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Fixing Information Warfare


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#201 DocBach

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Posted 01 January 2013 - 06:35 PM

View PostTrauglodyte, on 01 January 2013 - 03:16 PM, said:

If LRMs and SRMs were faster, the lower damage wouldn't matter because they'd have a higher probability of landing. Nobody says that you should take cover to avoid getting hit with a 2000m/s PPC bolt.



Kind of the charm of facing an LRM boat is the fact that you can side step out of the way to cover most of the time and laugh it off, right?

On the flip side, it seemed every time I used LRM's the same thing happened to me, and no matter what my target managed to slip behind a rock or building right before my missiles would impact.

Probably a cut-back of damage and an increase in projectile speed would make the LRM's feel a bit more right.

#202 Koniving

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Posted 01 January 2013 - 08:10 PM

To Trauglodyte:

LRMs do miss. Quite a bit in fact. Even on stationary targets with line of sight so long as you don't have Artemis you will have some misses. For an LRM-20 unaided on a stationary target, 1 to 3 missiles are destroyed by AMS, 2 to 4 more typically miss. With tag or with Artemis, the same circumstance would have 1 to 3 missiles destroyed by AMS, all others direct hit. Barely any miss when Tagged or Artemis fired. Distance: 200 to 230 meters give or take.

Moving targets, especially if the target moves to the side of the shooter and runs at the speed of your average Centurion (70 to 80 kph) and in this case without AMS, there's a strong chance that up to 10 missiles (usually between 5 and 7) out of an LRM 20 will go "around" and pass the target.

The above is simplified, data was actually collected in September/October on "AFK"/disconnected victims for stationary targets and moving targets ranged from non-ECM Commandos to Centurions. On average, launchers used were dual LRM-20s. Ratios were counted from various videos as Founder's Atlas-D and Founder's Catapult C1 (before ECM). Since a pair of LRMs were used, miss counts were cut in half for the above data. Miss ratio is significantly lower on heavier mechs.

LRMs are fairly easy to avoid -- included in the plans for a tutorial series I'm working on is an advanced control (trick) mini-series. On it I am including some of my old tricks from before both ECM and AMS. There are tricks to avoiding missiles without cover and in plain sight. It is a hit or miss tactic, but with a minimum of 600 meters range you can power down while running to the left or right of the missiles -- but BEFORE the missiles get out of sight of the corner of your eye -- can cause a target lock to break and missiles to miss. (Powering down anywhere breaks locks, but doing it while running perpendicular to the missiles and before they turn will cause them to slam into the space two or three steps behind you. Otherwise they continue right at you without lock.) The trick is powering off within no more than 2 seconds of their peak height (when they start tilting downward).

75 to 100% of them will miss even in the flat open spaces of Caustic Valley.

Without using that technique (due to brawling, unsafe range, etc) you have two options.

1) If you have a medium-speed mech turn 90 degrees left or right of the oncoming missiles and go full speed. Torso twist your least important side (or more armored) torwards the missiles as they will be directly behind you and you do not want them in your back. Arms are disposable.

2) If you have a fast mech, speed into the missiles. You'll only graze the bottom most missiles, leaving most to detonate behind you.

Nothing for slow mechs. Sorry. You're screwed.

For LRMs, with double armor to match them to table top (while counting for the double armor we've had since June -- no not ferro. Our actual armor has double the actual health), the LRMs would have to do a solid 2.0 damage. (1.0 table top to 1.0 ratio armor. 2.0 damage per missile for double armor). Right now they do 1.7 or 1.8 if I'm not mistaken so we're technically below table top already.

The speed of LRMs are about TT. Turns are taken in 10 second intervals. It takes about 8 seconds for the missiles to reach their maximum range. Add two seconds for lock on and explosion. Yes, we could want it to be faster. But then we wouldn't have the time to look up at them and go "Oh s---!!!!"

C'mon, in Star Trek 6, what fun would the ending of that battle be if that torpedo was actually fast? "To be... or not... to be."

