the most part) back into the game. The only reason it was ever removed was because it was deemed incompatible with HSR, which I much rather hit what I see myself hitting (for the most part).


There is a close approximation to the old delayed convergence: convergence on lock. Most, if not all, of the elements to implement this are already in the game.

So, Mr. A Headless Chicken, you can start your research.

#376 A Headless Chicken

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Posted 27 June 2018 - 09:57 PM

View PostSaltiestRaccoon, on 27 June 2018 - 09:48 PM, said:



Easy there. Read my post on the idea which seems to be slightly different from Tesunie's exactly, but still sounds like something he'd agree with:

Passive peek? No. It's only going to be pinpoint if you come from somewhere predictable. Attack from a different angle and their rapid change in aimpoint hurts someone's accuracy and is exacerbated for them by pushing on them in a direction that forces them to keep turning to track you.

Midrange dakka and brawling? Nope. It will kill SOME of those builds, the playstyle will be in tact even if it focuses on faster moving mechs to avoid accuracy penalties when moving at combat speed. Moving becomes a better defense to improve survivability. You're also forgetting a key point, that the high alpha mech will get extremely hot after the first alpha and have further accuracy penalties that hurts their opportunity for quick follow-ups against you especially if you're on the move. If everyone is taking the same penalties, then it's not going to be a terrible disadvantage that falls on one playstyle. I think the ONLY playstyle that suffers worse than others is high-alpha peeking... which is exactly my playstyle and I still think it's a good idea.


I don't need to worry about movement if i pin you down with a red CT 600m away. I can play the Deathstrike or Gaussvomit HBR and hold a single dominant position for an entire game, only peeking out for potshots against targets. Face it - the player base is just this bad. If you want to imply people will peek against that to move up closer, I'm here to tell you it's not working. Now you even nerf aim for a playerbase of people who can't really aim too.

Even better, you force them to move at combat speed which contradicts saying mobility means survivability! If it comes to this, why not simply resync the engines because mobility = survivability? Not to mention most 'Mechs are not fast enough to juke shots to begin with.

So basically, we kill more builds and pretend the game is fine, right?

View PostMystere, on 27 June 2018 - 09:54 PM, said:


There is a close approximation to the old delayed convergence: convergence on lock. Most, if not all, of the elements to implement this are already in the game.

So, Mr. A Headless Chicken, you can start your research.


Been there, done that. I don't need to do any research because I sat through the period myself - it just means no change against slow movers, and people QQing about poptarts and lights being hard to hit.

Edited by A Headless Chicken, 27 June 2018 - 10:05 PM.


#377 Mystere

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Posted 27 June 2018 - 10:06 PM

View PostA Headless Chicken, on 27 June 2018 - 09:50 PM, said:

I'll just bring 2 Gauss and a few lasers and kill everything else with precision.


You're still going to have to aim -- and more importantly take time until you're at pinpoint precision (or, better yet, right just before it) -- or your shots will be spread or wasted entirely.


View PostA Headless Chicken, on 27 June 2018 - 09:50 PM, said:

You will be widening the skill gap as well as it makes it harder for people with bad aim to play effectively and consistently ...

View PostA Headless Chicken, on 27 June 2018 - 09:57 PM, said:

... and people QQing about poptarts and lights being hard to hit.


After all your comments, you're suddenly going to have to worry about this? Why? People with skills should thrive much more than those who don't. Why even change that?

Edited by Mystere, 27 June 2018 - 10:10 PM.


#378 Tesunie

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Posted 27 June 2018 - 10:11 PM

View PostA Headless Chicken, on 27 June 2018 - 09:50 PM, said:


And so once again, after implementing this system, what impetus do I have to bring weapons/loadouts/playstyles that would be impacted by crosshair bloom? In this meta I couldn't care less for anything that requires heat or movement. I'll just bring 2 Gauss and a few lasers and kill everything else with precision.

As for the argument that the mechanics are minute, There already is plenty of room for error even in the smallest crosshair bloom when leading projectiles, especially so when there is still a completely pinpoint playstyle as mentioned above. It's like how in any FPS people gravitate to weapons with the least recoil.

