

So, You've Ignored Canon Stats. How's That Working Out For You?
#421
Posted 17 April 2013 - 07:10 AM
#422
Posted 17 April 2013 - 08:15 AM
the point is the armor system is based on a system where it is totally not relevant if you are even firing 6 AC20 at once. Chances are high that a Atlas could survive are really good.
the armor points at arms and legs of almost every atlas are mostly still intact when it is destroyed.
sometimes only the CT is cored so all the armor points are worth nothing.
A more positive example is the CN9. You see them mostly without arms and side torsos.
Same system here but the hitarea size meet the armorpoints I m sure that happens more by accident.
#423
Posted 17 April 2013 - 08:30 AM
We're playing multiplayer not single player. Do you expect for the game to be as easy as the single player campaigns ? If they bring down the armor, we'll only see Atlases on the battlefield and that's it.
Best example is: I'm running a Spider 5D that has 190 armor. I've got hit by an AC20 in my back and died instantly. I've also got hit by 2 LRM15 salvos that blew an arm off, destroyed my CT armor and my side torso armor and there were only 2,3 ML shots left to kill me. I got a dual gauss in my face and instantly died.
I never fight alone, never engage solo to attack medium/heavies unless I'm the only one left standing.
The ones that do have the courage to do this, are the Raven 3L pilots because they have the firepower, speed, armor and the DAMN Streaks+ECM combo.
I want to play lights not heavies that run slow.
Ignoring the Canon Stats is the way to make this game better. What's on paper doesn't compare with in game playing.
People are creative, having aiming/dodging skills. The game has a lot of things to fix but that will not happen by following the canon.
#424
Posted 17 April 2013 - 10:54 AM
LLAS 74 ERLLAS 74 LPLAS 30 MLAS 127 MPLAS 45 SLAS 221 SPLAS 103 Flammer 347 PPC 58 ERPPC 58 AC2 346 AC5 128 UAC5 54 AC10 59 LBX10 52 AC20 24 GAUSS 31 MG 346 LRM5 214 LRM10 95 LRM15 55 LRM20 45 ALRM5 173 ALRM10 85 ALRM15 50 ALRM20 40 SRM2 147 SRM4 98 SRM6 71 ASRM2 130 ASRM4 87 ASRM6 62 SSRM2 116
So ignoring Cannon? Do you know what that means?
It could mean that the medium laser can hit a target even while dodging, 1sec per beam is more than enough to deal at least some damage.
Same with Streaks...you see that you need 116 shots - that don't have to be fired, to kill one of those mechs on average.
The Streaks or the LRMs are more powerful in MWO...so yeah they ignored canon here. So it make a better game?
#425
Posted 18 April 2013 - 06:17 PM
MustrumRidcully, on 17 April 2013 - 02:13 AM, said:
And I don't.
Nor does anyone who I know likes battletech and/or it's lore.
It's obvious that you really don't like battletech or it's lore; that's fine.
What's odd is why you feel the urge to try and change a well-established game that people like when there are other mech/a games out there that suit your desires of virtually zero-convergence weapons fire.
I somehow also suspect you have in mind something completely different than what those of us have in mind who want the 'mechs to matter and behave like BTUniverse mechs do, in relation to gameplay and combat.
Edited by Pht, 18 April 2013 - 06:22 PM.
#426
Posted 18 April 2013 - 06:21 PM
Mypa333, on 17 April 2013 - 08:30 AM, said:
Every time this has been done ... and it has been done in every MW game so far ... it has made for bad gameplay and lack of fun.
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Yep. Pen and Paper games are way more fun, most of the time... if you have the patience.
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The game isn't about simulating people jumping, dodging, and aiming at other people.
The game is about people piloting their 'mechs and trying to use their 'mechs in such a way that their 'mechs can hit the targets that said people are indicating and tracking for their 'mechs.
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why?
#427
Posted 18 April 2013 - 06:33 PM
allowing boating and weapon groups without a significant heat cost has all but made this game a twitch shooter with no strategy...simply load up 4-6ppc's or 4-6lrms and call it a day
#428
Posted 18 April 2013 - 06:57 PM
Gogopher, on 18 April 2013 - 06:33 PM, said:
allowing boating and weapon groups without a significant heat cost has all but made this game a twitch shooter with no strategy...simply load up 4-6ppc's or 4-6lrms and call it a day
yeah, you can do all of that stuff in table top too. in TT there is no heat cost for boating weapons and there are many stock mechs that are built solely around that concept and the inherent cheese, like for example the "piranha": 12 machine guns that produce 0.00 heat and deal 24 damage on a chasis that goes 151 kph.
^^
@Pht: yeah totally balanced, absolutely no room for improvement here.
#429
Posted 18 April 2013 - 07:03 PM
blinkin, on 18 April 2013 - 06:57 PM, said:
@Pht: yeah totally balanced, absolutely no room for improvement here.
Something which I've never posted anywhere.
If you want one example, make another hit-location table to use for mechs minus hit locations, like a mech minus an arm, so it's possible to hit the "hole" that you've created by destroying the location.
Add a + to-hit modifier to make it harder overall to hit the smaller overall target to offset the obvious extreme danger of allowing people to directly attack your internals with possibly massive damage.
Like I said before, the stuff that could use improving, improve it just like the advanced rules improve the basic game without destroying the basic game.
