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Target Lock Changes - One Size Doesn't Fit All

Weapons Balance

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#21 dario03

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Posted 26 December 2018 - 03:38 PM

View PostAsym, on 26 December 2018 - 03:14 PM, said:

What? That "something has changed in the lock mechanics?" That what worked before was better for the mission I was having fun with?

The goal is to keep "everyone" playing......not, drive them off...


Maybe sage advice but not what will help accomplish the anti-light mission in a MDD... Yes, you could mount 6 MpL's on that chassis and run around I guess........but, I stick to missiles because they are a lot easier to play one handed......

If we want "balance" the OP lights can't have all of the advantages and lengthening lock-time does just that for many of us that play the Missile side of MWO....

I do appreciate all of the suggestions. It's been somewhat fun being back but, sadly, the event is almost done and it's time to return to sea or space full time ! Have a happy and safe holiday !!!


Lights are not op. Even without streaks they can be killed just fine. They also don't have all of the advantages. The main defensive strength they have is being hard to hit. So having an easy to use auto-aim, high alpha weapon system negate that is not good for the goal of keeping everyone playing.

#22 Asym

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Posted 27 December 2018 - 06:54 AM

View Postdario03, on 26 December 2018 - 03:38 PM, said:


Lights are not op. Even without streaks they can be killed just fine. They also don't have all of the advantages. The main defensive strength they have is being hard to hit. So having an easy to use auto-aim, high alpha weapon system negate that is not good for the goal of keeping everyone playing.

Well, let's see.... The forum for the past two years has been about OP lights..... Especially, MG lights.... Not Assaults, Not Heavy mechs.........with the exception of the laser vomit HBR....

My point is that the lock on time, for self defense, is too long. I can hunt light at longer ranges without an issue, even with the new lock-on mechanics... It's when they are with in 200 meters and running around another mechs legs, it is extremely difficult to lock them.....if at all possible in most cases. So, the PIR pilots get a free pass to literally linger till they delete an assault. After all, I've seen so much blue-on-blue damage because the lights leg hug, it makes me wonder what would really happen?

Anyway, have a happy holiday and thanks for the feed back.

#23 Asym

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Posted 27 December 2018 - 07:04 AM

View PostFupDup, on 26 December 2018 - 03:21 PM, said:

What's the other hand doing, hmm? Posted Image

BTW the Vulture can actually hold 8 lasers if you have the Revenant.

The trigger finger......using a multi-button mouse... I shoot competitively a lot at long ranges and what's left of my right hand is enough to hold the heavy High walls I use at distance...

I'm pretty thick skinned when it comes to "looking deformed" but, there are a few other players that have had accidents, war, disease or just age that play one handed.... A hand full of us (no pun intended) that use mostly missiles because "they are easier to use" and still allow us to play... I use missiles because I was recruited to use missile and run RACO ops.....that are missile intensive. That team left the game over a year ago and I'm not a brawler.....so, I stay playing what I like... The loc-on mechanic isn't logical at all in a FTL universe and with BAP/TAG?Sensor skill nodes used and selected, that loc-on should be instantaneous when in LOS and in effective range.... JMO.

#24 dario03

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Posted 27 December 2018 - 08:40 AM

View PostAsym, on 27 December 2018 - 06:54 AM, said:

Well, let's see.... The forum for the past two years has been about OP lights..... Especially, MG lights.... Not Assaults, Not Heavy mechs.........with the exception of the laser vomit HBR....

My point is that the lock on time, for self defense, is too long. I can hunt light at longer ranges without an issue, even with the new lock-on mechanics... It's when they are with in 200 meters and running around another mechs legs, it is extremely difficult to lock them.....if at all possible in most cases. So, the PIR pilots get a free pass to literally linger till they delete an assault. After all, I've seen so much blue-on-blue damage because the lights leg hug, it makes me wonder what would really happen?

Anyway, have a happy holiday and thanks for the feed back.


Read any of those threads and see that its mostly players that want more bigger is better, not balance. Evidenced by how in all of those threads the fact that lights are already the lowest performing class and assaults are the highest performing class is pointed out. Or just read how some flat out say that's what they want.

And most streaks boats I see hold w toward any light they see, so I don't think most are having issues with lock on up close. Unlock your arms and go ahead and fire them at extreme angles. If that doesn't work then use lock on at 200+ and other weapons up close.

Edited by dario03, 27 December 2018 - 08:41 AM.


#25 FRAGTAST1C

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Posted 27 December 2018 - 09:02 AM

Use MRMs. Really, use MRMs.

#26 Novakaine

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Posted 27 December 2018 - 09:25 AM

They put a ridiculous lock time on streaks and lrms to protect clods to dimwitted to seek cover.
When I'm staring at a target for 8 to 10 seconds 400 meters away to get a lock is just asinine.
Not even taking into account ECM and AMS you have to deal with.
I can make a damn sandwich and come back and I might have a lock.
Am I advocating insta-lock no I am not.
But if you can knit a sweater faster than you can get lock then that's just dumb.
Oh bye the way BAP and C3 is a joke.

