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Post by herby on Feb 16, 2017 5:11:41 GMT
hehe... you're a lot better than I am but you still have trouble hitting your target at range while moving. I'm not going to let it go. You know it's true. If it wasn't for the closing distance you'd be toast  Don't get me wrong. You're still "way" better than I am.
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Post by AncientxFreako on Feb 16, 2017 9:47:52 GMT
LOL I think maybe "toast" is a little strong...but sniping isn't about moving as much as close to medium range is. Sniping is about "ghost" dancing and yeah...settling in for good aim at the right moment.
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Post by AncientxFreako on Feb 16, 2017 10:27:41 GMT
Long game to watch but LOTS of sniping...
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Post by AncientxFreako on Feb 16, 2017 11:52:37 GMT
So, I just tested the minimum range idea for the ERLg laser and it had no effect...no damage changes observed within the minimum range. The script does work on PPC's, but apparently not lasers. All I can do at this point is raise the damage a little.
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Post by herby on Feb 16, 2017 20:32:07 GMT
Bummer. I was hoping it would work out. Oh well...
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Post by AncientxFreako on Mar 6, 2017 15:14:44 GMT
Herbie I noticed you like to favor the Lasers. You did really well in that game on the Villa map! You got a lot of great hits and your lag shooting is getting better...and your ability to catch someone when their movement decreases their lag is also getting better. I know I get plenty of misses and my lag shooting is far from perfect.
After reviewing this thread again I realize that your issue with the ERlg lasers in single-player probably are being caused by the difficulty level created by the "damage over time" characteristic, which is a new thing with my mod. Originally laser damage was always instantaneous. If you shoot something that is standing still you will see the damage is what it's supposed to be, but if your target is moving you might only get partial damage. To me this is something that you will get better at with practice. In multiplayer the issue isn't as bad, as I believe there is a slightly different physics in multiplayer. When you find someone's lag point the "damage over time" doesn't seem to be as much of an issue as it is in single-player. It took some getting used to for me as well and I'm still not great at it. I don't always get good damage when I try to snipe er large in single-player either. But, I see it as a challenge. I would encourage you to find interest in other weapons as well. As a fellow guitarist I'm betting that you can only agree that you can't let yourself get "stuck" on only one thing. Challenging your comfort zone is the only path to improvement. I know the crazy builds we were using in that last game yesterday seemed like overkill, and yeah they were. Honestly, even with a non-modded version of 'Mech3 there may be some "boats" that would piss you off even more. This is how multiplayer was back when the game was popular, in case you weren't a part of it. C5 was ballistics only, and this was my peeve-scenario...I HATED it. Dual UltraAC 20's were a BITCH. And there were A LOT of guys who were 10 times better than me piloting a tricked out Avatar...manuevering a thousand times better than me in my strider! Back when 'Mech3 was the only mech game in town you had NO CHOICE but to get better or get yer ass kicked. The veterans were relentless.
Getting back on point, in the old days before the mod using ER lg lasers in "energy only" games was unheard of in multiplayer because the Medium lasers in groups were always so much more damaging. 2 Er medium lasers equaled more than 1.5 times the damage of 1 Er large laser originally. In my mod I have attempted to make them more equal. Where in Vengeance the damages of mediums were exactly half that of the larges I did not agree with this, especially when you look at the canon damage values. So, I made the compromise and met them half way, or roughly half way, because while I recognize that a "medium" weapon should be half the damage of a "large", I also value the idea that groups of smaller weapons should be more palatable, and sometimes strategically sound. And this is probably why they made them that way in canon. Smaller mechs can't always load as many big weapons, so what fun is there in having smaller mechs if they can't be powerful too? Weapon "balance" can't be only about being relative to other weapons. It also has to be about the big picture, and Battletech has MANY subtle aspects to that bigger picture.
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Post by herby on Mar 6, 2017 20:04:36 GMT
Well... you're right. I was getting very irritated. The first free for all I spawned in a hole I couldn't get out of. I was getting nowhere fast. I would respawn and 1 or 2 hits later I was respawning again. If I didn't die immediately I spent all my time getting up from being knocked down. If I'd have had a doomsday weapon I'd have nuked us all just for shits and giggles.
I feel that the weapons in this MP game mode of play are "way" out of balance. It doesn't really matter if you run out of ammo so ammo shortages are not really a balance issue. You're not going to live long enough to worry about it. The weapon damage points however do have a "huge" impact on the game. In SP I run mostly lasers because I don't want to run out of ammo but also because they're (speed of light) instant hit so aiming is easier.
Personally, I think ballistic weapons should have more of a heat penalty to compensate for the average shortness of a MP game, limiting the number of these super weapons you can fire at one time (this includes flamers). By increasing ammo loadout size and increasing ballistic heat penalties, you can obtain a better generic balance. The less important ammo shortages are, the easier it is to balance 1 vs 1 and the less important the game time factor is. Maybe consider a scale; hit potential vs heat. If ammo is less of a factor a 1 to 1 ratio is much easier to obtain.
