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Ranges of weapons and why you need to stop complaining


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#61 A6PackofToucans

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Posted 10 May 2012 - 06:04 PM

" I am looking forward to a MW game that doesn't involve mindless snipe fests and missile spamming "

I agree with you there Corrald, but when the MWO dev's created the multiple reticles and variable weapon targeting times, I thought the above concern was a thing of the past, even if all weapon values would be similar to the other Mechwarrior titles. I also figured the poptart sniping was a thing of the past with force first person, and the new targeting system as well.

However,

I am looking forward to a MW game that doesn't involve mindless point blank slugfests.

Edited by A6PackofToucans, 10 May 2012 - 06:05 PM.


#62 Mike Silva

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Posted 10 May 2012 - 06:05 PM

View PostThe Cheese, on 10 May 2012 - 05:56 PM, said:


Being a little pedantic, aren't we? Mechwarrior, that may be, but you know as well as I do that this is not what people are commonly referring to when they say "Mechwarrior fan" on here.


Right, and you *should* know as well as I do that there's a lot of people here who hear the word "MechWarrior" and do not exclusively associate it with a video game, but broaden that to include a larger line of gaming products and supporting literature.

We're arguing semantics, so this has clearly come to a stand-still. So this is where I get to say "neener neener, the people who are developing this game have openly stated that they intend to stick to the original rule-set and balance as much as possible, neener neener, get over it."

#63 Vollstrecker

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Posted 10 May 2012 - 06:05 PM

I'm going to rehash an example I made from another thread about this.

First off, I believe everyone wants all weapons, playstyles, and such to be viable. The short-range brawler should have equal opportunity to play and win as the long-range sniper.

So, long-range weapons favor open terrain (such as the Clan style). Using stock variants and assuming no cover at all, you are piloting a Catapult and have an enemy Hunchback closing in on you (using two examples we have seen thus far). Watching the video, I counted an approximate 3 second reload time on the LRM-15 racks.

Using open terrain, you are going to be backing away from the Hunchback while peppering him with missiles to prevent him from bringing his AC20 into play. Your Catapult will be backing up at a rate of 43.2 kph (12m a second). The Hunchback is assumed to be running at its maximum speed of 64.8 kph (18m a second) to close with you.

The Hunchback is therefore gaining 6m a second on you. The maximum range for the Hunchback's weapon systems is 270m. This means you have 360m of free time to fire at him without him being able to do anything, which ends up taking him 60 seconds of running at you and eating missiles. That's roughly 20 salvos of 30 missiles each, more than enough to completely destroy him.

Even if you weren't moving at all, he'd close 3 times as fast and still eat missiles for 20 seconds, which is still potentially able to scour all of the armor off of his 'mech (using TT damage values). Now, I'll go ahead and say that the damage and armor values may not be true to the TT, but the speed/range numbers don't lie.

Opinion section:
Now if you add in the terrain that we're seeing, frankly, it appears that it was designed around the ranges that we currently have (this really shouldn't be surprising). I frankly consider a system-wide range increase to be pointless as it would encourage the stand-off snipefests we're used to from previous iterations, and would possibly require terrain redesigns. Any range increases to certain weapons will essentially favor the style of play favored by that weapon.

I've played the TT for quite some time, and the weapons really are fairly well balanced. Regardless, I doubt any last-minute change will be made to weapon ranges without some significant play testing by the public. I think this is mostly pointless speculation until we have a chance to exercise our trigger-fingers. I have faith that PGI will be closely monitoring these things during the closed/open beta stages. After everyone waiting so long for a new Mechwarrior game, the last thing anyone wants is for it to be sub-par. :P

#64 The Cheese

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Posted 10 May 2012 - 06:08 PM

View PostMike Silva, on 10 May 2012 - 06:05 PM, said:

We're arguing semantics, so this has clearly come to a stand-still. So this is where I get to say "neener neener, the people who are developing this game have openly stated that they intend to stick to the original rule-set and balance as much as possible, neener neener, get over it."


Ok, well I get to say "neener neener, they've also said that they're trying to create the best game possible, and will deviate from the original rule set and balance if those rules and balances don't make for a good sim experience, neener neener, get over it".