If LRMs were faster even with lower damage, we'd have more complaints about LRMs being overpowered since they would become impossible to dodge. I think they are solid at the moment. You get just barely enough time to evade them with some skills while out of cover. Any faster and the only way to fight would be in cover. People don't want to have big stompy robots and hide in a corner, that's why everyone cried about LRMs in the first place and how we wound up with the botched ECM issues. Even PGI said they didn't want to release it so soon. But people insisted.

Now for short range missiles.

SRMs and Streaks travel at the same speed.

You are correct. SRMs can miss. I also agree with the statement that SRMs should technically be rockets. But I can see why they are called missiles. Rockets shoot in a straight path, which is what they appear to do if you have SRM-2's or SRMs with Artemis. Standard SRMs are much more 'guided' now than they were, particularly with their erratic flight pattern and tight return at the extent of 270 meters. They try to converge for your crosshair, and depending on the range set on your crosshair (seen below it in numbers), the missiles will try to unite at the exact range it's on when stationary (5 out of 6 will. The 6th always unites at the 270 range regardless unless it hits something beforehand. Not sure why). The chance of missing the distance indicated by the crosshair at the time you clicked increases when you or the target are moving.

It's hard to see that pattern with Artemis-enhanced ones since they fire much straighter and more like rockets.

(Also an interesting fact, SRM 4's fire faster than 6, 2's fire faster than 4's. You can fire the SRM 2 twice as fast as the SRM-6 and seemingly at a fourth of the heat. Pack 6 SRM-2's on an A1 and it's like having two extra powerful AC-2's and you have more room for both ammo and extra heat sinks).

You would think Streaks would have reduced damage. It seemed logical to me when you have to make room for a homing device and either have to sacrifice fuel or yield or make larger missiles (fewer per ton). So the original 2.0 damage per missile that streaks did were fine to me and justified the homing device advantage to me. The 2.5 made me gradually phase out of using them in large groups because it just felt wrong.

Streaks have an interesting issue in being able to actually rapidly turn 180 degrees upward and over a mech to hit a target BEHIND the firing mech with the 360 target retention module and when fired fast enough before target loss. (You can turn away quickly enough to fire while running away using the 180 zero turn radius jump-jet turn manuever. This was common by both streak cats and jenners before ECM. I'm told this still occurs but is much more rare now that Jenners have given up streaks).

When a streak missile is fired, if it does not directly hit the target but does not hit environment, it will behave like Javelins from BF3 that miss their target when not affected by flares or chaff. The streak missiles will circle the target as many as 5 times (though usually 2 or 3) before hitting the target. It honestly looks like a ferret running around inside the sweater of an anime girl. It clings THAT close.

Streaks, SRMs, and every other weapon are what strays from the TT in weapon recycle rates. But realistically how many hold off from the trigger for 10 seconds or want to wait that long? Admittedly I think they actually shoot too fast. Not the travel time, that's fine. But the recycle rates are a little rapid. Perhaps a .2 second longer delay between streak salvos. The other issue is that they travel within each other. They need not occupy the same space and actually come from different holes.

PPCs do not start at that rate, they accelerate up to that rate (hence the slow to fast effect when fired). It was an attempt to make PPCs useful. This has helped and I started to use them more, but while I can fire regular PPC's like machine guns, for every 2 and 1/2 shots of normal PPC, I can fire 1 ER PPC and get the same heat levels.

At the moment there are a lot of things that need work. However with the exception of streaks I find what's above to be fairly comfortable. Streaks seem a little bad when they have identical damage to SRMs, an equal firing rate to regular SRM-2's, and can glue to you and become ferrets under your mech's armor until they detonate.

My only issue with ECM is that it's become a cloaking device and is placed on only the most missile heavy variants of certain mechs (which can abuse it) instead of energy or ballistic heavy variants which can't abuse it. It should make my missiles very inaccurate. Not make them completely useless without tag when in table top you can fire on them without it.

That physics test I went off to do wasn't pleasant. But I can't argue with a 97 in college physics about projectiles, horizontal and vertical velocities and all that fun goodness. Especially since I haven't studied. Go through college when you're young. Once you get to my age, well, you have to juggle your time and so much gets missed.

