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Kartr

Member Since 08 Jan 2012
Offline Last Active Mar 12 2013 07:28 PM
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Posts I've Made

In Topic: Ecm Thread

10 March 2013 - 07:30 AM

View PostHeadlessnewt, on 09 March 2013 - 06:15 PM, said:


TT is not balanced. It's not even close to balanced. I've been playing it for 15 years, I'd know. The only way it's balanced is in that everyone can theoretically do the same things, so everyone can cheese out equally, which is a kind of fair. I work in tabletop game design, I know what balance looks like. BattleTech is a good game and a fair game, but not because it is balanced.

MWO can be better than TT. MWO can fix problems that TT has had for 25 years and will never change due to inertia by changing implementation on things if fanboys like you don't insist that playing FPS BattleTech is a good idea. Every Mechwarrior game since the dawn of time has changed things from the tabletop due to the nature of implementation.

MWO is a FPS/Mech simulator, and BattleTech is a tabletop game. Apples cannot equal oranges and trying to make them work the same will result in everyone being disappointed.

ECM doing what it does in tabletop wouldn't be a bad fix, but it's not the best fix.

I didn't say that TT was balanced I said they've been working on it for 25 years and yes some things are not well balanced at all, Clan tech, experimental tech, Succession Wars tech vs Star League tech. However within a tech level things are generally fairly well balanced.

My point is TT gives us a good idea where to start and when it comes to ECM having it only do what table top has it do is a great place to start. Instead we got some crazy cloaking field generator that doesn't even try and pretend it has anything in common with TT ECM or even the general idea of TT ECM.

TT can't be adhered to exactly in every situation, but starting there and then fixing flaws is much better than just making stuff up like they did with ECM.

View PostIalti, on 09 March 2013 - 08:00 PM, said:


Please don't speak for me--my problems don't come from not following TT rules closely enough.
And as just a little side note: this is a video game. BattleTech TT games are table top games. The two things are different. Saying they're the same is like saying my car is the exact same thing as a cessna, just because both use internal combustion engines.

I wasn't speaking for you, I was pointing out your attitude is why we have problems.

Yes they are two different mediums and no not everything is going translate the same. However a lot of things will, especial those that are very clear cut. Artemis increases the number missiles that hit (too tired after a 10hr shift to change +2 into a percentage), Narc and TAG do the same thing, ECM removes that bonus. Its very clear in TT and transitions over to computer very simply. When Narc, TAG or Artemis are in play the % of missiles that hit goes up, when ECM is in play as well that % goes back down.

I admitted that you couldn't translate everything straight over, however if you don't use the TT as a starting point and adhere to it whenever feasible you start causing major problems.

Heck PGI could've used an RNG circle like WoT or ME1 for each weapon, aggregated those circles together for torso weapons and arm weapons for us to aim with and bam better start for balancing.

In Topic: Why Are We Following The 1:1 Timeline In A Beta?

10 March 2013 - 06:41 AM

Simple, because "Open Beta" is actually Launch for Free to Play games. So the game is actually "Launched" which is why you can spend real money on it, there will be no server wipes and we are following a coherent timeline with the fluff. Someday when PGI IGP get finished putting in, balancing and polishing all their core features they will quietly remove the beta tag... maybe.

In Topic: Trebuchet Review

09 March 2013 - 06:06 PM

You lost me at weapons in the arms being "utter sh it" because "when you loose the arms you're useless." News flash! Arms are one of the most heavily armored locations on a 'Mech! In addition on 'Mechs like the Trebuchet they are fairly small and move a lot making them harder to hit than the torso. Finally weapons mounted in the arms have a far greater range and speed than torso mounted ones enabling you to target and hopefully destroy enemy 'Mechs faster, especially in close range turning fights.

So yeah this is bollocks.

In Topic: Ecm Thread

09 March 2013 - 06:00 PM

View PostHeadlessnewt, on 09 March 2013 - 05:53 PM, said:

I couldn't care less about what Guardian ECM is 'supposed' to do based on TT rules.


And this folks is where all our problems stem from, not caring about TT rules. The TT has been worked on a balanced for the last 25 years and its still not perfect, but its a heck of a lot better than trying to figure out balance from scratch. TT is also where the game comes from and is what BattleTech is, you toss out TT and you don't have BattleTech any more. You also have to rebalance everything from scratch if you don't start with TT functions/numbers. Everything should start out in its tabletop incarnation and then be adjusted from there to fit the medium, not just made up on the fly. If the Devs had done this with ECM it wouldn't be the overpowered cloaking device we are stuck with today.

In Topic: Srm Stacking Accuracy Debuff

09 March 2013 - 05:54 PM

We already have this, if you put an LRM20 in an LRM15 slot it will fire 15 missiles and then a moment later the remaining 5.