#65 Mike Silva

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Posted 10 May 2012 - 06:10 PM

View PostThe Cheese, on 10 May 2012 - 06:08 PM, said:


Ok, well I get to say "neener neener, they've also said that they're trying to create the best game possible, and will deviate from the original rule set and balance if those rules and balances don't make for a good sim experience, neener neener, get over it".


I said "neener neener" first, so I win, that's how this works.

#66 Aelos03

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Posted 10 May 2012 - 06:10 PM

View PostMike Silva, on 10 May 2012 - 05:45 PM, said:


You mean like this Mechwarrior game?

Posted Image

"MechWarrior" is not synonymous with "video game."


this is WORST statement ever... you are in mechwarrior online forum and its video game that exists for like 15 years now and when you say mechwarrior we mean game maybe if we were in some other forum it could mean something else but i dobut it i think even there people will think its this

Posted Image

#67 The Cheese

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Posted 10 May 2012 - 06:11 PM

View PostMike Silva, on 10 May 2012 - 06:10 PM, said:


I said "neener neener" first, so I win, that's how this works.


No u!

#68 Dymlos2003

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Posted 10 May 2012 - 06:11 PM

View PostWilliam Petersen, on 10 May 2012 - 05:35 PM, said:



How sure are you about this? I don't have the game installed any more, and I know there was a chart in-game that listed *all* weapon data, but I cannot, for the life of me, find a screen shot of it. X_X


Oh I'm very sure Im playing it right now

#69 A6PackofToucans

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Posted 10 May 2012 - 06:12 PM

LOL, this got funny somehow.

#70 Yeach

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Posted 10 May 2012 - 06:12 PM

View PostYoseful Mallad, on 10 May 2012 - 12:49 PM, said:

First off... If the DEVS want to merge this thread with another please do. I wanted to bring up a point but was not willing to hunt down all the posts in other threads to make my point.

Ok... Soooo many are complaining about ranges of weapons in the game and that it seems like this is going to be a close up in your face slug battle type of game. Someone even complained about the LRMs only having a range of 630 meters. This is not MW games of the past where range has no meaning. This is going to be a thinking mans MW game and the DEVS have got the ranges right for a change. You cry about wanting tactics... Well you got it. Being able to snipe from the other end of the board is hardly tactical. Leave the extreme long range to you LONG TOM artillery units lol. Back to the crying over the LRM range. Again, the DEVS got it right. In classic table top 1 hex is 30 meters for range. LRMs have a max range of 21 hexes. 21 hexes by 30 meters is... Do the math... 630 meters. That's dead on with the game guys.


Okay first off.
http://mwomercs.com/...__fromsearch__1

View PostRyokochan, on 10 May 2012 - 12:56 PM, said:

As someone said in another Thread MW4 ruined a whole generation of mechwarriors. :P


I disagree about this post; What some people clain as "dirty" items mostly came from mechwarrior3.
LRM Range - MW3 = 800m, MW4 = 1000m, BT = 630 m

Coolant Flush - first introduced in MW3
Combat in 3rd Person - first introduced in MW3
Small Zoom window - first introduced in MW3
Instant Lasers - first introduced in MW3

If you want someplace to blame, blame Mechwarrior3 before you blame Mechwarrior4.

In regards to weapons range, I am would be okay if they changed the hex size so that LRMs could be fired to 840 m. (21 hex x 40 m)

View PostYeach, on 29 January 2012 - 08:36 PM, said:

As I mentioned in another thread?
What about increase the hex size from 30m to 40 or 50m?
All weapons ranges, weapons speed would all be proportionally increased so everything stays relative.

IMO it doesnt really change the TT rules, just makes the ranges of the weapons more believable.

http://mwomercs.com/...9592#entry99592

Lastly
It doesn't make sense (or does it) at this point that a human person (100m in 10 sec = 10 m/s) can outrun an Urbanmech.
Run = 3MP = 90m/10 sec = 9m/s IMO

Changing the hex size would increase the Urbanmech to a more reasonable? 12 m/s 43kph

#71 Solis Obscuri

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Posted 10 May 2012 - 06:12 PM

View Postneodym, on 10 May 2012 - 01:12 PM, said:

I totally disagree with OP,tabletop is tabletop and pc game is pc game........ I was shooting LRM at 1000meters all those years in MW2,MW3 and MW4

I am dissapointed that LRM cant be fired without lock on,under 200meters with max range of 640 meters witch is more than 33% decrease from previous games with bad accurancy,ammo problems and not impressive damage

like I am dissapointed,yeah funk me who I am just little no one but its like that and thats the way it is,MW3 nailed it.... the weapons behaviour,dmg,visuals,feel were spot on,maybe I was too optimistic that someone can 14 years later stand up to that standard...