All I could think about was how there's nil to virtually nil on bullet drop for MWO. Gauss Rifles wouldn't have to be made out of paper since at long range the bullets would drop requiring additional skill to aim and perhaps they will actually put in the proper table top 2 hex minimum range for Gauss Rifles. Remember that 1 hex = 30 meters.

Edited by Koniving, 01 January 2013 - 11:48 PM.


#203 DocBach

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Posted 02 January 2013 - 08:51 AM

Interesting math with the LRM flight time. There was one iteration where they had the LRM damage near perfect, they just screwed up the arc with artemis so they always grouped for the head and torso like early closed beta. I believe they were at 1.6, or 1.7 - then they fixed the arc and buffed the damage again so they were where they were before they even tried to fix it.

For Streaks, there are a lot of ideas I've seen thrown around as fixes. The two I like the best are that you would need to regain lock after every fire to simulate how you need to get a lock every round, and that the streaks need to fire and land on the target farther apart, like you commented right now they sort of fly with each other out of the same launcher hole. If they don't fix this soon its going to be an uproar when things like Clan Streak SRM-6's come out and they're all chewing right into your center torso together.

Edited by DocBach, 02 January 2013 - 12:09 PM.


#204 Koniving

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Posted 02 January 2013 - 12:05 PM

I wasn't big on that 1.6 with Artemis when it first came out. That screwed up flight path made a lot of people think that 1.6 was too powerful when in fact it's still below the table top rating when you count that double armor (it was effectively 0.8 by table top standards). I'd go through games with 5 to 8 kills and it was so disgusting that I could not stop complaining to my group about it. Someone gets locked and they were slaughtered within 10 seconds at maximum range on caustic valley. I actually reduced how many LRMs I was carrying and picked up some lasers and ballistics but kept going since there was a hot patch. Finally it got reduced to about 3 kills per round and it seemed like the hotpatch went through when I would wind up with 1 to 0 kills.

Remember 1.8 damage here is about 0.9 by table top when "1.0" is actual table top damage when you consider double armor durability to increase our "fun factor."

I like those ideas about the streaks. However it comes to a new issue. They need to separate LRM and Streak lock-ons. They would have to work independently. Also you don't need my full quote there. It's a lot of scrolling on stuff people probably already read (or don't care to).

Edited by Koniving, 02 January 2013 - 12:14 PM.


#205 DocBach

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Posted 02 January 2013 - 12:10 PM

View PostKoniving, on 02 January 2013 - 12:05 PM, said:

I like that. However it comes to a new issue. They need to separate LRM and Streak lock-ons. Also you don't need the full quote there. It's a lot of scrolling.


Force of habit to quote whatever I'm replying to in the chance that someone comes and posts before me and I've got a paragraph not clearly directed towards someone. :)

#206 Typatty

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Posted 02 January 2013 - 12:12 PM

I completely agree with the OP.

#207 Koniving

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Posted 02 January 2013 - 01:42 PM

Remember what we just said about the streaks? You might like this post.

http://mwomercs.com/...ost__p__1690495

But before you click I'll summarize.

https://www.youtube.com/watch?feature=player_detailpage&v=vZpdMU5mfxE#t=14s
The original LRM-20 raven. The topic is on the "bug" that the NARC launcher hardpoint on the Stalker 5M fires 1 missile at a time.

http://www.youtube.c...3p-7DBV4#t=314s
Visual reference of LRM-15 heavy Stalker 5M with LRM 15 in Narc slot.

"It is now safe to assume that any mech that comes with a NARC launcher, will have a single tube launcher." (Koniving)


View PostKoniving, on 02 January 2013 - 01:29 PM, said:

We need to be able to assign which missile hard-points use which tubes.

The 5M and the complaints above is our obvious example.

Another prime example. The Commando 1-D. Two missile hard-points in the chest. 6 tubes. The logical assumption is that 3 tubes would be dedicated to missile hard-point 1 and 3 tubes to missile hard-point 2. Reality? When equipped with 2 LRM-5's, all 10 missiles come out of 5 of the 6 tubes at the same time, leaving 1 tube unused while this commando sports a special dual-missile per tube firing mechanism -- super advanced stuff! O_O! Especially when a Raven with a 6 hole launcher must fire an LRM 15 as "6 missiles, 6 missiles, 3 missiles."