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Post by AncientxFreako on Mar 6, 2017 20:50:50 GMT
Believe me, Stoney and I had our fair share of bad games in our early days of multiplayer. I know the frustration of not understanding how some guys can do certain things in 'Mech 3. But I learned. It took time and persistence, but I learned. And that magic we spoke about earlier in the thread that you and I both have an appreciation for only gets better as you get better as a player. That's just another great thing about this game. As to your suggestions about ammo vs non-ammo based weapons, well, I'm only willing to go so far when it comes to creative license vs canon with my mod, and having messed around with the ammo per tons in previous iterations of the mod I've gone back to canon for the most part. I'm sure you know as well as I do that adding ammo to the most powerful weapons in the game would be out of balance. Ammo shortage is an integral part of Battlemech lore that should not be compromised. 'Mech3 multiplayer games can be set to "unlimited ammo" though, if you think you can convice us  But, be warned, you might like that even less! I am going to give more thought to the flamer situation though. Flamers were always a one shot kill even before the mod. Well, flamer boats I should say. I kept them because they were actually popular in multiplayer back then. But, nowadays there are barely any vets left from the old days who would bother setting up a rig to play. I already tweaked them since 2.0...maybe one more time, or maybe make them into a different weapon. I'll have to think about it.
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Post by infinitefire on Mar 6, 2017 21:26:08 GMT
Dont forget we are Freako´s Mod Multiplayer Testing crew XD In my opinion, due to the damage over time factor of lasers I dont really like relying on them as primary weapons, Well, in most of the videos you can see we commonly use ppcs, missiles and ballistic weaponry. Also, Autocannons which are the core part of ballistics can be rather dificult to aim against agile mechs and If you Know where the ammo is stored get a good hit on that part and It can be a killing blow to a mech, Internal Ammo Explosion. Huh, you think you are the only one which experiences the irritation of these matches? We all felt it at some point, lol I went from a complete beginner in multiplayer using this mod to a pretty good player as you can see Like Freako said, you just have to persist and you will get skilled over time
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Post by herby on Mar 6, 2017 22:24:05 GMT
I think you missed my point. Why would I be able to hold my own in one scenario and fall flat on my face in a different one when I'm using the same mech? Only one thing changed. Weapon loadout. I have no control over what mech or what weapon everyone uses so I can't set up to counter and with the variety of mechs and weapons it would be impossible to predict. When ammo becomes a moot point and you balance for ammo loads the weapon becomes over compensated. Ammo loads don't play a big enough roll in on line short games or respawns but the weapon are balanced (heat, weight, criticals, etc) to include ammo. In my opinion, if flamers are able to be exploited then there's a balance issue with them. This applies to all other weapons as well. Since there's no way to limit weapons other than weight, criticals, and heat, it stands to reason that something is not quite right. I'm not trying to cause a mutiny or irritate you. I'm just giving my opinion... I can be pretty hard headed... I think maybe you can too  While I'm on this subject, I'd like to add some of my own balance problems with a different game. Homeworld II. Balance issues have always plagued the game. We gave up trying to balance by using our own skills and I decided to make a spread sheet to balance every aspect without human tweaking. I found the balance between every variable and when one variable was changed all others would change automatically. In order for this approach to work every weapon variable needs to be included. The good news is, MW3 has way fewer variables than HWII. Something to think about...
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Post by herby on Mar 6, 2017 22:39:07 GMT
...if we are testing the mod wouldn't you want to know where the problems are? If not then we're not really testing. We're just playing. If every issue has a counter argument then we're not doing our job.
[edit] If we have favorite weapons and we all seem to choose the same favorite weapons then there's a problem. I'm using lasers because I'm comfortable with them but if nothing changes then I'll have to start using something else. I'm not opposed to this but it shouldn't be an issue.
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Post by StoneWall on Mar 6, 2017 23:58:11 GMT
Finally got Stoney's number after he killed me a few times. There are others, but yeah, sniping is tough...and FUN. We especially tagged each other here at the part I started at on the video. It took me a long time to get lag shooting down back in the day. New guys online are lucky because most Mechs for our cable/dsl connections are only needing to be led by about 1 Mech when they are running at full speed on the X Axis in front of you.
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Post by StoneWall on Mar 7, 2017 0:15:13 GMT
I think you missed my point. Why would I be able to hold my own in one scenario and fall flat on my face in a different one when I'm using the same mech? Only one thing changed. Weapon loadout. I have no control over what mech or what weapon everyone uses so I can't set up to counter and with the variety of mechs and weapons it would be impossible to predict. We can do two things here: 1) we can call the game mode of weapons c0/c1/c5/c6. 2) if we play c6(all weapons), to help you get used to the game more, when us 3 have picked out Mechs, we can tell you what we are bringing and you can then build a counter to them. Near the end of the life of the MSN Gaming Zone and when players blacklisted me from league play, I would set up rooms to help new people. I don't mind helping anyone new/returing to online play. I would rather play against killers than push overs. Playing against people who are good and know what's going on is way more fun that stomping a match with Flamers. I played online for a lonnnngg time. Alot of builds have been called cheap, but Flamers were the most hated. I was only using 10 Flamers that game. On an Ice Map, you can go 16 and it's instant death. You can't override shutdown or flush coolant to stomp the Mech's explosion. MechWarrior 3 only received one major patch from the developers. There was no balance, so that's why we came up with the system of c0/c1/c5/c6 and then we branched off from that to decide if we played Unlimited Ammo/Limited Ammo/Heat Maps/Ice Maps. The least balance and craziest is where you go c5(ballistics) and Unlimited Ammo on an Ice Map. I've seen 1 vs 1s end 10-0 or 20-1. Freako could reduce flamers or remove them from the game. Just I ask please don't go the way of MWO and turn them into flamethrowers that do damage over time(DoT). Lasers are my favorite to use. I only started using new weapons with the Weapons Mod. But with Freako's change, I will probably go with the regular Inner Sphere lasers instead of the ER lasers.
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Post by StoneWall on Mar 7, 2017 0:52:37 GMT
Here's my bad day against Flamers
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Post by herby on Mar 7, 2017 1:11:15 GMT
What's with the pink background? Is it supposed to be that way?
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