I take it you never played MW2 Mercs then? That game went by TT weapon ranges for IS T1 and T2. (Though you could cheat with some of the direct-fire weapons, LRMs wouldn't lock outside of range).

View PostBelisarius†, on 10 May 2012 - 04:42 PM, said:

So... cloning tabletop values (which the creators of the tabletop game have explicitly stated were designed to simply keep the board small enough to be used in a living room) into a completely different medium automatically makes for a "thinking man's game"?

I'm glad I don't live on whatever planet you come from.

I'm also very glad to see at least some people are realising how crippling this will be to tactical play.

I don't see how longer weapon ranges create any more "tactical play", especially when movement speeds are predominantly going to be 64.8kph that most 3025-3050 I.S. 'mechs were capable of. Longer ranges begin making more sense if, for example, you are using predominantly T2/T3/ClanTech and 'mech movement tends towards 86.4kph for heavies, 64.8 for all but the most powerfully armed assaults, and 97kph or better for mediums, but with really long weapon ranges and 'mechs that move fairly slowly (and often aren't that well armored) you just wind up with the heaviest weapons platforms shooting fish in a barrel. (And frankly, I recall the MW2 Arrow IV missiles. Being able to lob huge AoE damage at enemy stars/lances at 2km was just farcical, unless lots of 'mechs had AMS - which they probably won't at launch of MWO). From the map views we've seen, LoS of over 700m isn't going to be the norm anyway, so I don't see where it matters that much, though -

View PostWilliam Petersen, on 10 May 2012 - 05:35 PM, said:

How sure are you about this? I don't have the game installed any more, and I know there was a chart in-game that listed *all* weapon data, but I cannot, for the life of me, find a screen shot of it. X_X

Not MW2, which is all ClanTech anyway, but it was 630m in MW2 Mercenaries.

#72 Joe Mallad

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Posted 10 May 2012 - 06:14 PM

here is an example of the LRM range in this game compared to a real missile used today (the Hellfire missile)

630 meter LRMs... 630 meters is 2066 feet and that = 688 yards. Thats almost 7 football fields.

A modern day Hellfire missile that we use on our choppers, some jets and even fired from ground based vehicles only has a range of 546 yards. Thats 500 meters.

Vehicles in the BT/MW universe use the same LRMs as the mech so yeah, the vehicales and mech in this universe still use weapons with greater ranges than what we use now.

Edited by Yoseful Mallad, 10 May 2012 - 06:17 PM.


#73 Mike Silva

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Posted 10 May 2012 - 06:15 PM

View PostAelos03, on 10 May 2012 - 06:10 PM, said:


this is WORST statement ever... you are in mechwarrior online forum and its video game that exists for like 15 years now and when you say mechwarrior we mean game maybe if we were in some other forum it could mean something else but i dobut it i think even there people will think its this

Posted Image


If you're going to come at me at least get your facts straight. MechWarrior the video game has existed for 23 years now.

Since the only experience you've ever had with this line of games then yeah, what I just said is ridiculous to you; but for somebody who's sitting next to a stack of Technical Readouts it's not so ridiculous.

#74 Belisarius1

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Posted 10 May 2012 - 06:15 PM

View PostInsidious Johnson, on 10 May 2012 - 04:48 PM, said:

If by tactical play you mean two teams parked 900m from each other jump sniping from cover in 3rd person view, then yes, crippled it will be. Other than that, it opens up a whole realm of tactics which you have not seen, nor which have yet occurred to you. That does not mean they are not readily apparent to others nor that they lack tactical value to all others besides yourself. The pace of combat itself is not a determining factor as to the tactical content contained therein.

Insidious, I don't recognise your handle, but by your unit history I would have pegged you as an ex-NR league guy. I'm surprised to hear someone with that background make an argument based on 3pv.