The clear visual advantage of the C4 Catapult would be that its racks have more tubes than the C-1 and A-1, so it should logically fire more missiles at once even with only 4 hard-points. This is because more is, well, MOAR!!! The reality? The A-1 can fire 6 LRM -10's at the same time. That's 30 missiles per arm, and each arm appears to have 12 to 15 holes. Thus defeating the purpose of the C-4 whose racks have 20 missile tubes each. Truly amazing.

Commando 2-D? The one with the 4 missile tubes and 2 missile hard-points on the right arm? Put in two SRM-4's, and you can shoot 8 missiles out of 4 tubes at the same time.

So if you remember that NARC arm for the Raven 3-L? If you put 4 missile hard-points in there, you could fire 4 missiles at a time out of that single tube. O_o;

I like the perk of missile holes limiting our salvos. But the way the hard-point system works, it's borked. We need to be able to assign tubes to hard-points. For example commando 2-D. Arm missile hard-point 1 has the top 2 tubes. Arm missile hard-point 2 has the bottom 2 tubes. This will also fix another issue with streaks, since the missiles often travel "INSIDE" of each other. Doing this would cause the launchers in the A-1 to have dedicated tubes to each hard-point. Streaks would fire from different holes. They will then spread out even more. Think I just solved part of the issue with streaks.


Just one of many things to eventually get fixed now that they are noticed.

Edited by Koniving, 02 January 2013 - 01:47 PM.


#208 DocBach

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Posted 03 January 2013 - 10:29 AM

Something that amazes me about this thread is that in 11 pages we really haven't seen people come in telling people to adapt or learn to play. It's all been pretty conductive, from people I've seen supporting both sides of ECM.

#209 Koniving

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Posted 03 January 2013 - 11:04 AM

Quite true. Although it appears to have dried up a bit. I think we hit all we can on the ECM topic, and no additional feedback on NARC or Tag, although it's pretty clear no one minds Tag going back to 450 if we could do basic, very inaccurate lock-ons with LRMs against ECM mechs even at range.

I encourage developers and gamers alike to go through and read what all has been said. Throw likes at the opinions you appreciate, disagree with the ones you don't.

---------

On a somewhat different topic, some might be interested in contributing to tutorial topics for a not-so-little series I'm working up.

http://mwomercs.com/...ost__p__1683709

Also if anyone has any thoughts/hypothesis/theories on the recently added topic to that thread "Stress damage" as to whether you can confirm or think it exists, please let me know.

As mentioned I'm still accepting topics as well as ideas for a format, delivery, etc. for the videos. If anyone know any overlays that are great for putting images of "keys" and computer mice up onto a video. That kind of thing. If possible something that shows a keyboard and keys over a game to simplify making the videos.

#210 Elfman

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Posted 03 January 2013 - 12:16 PM

Before the ECM patch I was looking forward to it due to the insane amount of streak cats about but not for the ECM it self but for the proposed fixes to streak that where meant to be coming in.

They where

1. Reduce impact shake and blinding effect
2. Streaks randomly hit all locations on mech

This would have been a good solution to the streak cats jumping and chain firing streaks that kept you from being able to shoot back (mainly as you would be able to se them)

Seems both of these never made the patch as now when your hit by 2 streak chain firing ravens you still get the same screen shake and smoke blinding effect on a mech which adding to the lag shield.

I agree with the original post that they should break the present ECM's affects up into separate units or make it switch mode and buff the present ECM counters.

It would turn this back more into a tactical FPS rather than the seemingly mindless get much ECM + Streaks and win unless the other team/group of pugs are of a very high skill level.

The present system makes 8 mans a joke or a really hard can't make one mistake non fun game mode and pugging a lottery of who brought the most ECM and streaks.