#27 Koniving

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Posted 27 December 2018 - 09:31 AM

View PostAsym, on 26 December 2018 - 03:14 PM, said:

What? That "something has changed in the lock mechanics?" That what worked before was better for the mission I was having fun with?

The goal is to keep "everyone" playing......not, drive them off...

He is stat shaming you, basically, its sort of his shindig.

Just ignore him and he'll stop buzzing.

Quote

I do appreciate all of the suggestions. It's been somewhat fun being back but, sadly, the event is almost done and it's time to return to sea or space full time ! Have a happy and safe holiday !!!

You too. Posted Image

https://mwomercs.com/events/237
After you play a match today go here and redeem for a bunch of free stuff.

Edited by Koniving, 27 December 2018 - 09:34 AM.


#28 Variant1

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Posted 27 December 2018 - 05:10 PM

Still plenty of spot for lurmers to hit peeps with, lock on time aint long i still see folks dying to them so no lock on times are fine. IF ya cant wait 3 seconds to shoot maybe your better off using lasers. ECM is a joke, and knitting a sweater takes a year.

#29 Prototelis

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Posted 27 December 2018 - 05:17 PM

Streaks deserve to be nerfed or reworked. Its a weapon that is a hard counter to one entire class and half of the next one up, and they require just about no skill to use.

#30 Sable Dove

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Posted 27 December 2018 - 05:20 PM

The shame is that the most-common complaints were against LRM60-80 assaults at 900m on maps like Polar, so PGI changes the lock mechanic so that LRMs are pretty much only useful at extreme ranges (and they were already exponentially more powerful as you got bigger payloads). As a side-bonus, the change also nerfed the main hard-counter to their precious author-insert mech.

#31 Asym

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Posted 27 December 2018 - 08:30 PM

View PostPrototelis, on 27 December 2018 - 05:17 PM, said:

Streaks deserve to be nerfed or reworked. Its a weapon that is a hard counter to one entire class and half of the next one up, and they require just about no skill to use.

Skill to use? Do you realize how stupid that sounds.... This is a silly game with make believe physics; that are based on a whim matrix the corporate staff throws darts at.......... Heck, they can't even put on a convention without embarrassing themselves....

Skill? Oh, good GoD.......... I'll tell my best friend, an accomplished Artillery Officer, he has no skill........I've watched him drop DPICM in places no one would have even tried to shoot.... Heck, I've hip shot more IDF than you can imagine. And, here's the reality of those no skill weapons you talk about: being in the right place, at the right time and then, being able to effectively support the mission and put IDF on-target as called is real skill..... It's just it bit more complicated that walking up to an enemy mech at knife fighting distance and brawling till one either runs out of ammo or dies..... Streaks need to be massively buffed ! What to know why? Because they are being shot at pilots whom the word cover is something in a closet..... They live in the open because we have no weapons systems to discourage them from standing in the open ! They've all been massively nerf'd......... and, we wonder why the game is fading..... We used to able to head-shot at distance with Gauss rifles. LRM's and artillery used to be deadlier....

Skill? Anyone can brawl and anyone can hide way in the back and lob missiles: skill is in being more than either of those...

#32 Apache1990

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Posted 27 December 2018 - 08:41 PM

View PostKoniving, on 26 December 2018 - 09:11 AM, said:

Gotcha. Forgot about that one.
In which case its fixed.
TAG's still gonna give you benefits though.

(I reported that problem in 2012... 2018 they fix it. Sigh.)


Technically they didn't even fix it, they just removed the lock on speed bonus for Artemis completely.

Edited by Apache1990, 27 December 2018 - 08:41 PM.


#33 RickySpanish

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Posted 27 December 2018 - 09:07 PM

This appears to be a bug OP, try aiming slightly ahead of the light 'Mech. I have had instances where my lock on progress is slowed or undone while aiming right over my target, but actually they have been in motion moving passed me which causes the server and client to disagree on where everything is. Host State Rewind should prevent this but I swear it's just bugged.

#34 WhineyThePoo

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Posted 27 December 2018 - 10:26 PM

No

#35 Maddermax

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Posted 28 December 2018 - 12:59 AM

View PostPrototelis, on 27 December 2018 - 05:17 PM, said:

Streaks deserve to be nerfed or reworked. Its a weapon that is a hard counter to one entire class and half of the next one up, and they require just about no skill to use.


Yeah, nah. Streaks are good in a very narrow range of situations, and they can get shut down completely by stealth, or two ECM mechs. On top of that, they spread damage quite a bit, even at close range. They can take down a light very quickly in the right circumstances, but even a non-ECM light with any cover and full radar deprivation can be a very hard target due to needing a new lock every time they pass behind a rock or pillar. This is why I always take regular SRMs if I ever use streaks (which is fairly rare for me).

In an organised team with Narc, endless UAVs and people working closely, they’d probably be better, just because locks would be much easier to keep, but in quick play, they’re a decent, but somewhat marginal weapon.

#36 FRAGTAST1C

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Posted 28 December 2018 - 01:05 AM

View PostAsym, on 27 December 2018 - 08:30 PM, said:

***Snip***

Skill? Anyone can brawl and anyone can hide way in the back and lob missiles: skill is in being more than either of those...


