Strike Spam - How To Nerf Them Without Making Them Ineffective
#1
Posted 09 April 2019 - 08:02 AM
They're of great value to a team when used properly but it seems a lot of people spam them recklessly just to inflate their own scores. So how about we balance that:
Strikes no longer reward players for the damage they cause. No damage, no match score, no rewards. Team damage still counts against you (you're not allowed to get away with hitting your teammates).
What's there to object to?
#2
Posted 09 April 2019 - 08:26 AM
But when I use strikes I'm not using them to farm damage. I'm still using them to rip off open components/break up groups/move static positions.
A change like this might see a *minor* decrease in strike usage but nothing really noticeable.
#3
Posted 09 April 2019 - 08:48 AM
#4
Posted 09 April 2019 - 08:49 AM
Two things that I think would help:
1. Make the damage scale based on weight class. An assault gets hit by a strike and it's forgettable. A light gets hit by one and you're absolutely demolished. This would lower the damage without removing its purpose.
2. Create a Precision Damage stat that counts the damage you do to components that eventually kill your opponent. If your opponent get CT-cored than all the damage you did to the CT counts as precision damage. If he gets legged, then all the damage you did to either leg gets counted. If your opponent survives and your team loses, then the game looks at the most damaged critical component and uses the damage you did to that spot.
This would let people see who is efficiently drilling through opponents and who is playing farmville with streaks and strikes. It would also give players a great metric to try to improve. If a lot of their damage is just spreading all over they know they need to work toward improving their aim. I would love to know what my numbers look like.
#5
Posted 09 April 2019 - 08:56 AM
what's so bad about farming damage? dishing out damage as much as possible is a good thing in my book. it can lead to a team win if your team does more damage than the opposing team in most cases.
#6
Posted 09 April 2019 - 09:10 AM
sumbody, on 09 April 2019 - 08:56 AM, said:
what's so bad about farming damage? dishing out damage as much as possible is a good thing in my book. it can lead to a team win if your team does more damage than the opposing team in most cases.
"damage farming" specifically refers to shooting parts of mechs that aren't critical with the intent of racking up a damage score. everyone does this from time to time. take a leg, then an arm..then another arm... then a shoulder. shoot the cit a bit. maybe open up the other shoulder. That is damage farming.
the earlier points raised is that no one is "farming damage" with strikes. it's too random. there's no "damage farming" involved. Just "putting out damage" is not the same as farming.
Edited by thievingmagpi, 09 April 2019 - 09:11 AM.
#7
Posted 09 April 2019 - 09:12 AM
#8
Posted 09 April 2019 - 09:36 AM
Jman5, on 09 April 2019 - 08:49 AM, said:
Two things that I think would help:
1. Make the damage scale based on weight class. An assault gets hit by a strike and it's forgettable. A light gets hit by one and you're absolutely demolished. This would lower the damage without removing its purpose.
2. Create a Precision Damage stat that counts the damage you do to components that eventually kill your opponent. If your opponent get CT-cored than all the damage you did to the CT counts as precision damage. If he gets legged, then all the damage you did to either leg gets counted. If your opponent survives and your team loses, then the game looks at the most damaged critical component and uses the damage you did to that spot.
This would let people see who is efficiently drilling through opponents and who is playing farmville with streaks and strikes. It would also give players a great metric to try to improve. If a lot of their damage is just spreading all over they know they need to work toward improving their aim. I would love to know what my numbers look like.
(2) is absolutely a great idea.
I know for a fact that a significant chunk of my damage is useless. If I'm shooting at an opponent that eventually died thru the CT, that lost no other components, but I hit a leg and an arm before finally nailing that CT, the ~60 damage I did to the leg and arm are actually pointless.
#9
Posted 09 April 2019 - 09:40 AM
Edited by LordNothing, 09 April 2019 - 09:41 AM.
#10
Posted 09 April 2019 - 09:54 AM
VonBruinwald, on 09 April 2019 - 08:02 AM, said:
They're of great value to a team when used properly but it seems a lot of people spam them recklessly just to inflate their own scores. So how about we balance that:
Strikes no longer reward players for the damage they cause. No damage, no match score, no rewards. Team damage still counts against you (you're not allowed to get away with hitting your teammates).
What's there to object to?
I have been calling for that for a while now.
#11
Posted 09 April 2019 - 09:55 AM
#12
Posted 09 April 2019 - 11:01 AM
#13
Posted 10 April 2019 - 02:29 AM
VonBruinwald, on 09 April 2019 - 08:02 AM, said:
Strikes are also of limited usefulness unless the opposing team is bunches up in a very close formation and stays in a static position.
Edited by Horseman, 10 April 2019 - 02:30 AM.
#14
Posted 10 April 2019 - 02:40 AM
Now we just need a lights OP thread to go full circle.
#15
Posted 10 April 2019 - 02:47 AM
#16
Posted 10 April 2019 - 03:17 AM
Edited by Sixpack, 10 April 2019 - 03:17 AM.
#17
Posted 10 April 2019 - 05:33 AM
#18
Posted 10 April 2019 - 05:39 AM
Actually the more I think about it the more silly it seems.
#19
Posted 10 April 2019 - 08:12 AM
#20
Posted 10 April 2019 - 10:08 AM
Edited by lazorbeamz, 10 April 2019 - 10:09 AM.
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