Jump to content

Game Balance - Maximum Return, Minimum Effort


46 replies to this topic

#41 General Taskeen

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,737 posts
  • LocationCircinus

Posted 15 March 2013 - 12:07 PM

Mech Warrior Tactics is pretty bad as a TT Simulator, when its supposed to be straight up TT. It has some of the mechanics, but they also quadrupled armor values for no real good reason. Probably to make "games last longer." MegaMek is actually a more true 1:1 conversion.

#42 Pht

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,299 posts

Posted 15 March 2013 - 12:18 PM

View PostGeneral Taskeen, on 15 March 2013 - 12:07 PM, said:

Mech Warrior Tactics is pretty bad as a TT Simulator, when its supposed to be straight up TT. It has some of the mechanics, but they also quadrupled armor values for no real good reason. Probably to make "games last longer." MegaMek is actually a more true 1:1 conversion.


Why am I so completely ... not surprised.

#43 Teralitha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 3,188 posts

Posted 15 March 2013 - 01:36 PM

I suggest stripping half the armor on all your mechs and play that way awhile.. and see how it goes.

#44 Pht

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,299 posts

Posted 15 March 2013 - 01:56 PM

View PostTeralitha, on 15 March 2013 - 01:36 PM, said:

I suggest stripping half the armor on all your mechs and play that way awhile.. and see how it goes.


They had stock armor levels in the beta, along with stock weapons damage numbers too... but they didn't use the system those numbers were designed for, and it sucked.

So, instead of using the system the numbers were designed for, the system that simulates a battlemech's combat capabilities ... which would have fixed the problem ...

They decided to try and stuff said numbers into some sort of scratch-built system... and it hasn't worked very well, besides the problem of having a 'Mech combat game in which mech combat isn't imitated at all.

#45 Rebas Kradd

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,969 posts

Posted 15 March 2013 - 02:50 PM

The OP is basically creating an entirely new game with his suggestions. We need solutions that DON'T take a set of fragile, easily imbalanced variables and completely throw everything into unknown territory.

And I'm kinda bugged by the phrase "Maximum return, minimum effort". That equals "arcade game" in my mind. The game should be decently challenging, as all simulations are.

Edited by Rebas Kradd, 15 March 2013 - 02:52 PM.


#46 Pht

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,299 posts

Posted 15 March 2013 - 03:11 PM

Hmm. should pay more attention ... WRONG thread for the reply I had here!

Edited by Pht, 15 March 2013 - 03:51 PM.


#47 M4rtyr

    Member

  • PipPipPipPipPipPipPip
  • Knight Errant
  • 691 posts

Posted 15 March 2013 - 03:33 PM

Wow.. simply remove things to create balance. Yeah thats a good concept, or wait... no its not.

ECM does need work, and I'm betting they are working on it but just don't know what to do because they are showing signs of not being sure of the best course of action.

You can't take away the double armor with the rate of fire we have. Double armor is fine to me though.

Remove Streaks? sigh... Just make it so you only get and hold a lock while the reticle is on the target. it's really very simple and should have been how it was done from the start. How streaks are makes me think devs don't really know what they are meant for, which I don't think is true but it really looks that way.

The LRM fix is reasonable. IDF having more of a spread would equate to the higher 'to-hit' from TT. So this I agree with.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users