You will be widening the skill gap as well as it makes it harder for people with bad aim to play effectively and consistently - and we know who the people who call for nerfs all the time are. Couple that with how a 20 tonner is now harder to hit, lasers are irrelevant because of hardcore damage washing and now we open another can of worms.


With a fire control system, we could have accuracy be determined by how much CPU a weapon takes up. I think it would be obvious that "boating" Gauss would probably tax the fire control CPU. Heat and movement wouldn't be the only things to affect the "bloom" in my theory, each weapon could eat up some of that "accuracy" from the targeting computer.

As a rough example (numbers are defiantly NOT final):
Your CPU base might have 10 units to work with.
A single Gauss might take 8 CPU units to shoot.
A single ML might take 2.
You replenish 10 units of CPU every 5 seconds (no, it probably wont BE in 5 second intervals. Just an example.)
For every point you go over your CPU, you spread damage out by 2 meters.

In the above example, you have a build with two Gauss Rifles and four MLs.
You decide to alpha two Gauss together, resulting in a CPU depletion of 16. That means that you end up with a "cone of fire" that is from pinpoint to 12m from the CPU drain. As many mechs are wider than 12m, if you were aiming for center mass, you have a good chance both shots will hit, though one is very likely to hit where your reticle is, the other is lightly to hit just away from that spot. So, for example, you hit the CT with one Gauss, and the other hit the left torso.
Your CPU is now at -6, but is quickly shrinking back down. By the time your Gauss is ready to fire, you should have near full CPU.
Now, you've shot all four of your MLs off. That's a total CPU drain of 8. All four hit where you are aiming for their beam duration. Your CPU is now at 2.
Then, while the beams where still shooting off, you decide to also shoot your Gauss. Your CPU has recharged to 3 now (because lasers have some beam time to them). You shoot the Gauss, taking 8 CPU. You are now -5 CPU, spreading your shot by a 10m cone. You are still likely to hit your target, just not exactly where your reticle is. However, now your beams lose focus and spread out too at the very tail end of their beam duration.
Now, lets say, after letting your CPU recharge (the crosshairs go back to normal), you "panic" and alpha everything into a target. That's two Gauss and four MLs, a total CPU cost of 24, so your cone now covers 28m, spreading most of your shots all over the place in that cone. (Weapon CPU priority would probably need to be addressed.)

Now, say walking consumes 1 CPU per 10 seconds (not much). Running takes 2 CPU. Jumping takes 2 additional CPU upon activation (per 10 seconds). The effects for movement would be minimal at that point, but would have an impact. Running and shooting a Gauss? Yeah, not much of an issue. Doing that with four MLs? Still no real issue. Doing all that and alpha? You're going to spread that much more.

Now, here is where a Targeting computer could come in handy. It adds (for random example) +1 per level of TC taken to both recharge and capacity of your FC CPU. With a large enough TC, you could shoot bother Gauss together at the same time with near perfect accuracy, but more than likely it will cost you your MLs to do so.


(Recall, this is all examples, and I don't exactly have a diagram with cones and how it would adjust with gifs to show the reticle expanding and contracting in reaction to all the effects kicking in... It's a rough example of a rough concept/idea.)

#379 Imperius

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Posted 27 June 2018 - 10:12 PM

I’m still waiting for Chris to relize boating increased because bigger engines no longer yield a worthy investment for the tonnage they take. So now since you can’t get agility and speed increases are minimal what does a min/maxer do? Obviously drops engine size and weight trading that in for damage output. Can’t twist off damage with skill so high DPS or High Alphas to kill targets faster becomes a must. This TTK was reduced and the mythical 94 point alpha mech I’ve never seen shows up.

Edited by Imperius, 27 June 2018 - 10:15 PM.


#380 Mystere

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Posted 27 June 2018 - 10:13 PM

View PostConner Ward, on 27 June 2018 - 09:31 PM, said:

Do you realize that slowing weapon convergence (arms with torso) would be pointless since there is an arm-lock option in the game. ...


Arms Locked = Zero (or Fixed) Convergence for Arm-mounted Weapons





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