View PostYoseful Mallad, on 10 May 2012 - 04:58 PM, said:

ok... not arguing or disrespecting but can you then explain to me what you believe this game should be like so it becomes a tactical game? Genuinely asking...

I'll lay this out clearly, because I think there's a huge misunderstanding on one side. This will be long, but you did ask.


The price of reduced range is that it becomes easier to close into brawling range. That much is obvious. The important metric is dps versus the time taken to close. The worst-case situation for brawler versus range is when the brawler is charging blindly towards the ranged 'mech across open ground. In that situation, the long range 'mech needs to be able to inflict enough damage that the brawler will be crippled by the time it gets close. If it cannot, long range is not viable and everyone will brawl, because your test has demonstrated that range does not come out ahead even in ideal situations for that tactic. With me so far?

By reducing the maximum range, you narrow the window the ranged 'mech has available to inflict that crippling damage. It takes 30 seconds to cross from 900 to 450m, but only 20 seconds to cross from 600 to 300. To maintain the balance, you must increase the dps of the ranged 'mech so that it can continue to deliver crippling damage in a shorter window; MWO has done this, as LRMs now fire very quickly. There are hidden costs to this. The first and most obvious is that everything dies much more quickly. The game moves away from sim and towards a classical shooter, where enemies are killed in a matter of seconds rather than minutes.

Second and less obvious is the cost to cover and manouvre-based play. In simplest terms, you need a certain window of grace in which to expose, fire, retreat, reposition and fire again. Here is where everyone who played MW4 casually and/or briefly will write me off as a poptart and ignore everything else I have to say. I challenge you to keep reading and entertain the suggestion that what you saw in 3pv respawn pub matches was not what the game was meant to be.

People who never played MW in organised FFP/NR tend to deride cover based play as a dumbing-down of the game. The fact was that for players who knew what they were doing, the herp-derp forward-reverse or stand-still-and-jump-up-and-down move that permeated pub servers was actually a death sentence, because you became an incredibly easy target for a competent team able to predict you while flanking your static position. In essence, the tactic that 99% of people rage about was a complete joke among good players (except in 3pv, which is irrelevant for MWO).

Real cover based play involved whole teams or subsets of teams constantly attempting to flank each other, using terrain to create and shield firing angles and searching for advantage or weakness. Longer range and slower weapon recycles meant teams were able to engage lightly, trading shots and shifting positions. If you found yourselves engaged in a poor position, retreating to a better one was sometimes viable because the enemy were far away. Harassers could work with relative confidence knowing they were difficult to catch. That space actually created a thinking man's game of the highest order.

By reducing range and increasing cycle time, you drive players towards exposure and open-plain slugfests. If a team that moves out of sight for thirty seconds to find a better angle risks cresting to find a horde of hunchbacks up in their grill, that tactical option has been removed. It is better to simply stand in the open and fire until they reach you. This is exacerbated by mechanics such as convergence, which further punish a team for moving from cover into combat.

Ironically, stupid poptart tactics are hurt less by shorter weapon ranges and higher recycle times, because they rely on a simple move that occurs as fast as their weapons recycle. They'll just come up and down a bit faster.

The real losers are players who try to use cover intelligently to create space and angles, who stay down longer than their weapon recycle because they're moving from place to place. They suffer because their guns have less idle time, so instead of giving up two shots' worth of damage to reposition, they lose four to move the same distance. There is also a much higher risk that in the time they are down and blind, their enemy will move into range and crush them. Again, it's better just to stay in the open.

I get incredibly frustrated by all these mechanics that are being introduced to combat the demon known as poptarting, when that demon was actually never a problem in the first place, and by targeting it you destroy everything that made MW the thinking man's game everyone seems to desire.

Edited by Belisarius†, 10 May 2012 - 06:35 PM.


#75 Mystwolf

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Posted 10 May 2012 - 06:19 PM

View PostLothahnus, on 10 May 2012 - 05:38 PM, said:

630 meters for a LRM is kinda stupid. This is future tech and you telling me the best they can do is 630 meters? We have tech today where we can shoot missle miles and mile acurately with satalite guidance. and you telling me in 2000 years it will only get worse?