See, no one is comparing real-life skills to what you'd need for a video game. It's asinine to do that. It's even, as far as I'm concerned, equivalent to clutching at straws to make your point, and poorly at that.

That sentence of yours that I left untouched, is what most of the argument is about. It really IS about being more than a lock-on specialist or a Brawler. Just lobbing missiles once your reticle turns red isn't being MORE than just lobbing missiles once your reticle turns red.

If one weapon system outshines another, then everyone will want to go with that and that creates a boring game which everyone will opt out of eventually. I'm not in a position to counter every argument but I thought I should point out some flaws here.

Instead of reducing twist rate or whatever and nerfing weapon systems, PGI could've tried something different where MWO could compete against other f2p games while still being unique. As of right now, the main thing it's got going for it is the giant stompy mechs where, unfortunately, some turn like a train and a good chunk of the weapon systems feel lacklustre 'cause it.

#37 The6thMessenger

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Posted 28 December 2018 - 01:19 AM

I'd rather they made homing weapons have their own individual locks, and has to reaquire them with every shot.

#38 Asym

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Posted 28 December 2018 - 08:38 AM

View PostFRAGTAST1C, on 28 December 2018 - 01:05 AM, said:


See, no one is comparing real-life skills to what you'd need for a video game. It's asinine to do that. It's even, as far as I'm concerned, equivalent to clutching at straws to make your point, and poorly at that.

That sentence of yours that I left untouched, is what most of the argument is about. It really IS about being more than a lock-on specialist or a Brawler. Just lobbing missiles once your reticle turns red isn't being MORE than just lobbing missiles once your reticle turns red.

If one weapon system outshines another, then everyone will want to go with that and that creates a boring game which everyone will opt out of eventually. I'm not in a position to counter every argument but I thought I should point out some flaws here.

Instead of reducing twist rate or whatever and nerfing weapon systems, PGI could've tried something different where MWO could compete against other f2p games while still being unique. As of right now, the main thing it's got going for it is the giant stompy mechs where, unfortunately, some turn like a train and a good chunk of the weapon systems feel lacklustre 'cause it.

You are correct and I'm tired of games that have so much potential and lack the market execution; or, necessary game play logical changes; or, the collaboration with and for the customers to insure their voice is in the product... This IP is such a small niche market gem that an entire masters level entrepreneurial class took two weeks discussed MWO as a great illustration of how "difficult" small niche markets are and how easy it is to rely on "status quo" when running them !!!

MWO was in the "deep end of the pool" at day one with an IP rating so high, it was heady..... The contrast is startling. And yet, it takes innovation to make extreme small niche market single player games, great games. Look at Fallout 76 as a comparison game that did the same thing MWO did years earlier... Game cultures have to be studied and then included into the initial discussion well before the first line of code is written; otherwise, Toffler's wave theories (cultural adaptive friction to technologies changes) start to pop up and internally self destruct the entire premise....

I read MWO's reviews several years ago and I love the MW SP games... I knew, from day one, PGI couldn't make this work as they expected and here we are, full circle, several years later, one status quo change after another, right back where MWO started in 2012........the single player game,,,, Now some would say that Solaris is a Single Player mode,,,,,,,but, it isn't; because many of those players exist in large FP teams and they seriously don't want to be on their own..... MW5 removes the large teams and is, for the most part, a true SPG and needs to be to be profitable..... MMOG's games need the opposite approach to remain viable.........they need to be very deadly, challenging and require Operational level team building concepts to remain viable (expanded cultural, not individual, meritocracies) ! FP has those outlines and PGI just didn't have the resolve, the skill or the money to do anything about them.... MMOG rely on the virtual economies they create to be profitable......not the status quo linear sales paradigms which are Tactically based (the latest gimmick, the latest OP mech, etc...) JMO

#39 Remover of Obstacles

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Posted 30 December 2018 - 04:48 AM

In my opinion, the bigger issues for lock are the light posts, charlie brown christmas trees, and anything about the diameter of angel hair pasta causes lock loss. I mean 100 pounds of balsa is blocking my lock of a 40,000 to 200,000 pound metal monster, really?

Radar Dep invalidates the points spent in Target Decay. Ouch.

The good light pilots will use trees and nose bump legs to break locks instantly with 5/5 radar derp. Not really much you can do, except, as others have suggested, limit the field of weapons that you choose. (Limiting weapons choices does not equal fun.)

It would be nice if the target is in the target reticle, it would start to lock. With the changes you can often have the target in reticle and not get or lose a lock. Very counter intuitive and tough for new or infrequent players.

#40 The pessimistic optimist

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Posted 30 December 2018 - 08:30 AM

View PostEl Bandito, on 26 December 2018 - 08:14 AM, said:

Stop using SSRMs and start investing in MPLs against Lights.

TDR-5SS
I say both on a light hunter. Got MPL for direct punch and SSRM 6 once that's locked light can't dodge that damage it forces them to have to retreat or take damage.

Edited by SirSmokes, 30 December 2018 - 08:33 AM.






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