Yes I do 8 mans a lot and have a reasonable win ratio (about 60% win) but not due to the nature of ECM an enjoyable evening gaming after 12-14 hours at work + travelling and pretty much the same for pugging which means to relax kick back and have fun your pretty much left doing 4 mans on TS

sorry for the long winded rant but up to the ECM patch all the way through closed beta with all the reset's etc I really enjoyed MWO but am struggling a lot these days to bother logging on and playing

#211 Trauglodyte

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Posted 03 January 2013 - 12:30 PM

Koniving has melted my brain, scooped it up, and then flushed it down the drain (with a poem, even)!

Here is a question for you as you seem to be more in the know than I: If LRM damage was "doubled" due to the doubling of the armor, why do ballistic and energy weapons remain untouched, sans the Large Laser, while SRMs do TT plus a smidge?

As for Streaks, they DO need to be pulled off of the C3 targetting LRM system (ie, being able to target and lock through LOS with someone else in LOS of your target). I've suggested having to retarget in the past after firing the Streak but then I wonder how that would affect the guidance of the missiles while they're in flight. It could cause a missile crash similar to how LRMs fall when you lose lock. SRMs in general need to have their recycle rate lengthened as they are a medium class weapon. Thing is, PGI has SRM2s firing every 3.5 (0.5 seconds faster than a Md Laser, 0.25 seconds faster than a Md Pulse) and each larger system adding 0.25s while only adding 1 heat for each additional 2 missiles. It would seem to me that it would be balanced to have the following:

SRM2: 4s recycle, 2 heat
SRM4: 4s recycle, 4 heat
SRM6: 4s recycle, 6 heat

And then apply the same process to the LRM family. When all of the missiles come out at the same time, assuming the tubes are aligned as such, and the number of missiles per ton is the same within each family of weapons, why woudl the recycle time be different? And why would heat be adjusted at lower rates when the multiples are greater?

As for ECM, I think that we've hammered it to death and have come up with sensable solutions to it. Though, I think that if we had all of the modules at hand, the "invisible" nature of it would be fine. But the sensor range reduction needs to go. And BAP/NARC need some loving in a major way.

Edited by Trauglodyte, 03 January 2013 - 12:30 PM.


#212 Koniving

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Posted 03 January 2013 - 01:41 PM

To Trauglodyte

Ballistics and regular lasers were kept at or near table top damage values for the same reason the armor was buffed. If you double the armor's health ~BECAUSE~ people die too fast, why would you then double the damage of the weapons?

It would defeat the purpose of doubling the armor.

The issue was the weapons killed too fast. The weapons at table top values are supposed to be fired 1 time every ten seconds. They fire much faster and at different rates.

No one really cried about LRMs when it did just 1 to 1 damage ratios with regular armor. They cried about how an AC-2 could kill you in about 6 shots. They cried that one pair of AC-20's was an instant kill. They cried that 1 (not 2, 1) gauss rifle could kill you from across the map in 4 shots or less. They cried that 4 small lasers could kill an Atlas in 3 seconds. I kid you not, if you look far enough back into beta forums, people cried because they were killed by machine guns doing 0.04 damage per bullet and DYING! O_O!

Dying, by machine guns!!!

It's preposterous!

(Note: A lot of the above happened because of the screwed up hit boxes we had. Most things if you shot in the general direction of the upper chest, you hit the cockpit. If PGI caught that originally...well we'd still complain. Fact is we die too fast even now. Imagine if it only took half as much.)

But that's why we had the armor doubled. LRMs only got their damage doubled after the fact, and it's because people would run through missiles laughing like crazy men while spraying people with flamers! Missiles coming in, look right into them and breathe in that fresh air because it's gonna take 6 packs of LRM 20's to even care!

Look at that, Gerald Butler dressed as the King of Spartans. He looks at the missiles that blot out the sun... Then he laughs as they all hit. The paper doll flashes but nothing turns orange. The missiles are only effectively doing 0.5 damage (1.0 damage / 2.0 armor = 0.5 damage). Feeling invincible he walks up to the missile boat in slow motion then kills him WITH A THUMB TACK (the MG)! O_O!

LRMs without a 1-to-1 ratio buff to compete with the upgraded armor were failing to do their role. It's like a siege weapon that can't lay siege. LRMs are intended to suppress targets, allowing you to pin the target there so that others can go in and kill them.