Also saying there is no skill to sniping means you are not skilled at it. Sniping takes timing, aim, and dexterity. there is no reason it should not remain in the game. And sniping is not without risk. It is not hard to get behind a sniper or sneak up on them. If the sniper does not have proper cover or backup then its a good chance he will be toast.

People always get mad at snipers or people who use cover like we are supposed to run out in the open and be a target. taking long range out of the game makes every fight a brawl and though I like a good brawl if you make it all that is available it will get tiring.



not trying to be mean or condescending but have you read any of the books? how about any of the game manuals? or even the booklets in the older MW games. yes it is 2000 years in the future and the premise is that there has been so much war and devastation that we have forgotten how to make or use a lot of technology. Yes they may have spaceships but they do not know how to recreate the KF drives to travel between the stars they only know how to repair and keep the ones they have functional. That is why in the books some mechs have even been passed down from generation to generation. So yes it is in the future, yes they have advanced something but others have degraded over time or in some cases been lost all together. as with a lot of games there is some suspension of reality.

#76 Mike Silva

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Posted 10 May 2012 - 06:19 PM

View PostYoseful Mallad, on 10 May 2012 - 06:14 PM, said:

here is an example of the LRM range in his game compared to a real missile used today (the Hellfire missile)

630 meter LRMs... 630 meters is 2066 feet and that = 688 yards. Thats almost 7 football fields.

A modern day Hellfire missile that we use on our choppers, some jets and even fired from ground based vehicles only has a range of 546 yards. Thats 500 meters.

Vehicles in the BT/MW universe use the same LRMs as the mech so yeah, the vehicales and mech in this universe still use weapons with greater ranges than what we use now.


The entire BattleTech universe completely falls apart when you start making comparisons to modern technology. Aerospace fighters are limited to weapons that can go no further than roughly 1000 meters. In 1966 the US military fielded an A2A missile that could strike out to 190 kms.

Making any sort of comparison to BattleTech weapons to modern weapons just doesn't work. BattleTech weapons are balanced for war gaming, modern weapons are not.

#77 A6PackofToucans

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Posted 10 May 2012 - 06:24 PM

Very Well said and explained Belisarius!!

Also, the Hellfire missiles minimum range is 500m, it's max range is around 8 kilometers. But yea, you just can't compare any modern weaponry to that used in the Battletech universe.

Edited by A6PackofToucans, 10 May 2012 - 06:26 PM.


#78 Joe Mallad

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Posted 10 May 2012 - 06:25 PM

View PostMike Silva, on 10 May 2012 - 06:19 PM, said:


The entire BattleTech universe completely falls apart when you start making comparisons to modern technology. Aerospace fighters are limited to weapons that can go no further than roughly 1000 meters. In 1966 the US military fielded an A2A missile that could strike out to 190 kms.

Making any sort of comparison to BattleTech weapons to modern weapons just doesn't work. BattleTech weapons are balanced for war gaming, modern weapons are not.
thats why i made the comparison. To show that just because its supposed to be in the future does not mean everything has to be soooooo much more advanced. I was on the other hand comparing in the sense that even tho it is meant to be in the future, the battlemech and most other BT/MW vehicles and ships are still very barbaric in a sense.

#79 Mike Silva

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Posted 10 May 2012 - 06:27 PM

View PostYoseful Mallad, on 10 May 2012 - 06:25 PM, said:

thats why i made the comparison. To show that just because its supposed to be in the future does not mean everything has to be soooooo much more advanced. I was on the other hand comparing in the sense that even tho it is meant to be in the future, the battlemech and most other BT/MW vehicles and ships are still very barbaric in a sense.


Gotcha. :P

#80 Aelos03

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Posted 10 May 2012 - 06:28 PM

View PostMike Silva, on 10 May 2012 - 06:15 PM, said:


If you're going to come at me at least get your facts straight. MechWarrior the video game has existed for 23 years now.

Since the only experience you've ever had with this line of games then yeah, what I just said is ridiculous to you; but for somebody who's sitting next to a stack of Technical Readouts it's not so ridiculous.


well sorry about that i didn't check wiki for that one (i wild guessed) so video game is 3 years older then me :P
what is ridiculous to me is that we are all here waiting for new mechwarrior game (how you want me to call it B) ) and when someone say mechwarrior we all mean on video game its little odd to think its something else.





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