There's nothing wrong with the derp but a 100% counter to a player investing in Target Decay Duration is unfair. I understand it takes 5 more nodes for maximum derp vs. maximum durr but that's not a valid excuse. Imagine you could pick up full immunity to enemy strikes via 10 nodes (and yes, I understand that's a silly concept).
I'd suggest dropping each node to 15% for a maximum reduction of 75%. But I'd even 19/95% as a token gesture in recognition of the issue.
Vote for your recommended values or to leave it alone if you feel it's fine.
Opinions welcome.


Rebalance Radar Derp.
Started by VonBruinwald, May 10 2020 05:23 AM
7 replies to this topic
#1
Posted 10 May 2020 - 05:23 AM
#2
Posted 13 May 2020 - 12:06 AM
Wait a moment... let me get this straight... 
Radar Deprivation Skill @ 100% means that ALL Target Decay, even what's been added on top of the Basic Amount, is completely LOST?!?!?
~D. V. "Just needing to clarify something here about Radar Deprivation" Devnull

Radar Deprivation Skill @ 100% means that ALL Target Decay, even what's been added on top of the Basic Amount, is completely LOST?!?!?

~D. V. "Just needing to clarify something here about Radar Deprivation" Devnull
#3
Posted 14 May 2020 - 04:56 AM
D V Devnull, on 13 May 2020 - 12:06 AM, said:
Wait a moment... let me get this straight... 
Radar Deprivation Skill @ 100% means that ALL Target Decay, even what's been added on top of the Basic Amount, is completely LOST?!?!?
~D. V. "Just needing to clarify something here about Radar Deprivation" Devnull

Radar Deprivation Skill @ 100% means that ALL Target Decay, even what's been added on top of the Basic Amount, is completely LOST?!?!?

~D. V. "Just needing to clarify something here about Radar Deprivation" Devnull
Yep.
That's why I consider it OP. 90% of the time it's not OP but when you're building with quirks it most certainly is.
Can pretty much burn this thread, been getting feedback elsewhere and a flat 1.2 second reduction is better balanced and alleviates lights getting streaks up the wazoo.

Edited by VonBruinwald, 14 May 2020 - 06:16 AM.
#4
Posted 14 May 2020 - 05:13 AM
Sorry, no. Git gut with something other than lrm.
#6
Posted 14 May 2020 - 09:36 AM
VonBruinwald, on 14 May 2020 - 05:54 AM, said:
It sounds like they want to be burned... hard.

Anyway, I compared things on those tables that you have there, and then ran your idea through my head. Between the ~2 second baseline, and the max of ~5.5 to ~6 seconds with all the Target Decay nodes (not including quirks, but my thoughts here even took those into account), I think Nerfing Radar Deprivation in the current climate to an 85% maximum (17% per node) with your idea is VERY suitable. So the version of your idea proposed here gets my SUPPORT anyway.

I looked at the 1.2 seconds per node version tables that you provided, and then took into account people who do not naturally have fast brains/bodies/reactions to what's happening around them. Constantly, over ALL the Nerfing that has hit Lock-On Weapons, this has been one thing that has utterly failed to be considered by PGI and the vocal minority of the Community that wanted to kill LRMs/ATMs/Streaks out from under people. The version where 1.2 seconds per node is used FAILS to consider for people who are not naturally blessed with talent/ability/function in their bodies, and is actively detrimental to MWO's continued existence. As a useful note, MechWarrior 2&3 both seemed to not push the pace too quick and left room for people who didn't naturally have great capability in one manner or another. MWO should also be repaired to meet allowing for slower-paced combat, like how it was ~3 years ago. (Like, I think we can both agree the "Nascar-rotato-potato" needs to take a serious facepunch, but the only thing that did so properly was how the game was back then.)

On top of this, imagine somebody comes home from work (or they're retired, or something like that such as a work-preventing disability), but they can't get their mind to settle or their body to rest, and they have an underlying tremor that shakes their ability to aim in MWO's environment. Heck, you can even lump in any of several other issues such as the basicness of one's mind being badly slowed by the wear that a long day can put upon anyone. Your version with the percentages (particularly at a level of 17% per node, 85% total) DOES handle for this and gives them an actual fighting chance. The hard-up 1.2 seconds per node version sadly does NOT provide appropriate compensation for people with such a medical-level issue. Further, this applies particularly more when the person can not cure the issue in their body even through medicine, sleep, or any other method inclusive of such as exercise. MWO needs to stop being balanced from the Top Players (or Upper Crust) on down, and needs to start being balanced from the Least-But-Reasonable (as in those who are willing to work as a Team and allow for role-based combat, but NOT those who are unwilling to work together or learn and therefore stay the worst) Players on upward in terms of skill requirements to play & enjoy. (Unfortunately, it feels to me like getting people to listen in that regard just isn't possible.)

So yeah, I've said my overload of a wall-of-text here, thoughts and reasons fully packed. Again, I think this percentage-based idea of yours is more worthy of being SUPPORTed than the other one. It provides equally for ALL players, and NOT just the Upper Crust (or even the whiners) that only thinks of themselves. For a rough idea, even the Lock-On Angle needs to be unnerfed by ~2 degrees in the current MWO climate!

~Mr. D. V. "Those other people didn't consider things properly, but YOU DID, and get my SUPPORT for it!" Devnull
(p.s.: While I was typing this post, PGI rudely expired my Login in the background... It's a good thing I checked carefully, so I wouldn't lose all of my effort to communicate. I hope this post has given you some useful insight to work with.)
#7
Posted 15 June 2020 - 05:55 PM
So my issue with Radar Dep, and the reason I won't even use it on my own 'mechs unless I'm forced to go through it to get ECM nodes, isn't even so much that it completely counteracts Target Decay, as it is that if the 'mech passes behind even the slightest "cover" (which could be invisible, and often was, 4 years ago), the target lock would be 100% reset in that instant, and an additional 2 or 3 seconds (up to 10 for a long-distance lock, nowadays) would be required to reacquire a lock. I wouldn't mind the instant target loss so much if the target didn't have to be "reacquired" if it showed back up within two more seconds. I feel as though immediate reappearance should come with an already acquired target lock, and obstacles that don't fully obscure the 'mech shouldn't activate radar dep (those annoying pillars on HPG, for example, which even a Locust sticks around both sides of).
#8
Posted 16 June 2020 - 05:59 AM
Peeps have decided, its fine as is.
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