If no one is scared of them, then it fails.

If no one goes for cover when the missiles come, or worse if they go out as a group to stand in the middle of the map, and freaking DANCE before curb stomping an almost all LRM-boating team (true story), then the missiles needed that buff to get back where they were supposed to be.

Another way to look at it is "all the weapons got their firepower cut in half" so that matches could involve some brawling and not so much hiding. It was easier than actually cutting the damage back on every weapon. But then the missiles were useless. So it got the buff. I'm quite serious when I tell you at one point they were still useless at 2.0 and we had a patch that gave them 3.0 damage (1.5 against our double armor).







I'm not sure what the logic was on increasing SRM damage except maybe to encourage people to use them over LRMs. When LRMs hit a triple buff (3 damage per missile, 1.5 when you count double armor) they became heavily abused as killing weapons rather than suppressing ones People still cried even when LRMs went back down to 2. However this logic does fail because they received their boost immediately with the double armor. If not before, because I have never seen the damage lower than 2.5.

I do know why SRMs only went up by a smidgen from the table top value. People boated them. No sense feeding the trolls by making it pack more of a punch, right?

I like the recycle rates for SRMs as they are; I enjoy sacrificing a bigger launcher and fewer missiles at a time for a slightly faster firing rate (it's no more than maybe a second faster when you drop bare bones). I do think that Streaks should have the firing rate of an SRM-6 or at least an SRM-4. Having them fire as fast as SRM-2's is just wrong. You have to program in the targeting data each time you reload as the new missiles need to know what they are shooting at.

As I already said before I agree with separating streaks and LRMs. Right now if you have 5 Streaks and and one LRM, you lock on reasonably faster since LRMs lock on faster.

Another thing that doesn't make sense to me... My torso weapons rely on the + crosshair to hit their targets. So why is it that my torso-mounted LRMs or Streaks can use my arms to lock onto a target at the far side of my perspective, and allow my missiles to fire THROUGH my torso to hit said targets?

Video is of several things I mentioned earlier. LRM's firing at almost perfect right angles, more missiles firing than tubes exist, missiles inside of each other, and numerous other things. It was randomly recorded in the course of half an hour, very poorly edited, and yeah. Just...random stuff I've been talking about on the past few pages. I apologize for how hastily thrown together it was but the community demanded it, so it got rushed like ECM! :lol:



Video addresses things out of order:

First it introduces a number of new things wrong not mentioned in the forum all discovered by accident (Night vision does not amplify light, it is a different texture set. Torso twisting in mechs with fast engines result in your head going through the windshield, demonstrated by my 75 (instead of 65) degree FOV. That people talk about way too much strategy and plan their every action in Mechwarrior Online pug matches [lol]. Shadows do not reflect whether doors are open or closed on missile doors. Yeah. Lots of stuff.)

1) The video shows "proper" function of missiles to missile tubes.

2) Then improper function of missiles to missile tubes (Commando then A1 Catapult). See post 208

In doing so, it has disproved my previous claim based on what's apparently faulty test data (someone's gettin' a whippin'!) about recycle rates of SRMs being faster for smaller ones.

3) Atlas demonstrating perpendicular missiles to tube launcher and how to fire "through" yourself to some limited extent. (Read above in this post.)
ECM jamming missiles from being fired.
Random chatter.

Note: Minor language warning in video.

Edited by Koniving, 03 January 2013 - 07:18 PM.


#213 Trauglodyte

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Posted 03 January 2013 - 02:03 PM

Is been 22 min since you wrote it... get a move on Mr Know-it-all!!! :lol:

Edited by Trauglodyte, 03 January 2013 - 02:04 PM.


#214 Koniving

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Posted 03 January 2013 - 02:12 PM

Converting that video. Didn't go as planned.

30.41 gigabytes. Botched editing. Way over the time limit I was going for. Very indirect, scattered on various things I was talking about in the last post or three, and whoooosh! Totally not what it was originally intended to be.

Hey wait, that sounds like ECM.

Edited by Koniving, 03 January 2013 - 04:17 PM.


