Mypa333 said:
It's called progress. You wouldn't have been playing MWO if it weren't for all the "bad gameplay and lack of fun" in the previous versions.
The idea of progress requries a standard to progress towards, and in the case of the MW video game, the standard is having the MW video game represent what it is like to pilot a BTUniverse/lore BattleMech in combat in that fictional setting.
MW games have been regressing from this standard, not progressing.
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Then play pen and paper, I like computer simulators and I don't like the idea of STATIC gameplay.
I haven't proposed static gameplay:
http://mwomercs.com/...different-idea/
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You are talking about skills here. And I can indicate and track a mech for myself and for my team as I play a light.
I wasn't talking about indicating a target in the sense of picking one, I was specifically talking about using the joystick in the 'Mech's cockpit to control the reticule on the main hud to indicate to the 'Mech you're piloting what specific thing you want your 'Mech to try and hit.
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But I don't believe that lowering my Spider's armor to follow the canon is a solution. I'm already putting almost 80% of my efforts in dodging, hiding, discovering enemy mechs, providing good intel for my team as to what points to attack or defend, to watch their back in case a light comes that way and so on.
The thing that's being hashed over is not just "lowering armor" - the problem is that the current game doesn't have 'Mechs that actually perform in combat like the 'Mechs do in the fictional setting.
Currently, the 'Mechs don't count for virtually anything in the "how combat happens" beyond "my mech moves x fast, torso twists x fast, and can/can't jump."
There is zero simulation of how a BTU BattleMech actually handles and aims its weapons in the game.
We have a 'Mech combat game missing the most important facet of 'Mech combat.