Like This Mode But I'm Quitting Because Of The Ac2 Spam
#21
Posted 05 September 2018 - 08:47 AM
#22
Posted 12 September 2018 - 08:17 AM
#24
Posted 12 September 2018 - 11:16 AM
It served a pretty specific purpose in tabletop, though. Here, it's actually expecting people to accept that a 25mm projectile fired at 2000 meters per second won't have any effect at close range...which sounds just as absurd as having energy weapons with minimum ranges. Even missiles don't make any sense...they have weight, are traveling at 200 meters per second, but no effect at close ranges? That should at least be doing machine-gun-esque damage.
Ultimately, though, dropping a minimum range on AC2 boats won't help. We pick our maps carefully. You're not going to get close to us without us making a critical mistake. You're better off learning to become more effective with other weapons, or adopting the AC2 yourself. The people who cause me the most harm don't even carry the damn things. I've lost more matches to Dionnsai that any other single player without him touching ballistics, and the people who are running AC2's and beat me probably could have run anything and pulled it off.
#25
Posted 12 September 2018 - 11:26 AM
~Leone.
#26
Posted 12 September 2018 - 11:34 AM
Problem is that they never will / want to implement weapon convergance that could simulate that some weapons are configurated for long ranges while others are for close combat or mid ranges.
In an ideal world weapons with minimal range would be harder to aim at the target but that could mean haveing multiple crosshairs or that pilots have to switch weapons and other complicated stuff.
So the solution would be to give minimal ranged weapons a falloff in the same way that the have a falloff at range to simulate that its harder to target things with these specific weapons.
As for the AC2 turrets...well while they can still hurt you from afar, as it should be, there efficientcy would drop drasticly at closer ranges, makeing the fights more interesting.
As for choosing the right map, that can become difficult as the other player can also ban maps. Beside that there are only two maps that realy allow good close combat.
Edited by Nesutizale, 12 September 2018 - 11:36 AM.
#27
Posted 12 September 2018 - 11:56 AM
#28
Posted 12 September 2018 - 01:17 PM
Makenzie71, on 12 September 2018 - 11:56 AM, said:
It's the same logic they use to say a bolt of lightning won't hurt below 90 meters (PPC's) or that IS LRM's just bounce off a target under 180 meters. Note that I'm not in favor of minimum ranges on AC2's, just that they don't need to make any sense.
#29
Posted 12 September 2018 - 10:48 PM
Problem is that PGI isn't going to implement that so the compromise would be to have a falloff damage like they did to simulate that its harder to hit at minimal range as it is at high ranges.
It would still be better then haveing no damage at all....that is my point. I want weapons with minimal range to be reflected better. That means that they infact do damage at minimal range...every now and then when you take the TT literaly and an average damage when you go statisticly.
As for the AC2...its just odd that the AC2+5 are missing the falloff/no damage while every other weapon has it. Either you apply the same rules for all or you have to say that every weapon gets a "remake/workover" but to exclude just two is odd.
Edited by Nesutizale, 12 September 2018 - 10:49 PM.
#30
Posted 13 October 2018 - 01:46 AM
#31
Posted 13 October 2018 - 06:28 AM
Nesutizale, on 12 September 2018 - 10:48 PM, said:
Problem is that PGI isn't going to implement that so the compromise would be to have a falloff damage like they did to simulate that its harder to hit at minimal range as it is at high ranges.
It would still be better then haveing no damage at all....that is my point. I want weapons with minimal range to be reflected better. That means that they infact do damage at minimal range...every now and then when you take the TT literaly and an average damage when you go statisticly.
As for the AC2...its just odd that the AC2+5 are missing the falloff/no damage while every other weapon has it. Either you apply the same rules for all or you have to say that every weapon gets a "remake/workover" but to exclude just two is odd.
You're trying to simulate table top in Mechwarrior? You're on the wrong track here, this is not Battletech, if you want RNG and dice roll, that's the game you should be playing. Almost invariably, the pilots complaining and wanting RNG and weird damage scaling type mechanics are pilots who have problems with aim, bad sensitivity settings, pilots who can't hit the broad side of an atlas without flashlighting all over the mech. You look them up on jarl's list and they're 50% on a good day.
Say what you want about AC/2 spam, etc, but as someone who has fought thousands of matches in Solaris against and with AC/2, just boating a bunch of ballistics is not an instawin. Skilled pilots win vs unskilled pilots, and that's the bottom line. If you lose to AC/2, you are either not good enough, or you lost in the mechlab.
That said, if you look at season 3's mech layouts, AC/2 may not be as strong as it was, we'll see...most of the ac/2 boats got bumped up a division.
#33
Posted 14 October 2018 - 05:47 AM
Makenzie71, on 12 September 2018 - 11:16 AM, said:
It served a pretty specific purpose in tabletop, though. Here, it's actually expecting people to accept that a 25mm projectile fired at 2000 meters per second won't have any effect at close range...which sounds just as absurd as having energy weapons with minimum ranges. Even missiles don't make any sense...they have weight, are traveling at 200 meters per second, but no effect at close ranges? That should at least be doing machine-gun-esque damage.
Ultimately, though, dropping a minimum range on AC2 boats won't help. We pick our maps carefully. You're not going to get close to us without us making a critical mistake. You're better off learning to become more effective with other weapons, or adopting the AC2 yourself. The people who cause me the most harm don't even carry the damn things. I've lost more matches to Dionnsai that any other single player without him touching ballistics, and the people who are running AC2's and beat me probably could have run anything and pulled it off.
And I just steamrolled you in your AC2 King Crab with a brawler (twice).
Livin the dream?
End of the day if you cannot aim...
Edited by justcallme A S H, 14 October 2018 - 05:53 AM.
#35
Posted 14 October 2018 - 06:23 PM
Another option is to adjust the maps to the point where only 2 maps (but absolutely not 3 or 4) favor AC2's over other builds. A little more cover would probably do it. And get rid of the stupid hiding spots for AC2 turrets in the back of Mech Factory.
Lastly: AC2's are not a problem in Divs 1-5... that's an overstatement of the problem.
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