#215 Solis Obscuri

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Posted 03 January 2013 - 02:44 PM

View PostDocBach, on 28 December 2012 - 12:00 PM, said:

Even though we don't officially have C3 installed on our 'Mechs, the way that our units communicate target data is what the C3 network does effectively.

Nope. The way our units communicate data is consistent with the way basic double-blind play works on TT. C3 would offer an enhancement to direct-fire weapons by reducing range penalties:

Quote

C3 COMPUTER (MASTER/SLAVE)
The C3 computer system can link up to twelve ’Mechs or vehicles together—utilizing a series of C3 Master and C3 Slaves—in a communications network that will share targeting information.

To make an attack using a C3 computer network, calculate the to-hit number using the range to the target from the networked unit nearest the target with line of sight. Use the firing unit’s modifiers for movement, terrain effects, minimum range and so on. A weapon attack using a C3 network must conform to standard LOS restrictions and cannot fire beyond its maximum range, though a well-placed lancemate may allow the firing unit to use his weapon’s short-range to-hit number at long range.

The C3 network itself has no maximum range, but only units actually on the playing area can benefit from the network, and the C3 Master (or C3 Masters if using a company-sized network) must be on the playing area.

TAG: The C3 Master (but not the C3 Slaves) exactly duplicates the function of target acquisition gear (see TAG; p. 142).

LRM Indirect Fire: C3-equipped units spotting targets for or launching an LRM indirect fire attack use the LRM Indirect Fire rules (see p. 111), and gain no benefit from a C3 network.

Minimum Ranges: Minimum range is always determined from the attacking unit to the target.

Variable Damage Weapons: The range, to determine the Damage Value of a Variable Damage Weapon, is always determined from the attacking unit to the target.

Stealth Armor: Armor that inficts range modifiers against attacking units does not confuse a C3 network. While such additional range modifiers apply to the nearest attacking unit, they do not apply to any other units using the network to attack. However, some such systems (notably the Stealth Armor System, p. 142) include their own ECM system; in this case, an attacking unit must be outside the effective range of the ECM mounted on the target unit, or the attacker gets cutoff from the network.

(Total Warfare; p. 131)

#216 Joseph Mallan

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Posted 03 January 2013 - 02:48 PM

View PostSolis Obscuri, on 03 January 2013 - 02:44 PM, said:

Nope. The way our units communicate data is consistent with the way basic double-blind play works on TT. C3 would offer an enhancement to direct-fire weapons by reducing range penalties:


(Total Warfare; p. 131)

Misread that...
We have no range penalties.

Edited by Joseph Mallan, 03 January 2013 - 02:49 PM.


#217 DocBach

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Posted 03 January 2013 - 02:51 PM

View PostSolis Obscuri, on 03 January 2013 - 02:44 PM, said:

Nope. The way our units communicate data is consistent with the way basic double-blind play works on TT. C3 would offer an enhancement to direct-fire weapons by reducing range penalties:


(Total Warfare; p. 131)


How could they implement C3 to where it would be useful for someone to take 5 tons of Master Computer to set up a network? It'd be really hard to negate range penalties for things like long range direct fire weapons, as in this game they're completely reliant on skill.

#218 Solis Obscuri

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Posted 03 January 2013 - 03:25 PM

View PostDocBach, on 03 January 2013 - 02:51 PM, said:

How could they implement C3 to where it would be useful for someone to take 5 tons of Master Computer to set up a network? It'd be really hard to negate range penalties for things like long range direct fire weapons, as in this game they're completely reliant on skill.

You couldn't do it like TT. I'm still wondering what they're going to do with the Command Console, since we don't have initiative rolls, either.

#219 Falso

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Posted 03 January 2013 - 03:30 PM

Good Idea.

I always like variety, and prefer that we get new tools to combat something rather than nerfing it.

Lets beef up BAP and NARC instead of nerfing ECM!


Randomizing the location that streaks hit is also a good idea.

Streak cats were never really that big of a deal, IMO and yes ECM has taken some of their ability away, but smart teams are still using ECCM to make their streaks work.

#220 Team Leader

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Posted 03 January 2013 - 03:31 PM

Yes! 100 times yes! They should really give this a shot!





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