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All the mechs feel a little OP
#1
Posted October 27 2012 - 09:20 PM
 
#2
Posted October 27 2012 - 09:25 PM
2) Feels like TTK was lowered since Alpha.
I personally enjoyed when the mechs felt a little more beefy.
P.S.
Yes, I have taken the lack of a full set of optimization points into account.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#3
Posted October 27 2012 - 09:26 PM
BERSERKER
#4
Posted October 27 2012 - 09:30 PM
 AsianJoyKiller, on October 27 2012 - 09:25 PM, said:
AsianJoyKiller, on October 27 2012 - 09:25 PM, said:
2) Feels like TTK was lowered since Alpha.
I personally enjoyed when the mechs felt a little more beefy.
P.S.
Yes, I have taken the lack of a full set of optimization points into account.
Actually, I said 9 hours, and what exactly is TTK? I really just think that the mechs dont do enough damage to the other mechs, so can we get some balance here?
 
#5
Posted October 27 2012 - 09:36 PM

#6
Posted October 27 2012 - 09:38 PM
 Immie, on October 27 2012 - 09:36 PM, said:
Immie, on October 27 2012 - 09:36 PM, said:
Exactly this. I want a really meaty mech. A mech that feels really heavy.
 
#7
Posted October 27 2012 - 09:47 PM
#8
Posted October 27 2012 - 09:57 PM
#9
Posted October 27 2012 - 10:00 PM
#10
Posted October 27 2012 - 10:07 PM
 Gamemako, on October 27 2012 - 09:57 PM, said:
Gamemako, on October 27 2012 - 09:57 PM, said:
#11
Posted October 27 2012 - 10:41 PM
#12
Posted October 27 2012 - 10:47 PM
 Yourgrandma, on October 27 2012 - 10:07 PM, said:
Yourgrandma, on October 27 2012 - 10:07 PM, said:
I wish we could run a one-off mod to cut damage in half for one DM game. See if anyone has better than 3:2 K:D ratio. Guarantee it won't happen. No matter your skill, long TTK results in attrition. It gives time for others to get involved and gives lots of opportunities for errors to balance out. That's the thing: when you fuzzy bunny up, I blast you into scrap. If you don't die, I can't take advantage of your errors without letting you rip apart some portion of my armor off, and that builds up very, very quickly. The long-run result is a lot of people standing around bashing one another until one side falls over.
That's not to say that no game should ever use that sort of model. Long TTK is a deliberate design decision which exists to encourage teamwork. That's because teammates are needed to exploit your opponent's errors without taking too many hits yourself. That's what games like MechWarrior Online want to foster. Hawken is a faster-paced game with more concern for dueling and individual play. Increased TTK is bad for that in every way.
 Phos, on October 27 2012 - 10:41 PM, said:
Phos, on October 27 2012 - 10:41 PM, said:
 
					
					Edited by Gamemako, October 27 2012 - 10:48 PM.
#13
Posted October 27 2012 - 11:17 PM
 Gamemako, on October 27 2012 - 09:57 PM, said:
Gamemako, on October 27 2012 - 09:57 PM, said:
Your idea of boosting weapon damage sure would make high-burst damage classes happy since they would destroy more than half of most mech's Armor in one burst then. So then it would be probable that a full Offensive SS with Slug/Sabot, +Bullet Damage internals, etc. could have the ability to one-shot or throw a Class A down from 100% Armor to <20% in a single burst. Sure, you can say Class-C's can still take some hits, more like one extra burst or secondary.
Increased TTK isn't an issue, considering throwing in an extra 5 seconds to kill a mech on average isn't a lot of time for the rest of the team to join in on the skirmish. It would make it slightly less about who lands the first burst/secondary hit, which is about the overwhelming majority of my K&D.
 BeefSoupreme, on October 27 2012 - 10:00 PM, said:
BeefSoupreme, on October 27 2012 - 10:00 PM, said:
#14
Posted October 27 2012 - 11:21 PM
 
#15
Posted October 27 2012 - 11:31 PM
 mechpilot9775, on October 27 2012 - 11:21 PM, said:
mechpilot9775, on October 27 2012 - 11:21 PM, said:
It is not something you apply by itself. It's determined by damage mitigation (defense prots), incoming damage and the like.
And buff both armor and damage is pointless. You just change one or the other as the situation sees fit.
Edited by AsianJoyKiller, October 27 2012 - 11:33 PM.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#16
Posted October 27 2012 - 11:33 PM
 
#17
Posted October 27 2012 - 11:34 PM
 Immie, on October 27 2012 - 09:36 PM, said:
Immie, on October 27 2012 - 09:36 PM, said:

I'd not really expect many mechs to survive sustained fire very long except the C class (turret ones?). And they have at least 2x hp and take twice as long to take out. But again, they get hit more often due to slow movement.
#18
Posted October 27 2012 - 11:37 PM
 mechpilot9775, on October 27 2012 - 11:33 PM, said:
mechpilot9775, on October 27 2012 - 11:33 PM, said:
TTK = Time To Kill = How fast someone dies.
Equally increasing damage and defense does nothing.
Basically, if you do 20 damage and have 15 defense, and then you buff it to 200 damage and 150 defense, you'll have the exact same TTK. The only thing that changes is the numbers look bigger.
It only changes when you adjust values of damage output and defense on a basis that's not a 1:1 ratio.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#19
Posted October 27 2012 - 11:39 PM
 AsianJoyKiller, on October 27 2012 - 11:37 PM, said:
AsianJoyKiller, on October 27 2012 - 11:37 PM, said:
 mechpilot9775, on October 27 2012 - 11:33 PM, said:
mechpilot9775, on October 27 2012 - 11:33 PM, said:
TTK = Time To Kill = How fast someone dies.
Equally increasing damage and defense does nothing.
Basically, if you do 20 damage and have 15 defense, and then you buff it to 200 damage and 150 defense, you'll have the exact same TTK. The only thing that changes is the numbers look bigger.
It only changes when you adjust values of damage output and defense on a basis that's not a 1:1 ratio.
Oh I get it. Then is there anyway to make the mechs just feel more powered?
 
#20
Posted October 27 2012 - 11:42 PM
You make mechs too tough and it takes out the point of ambushes and surgical strikes. Whats the point of scrambling for the initiative if its gonna devolve to circle the piece of cover crapshoot matches? Then everybody joins in if its a Team game, and if its a DM - it'll just turn into an absolute clusterfuck.
The duels are fun because you can make hits that count. Sure its over quick - but that only determines like whether you get a kill or feed someone a kill. Kinda need to think about what goes beyond that 1v1. In team games, you gotta plot your next move, repair. In DMs, do you sneak a repair? Get yourself killed quick so you can jump back into the fray full armed?
fuzzy bunny not a fighting game.
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