#431
Posted 18 April 2013 - 11:40 PM
White Bear 84, on 18 April 2013 - 07:11 PM, said:

all for the best you shouldn't look directly at flames that burn this hot.
this is the main battle ground for the two sides that have become entrenched in their moronic obsession with either side.
people who want all table top all the time and people who have been burned out by the TT crowd and think that anything even remotely related to table top is bad.
i tried a call to reason and this is the response i got for suggesting that table top left some room for improvement:
Pht, on 24 March 2013 - 12:01 PM, said:
^^yup Pht you have always been the victim, you were perfectly inoccent, this is in no way intended to provoke anyone.
yeah i have fanned the flames more than a little myself.
#432
Posted 18 April 2013 - 11:47 PM
blinkin, on 18 April 2013 - 11:40 PM, said:
people who want all table top all the time and people who have been burned out by the TT crowd and think that anything even remotely related to table top is bad.
I'm really ask myself at wich side I am? Some where in the no - mans land i think...lost and bleeding
#435
Posted 19 April 2013 - 12:19 AM
Take out that pillar and no wonder the whole balance turns into a joke.
The funny thing is, the lag-shield and hitbox bugs acted as a random number generator, especially when your ping was constantly going up and down. The fast mechs often took no damage, and you could not repeatedly hit the same spot on the slower mechs. I remember the times then LRMs and SSRMs were the only reliable weapons against fast mechs...
The Devs are gradually fixing the netcode, and in the end the only thing that determines hit location will be the players eye-hand coordination. And you simply cannot use Table Top stats with perfect accuracy!
I don't know if you played the Rainbow Six series (first three games). Those games required both a great deal of skill, and strategic thinking. They probably required more skill than any modern shooter, even tough they included random dispersion of shots. You could achieve perfect accuracy with a good weapon, a skillful operator, while standing still or crouching and taking a while to aim.
But while running or shooing in full auto, or when the operator was wounded, there was quite a lot of randomness to where the shots would land.
Edited by Kmieciu, 19 April 2013 - 12:39 AM.
#436
Posted 19 April 2013 - 12:44 AM
Kmieciu, on 19 April 2013 - 12:19 AM, said:
But while running or shooing in full auto, or when the operator was wounded, there was quite a lot of randomness to where the shots would land.
Rainbow Six...wasn't that the game were you have spend hours of planing...and with the first move you recognized that you have missed a thing?
I have placed some question about a cone into the German Subforum:
A full skilled Mech or Pilot...could have a max dispersion of 1m per 1500m range. (maybe 2-3m for a unskilled Mech) That means standing still the weapon is as accurate as they are now. (because at that range the crosshair is bigger as the spot you want to hit)
Moving will increase the diameter of that crosshair...for each 1% on your throttle the diameter is increased.
Moving the crosshair fast will also increase the diameter.
Jumping will just double an tripple the crosshairs diameter. (For example Jumping 180° turn from 100% movement) means a increase of 700% of the diameter size.
Next you could make that the position of the weapons will affect were the weapon will hit at that crosshair.
For example the left PPC will hit in the upper left corner of that crosshair. Means you are firing for the legs of a Raven...and the Crosshair is in full size...(as big as the Raven) you have to aim for the feet.
On a Atlas you may have to aim for the center when you want to have a good chance to hit the legs with your ballistic.
I knew that devs mentioned that they used no Random Cone because they wanted to encourage skill.... if you mind that you can call something like point and click as skill....
To keep track on were your weapons are mounted and how to hit a target still were you want to hit it with a random factor in shooting needs much more skill however.
#437
Posted 19 April 2013 - 12:55 AM
Karl Streiger, on 19 April 2013 - 12:44 AM, said:
I was talking about adversarial multiplier. Some people liked to "camp" knowing they would have perfect accuracy. Others liked to rush them with flashbangs and sub-machineguns on full auto.
Karl Streiger, on 19 April 2013 - 12:44 AM, said:
I knew that devs mentioned that they used no Random Cone because they wanted to encourage skill.... if you mind that you can call something like point and click as skill....
Then why did they use random cone for machine guns, flamers, lbx and srms?
Edited by Kmieciu, 19 April 2013 - 12:56 AM.
#439
Posted 19 April 2013 - 01:34 AM
Karl Streiger, on 19 April 2013 - 01:02 AM, said:
And nobody really usese MGs or flammers for everything but trolling...mabye
http://mwomercs.com/...__fromsearch__1
^^flamers can be incredibly useful on close range mechs, but you don't want to use them like a weapon generally.
#440
Posted 19 April 2013 - 03:46 AM
blinkin, on 19 April 2013 - 01:34 AM, said:
^^flamers can be incredibly useful on close range mechs, but you don't want to use them like a weapon generally.
The Flammer is in my eyes even more a Anti Infantry weapon - or as you said...to disrupt visuall "sensor systems"
However...locked in a similar war... some one mentioned that the armor systems of the BattleMech are complete nonsense.
Reallizing that he is right. Look at the Background of this forum.
You see that Catapult?
Do you see all the nice details at the armor?
So how could you explain how a shot into the toe - affect the armor in the same way as a shot into the hip does?
Its the most abstract system of the original invented board game. Those ablative armor was just a 'linear' system to simulate the chance of a hit that will penetrate the armor. It was designed as a beer and pretzel game. So of course it was the most simple system. Like having hitpoints.
But is this system still necessary with all the calculation a computer can do in an instant? Is it not possible to split the Mechs leg into 17 different hitzones. Where some shots can bounce off...or deal no damage at all?
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