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Weapon Convergence Is Leading To Game Imbalance


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#1 Zyllos

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Posted 23 March 2013 - 10:48 AM

View PostZyllos, on 22 March 2013 - 08:54 AM, said:

View PostBryan Ekman, on 22 March 2013 - 07:08 AM, said:

Zyllos: With many discussions on convergence of weaponry, has there been any discussions on why/why not more variability should be added to weapon fire, thus spreading the damage more across a target?

A: We’ve removed randomness from weapon firing in favor of skill.


This what not quite what I was looking for. I knew you guys did this in favor of skill, I was looking for why you guys think that allowing all weapons to hit a single location across both arms and torso sections is not a game breaking decision and a balance nightmare?

Thanks for even looking at my question though.

This thread is why I am asking: Why is the Dragon Terrible?

Within that thread is reasons why the Dragon is bad. One of top issues is that the energy and ballistic hardpoints are spread across sections, thus making weapon convergence impossible or extremely difficult. This is why many of the top tier mechs are those that can converge that weaponry easily (Stalker, Cataphract, Atlas, ect) across sections with mixed weaponry.

If that same idea is added to all mechs in the game, where sections are independent of each other, thus making sections firing on a bit different location on the crosshair than others, no random mechanics, would balance this back down to the Dragon's level and idea that even with many weapons in different sections with mixed weaponry or many weapons of all the same time, your shots will have to take time to land in the same section.

This is what I am asking about, why is it ok for the Dragon to have a difficult time to converge weaponry while other mechs do not?


I asked a question in the Ask the Devs 34 and got a response that was already known. Myself and the community knows that weapons needs to land where they are pointed. But that was not the question I was asking.

I am not proposing having random mechanics introduced into the game (but I think Cone-Of-Fire is the best way forward, but it seems EVERYBODY is against this even though it has been a staple of all shooter games, past and present). What I am proposing is that we need weapons not completely converge onto a single point.

I am sure many that look into the Game Balance and Suggestion forums have seen my proposal of making weapons individually not converge but instead fire into a square that is sized based on the location the weapon was fired from. Here is my example below:

Quote

Something I have begin to notice in MWO is that builds which can pin-point a lot of weaponry onto a single point for as long as possible than builds which can actually deal more damage but generally spreads the damage across a target.

This is part of why the phenomenon on why players generally only aim for the torsos. All their weapons can easily pin-point to a Left/Right Torso, which also destroys the arms in the process. Thus, there is little emphasis on destroying arms because you can just aim all your weaponry at the torso and destroy a mech or maim it by killing both a torso and arm.

I suggest three mechanic changes to fix this issue by placing more emphasis on arm mounted weaponry while removing some ability for all weapons to target a specific point, thus allowing more weapon fire to spread.

Suggestion One - Multiple Weapon Fire Out of a Single Weapon Port

This is an odd mechanic by PGI. I understand the logic behind allowing multiple weapons to be equipped to allow for more customization but why allow multiple weapons to fire out of the same physical weapon port at the same time?

A good example of this is the Atlas Right Torso 2 Ballistic hardpoint / 1 Physical Weapon port location. If someone equips two UAC/5s in this location, and places both of them on the same weapon group without chain fire, then why does both UAC/5s fire at the same time, having overlapping projectiles? This essentially makes it a UAC/10. This also fools your target because they believe a single UAC/5 is firing but actually it is 2 UAC/5s firing at the same time.

The Cicada is another prime example of this. With multiple Energy hardpoints in the same physical Weapon port, they can fire both laser, which overlaps each other looking like a single laser.

So I suggest adding a mechanic where if multiple weapons are fired at the same time out of a single weapon port, just fire the weapons immediately one after the other. This will help spread a bit of the damage just because of the delta time between each firing while moving and also not be used to fool your target.

Suggestion Two - Arm Actuators Given Meaning

This is a brand new mechanic added, which I believe PGI is planning on adding at some point in time. It is fairly straight forward implementation based on how existing mechs already behave and actually sticks to the TT actuator charts fairly well.

Shoulder actuator - Allow arm weaponry to converge on the Arm crosshair.
Upper Arm actuator - Allow vertical deviation of the Arm crosshair from the Torso crosshair.
Lower Arm actuator - Allow horizontal deviation of the Arm crosshair from the Torso crosshair.
Hand actuator - Allow hand related actions to be performed.

Suggestion Three - Torso Mounted Weaponry Do Not Converge

I personally think this is a big balancing factor to the game and part of the reason why nobody aims on arms and everyone can just place the crosshair on a single location and alpha strike, having all damage hit that single location.

I suggest making all torso mounted weaponry only aim straight ahead, aiming in relation to the cockpit view. Basically, a straight line is drawn down the center of the player's perspective. All torso mounted weaponry fires straight ahead from the mech in relation to this line. As a note, arm mounted weaponry will still only fire straight ahead, like torso weaponry. Just both arms point directly at the Arm crosshair.

A good example is the Atlas. The two Center Torso Laser ports will fire straight ahead, not converging on the location on which it is aimed at, but instead will be aimed at the Torso crosshair, landing in relation to the weapons mounted on the mech. So the two Lasers will land below the Torso crosshair, one directly below (because the cockpit is actually out of the left eye, thus the left Center Torso laser will be directly below you) and the other below and slightly to the right. The Ballistic and Missile hardpoints will be aiming to the below/left and below/right of the Torso crosshair.

What this does is removes the ability to pin-point all weaponry mounted on a mech (unless it is all in the arms) to hit a single location. Thus, placing a larger emphasis on arm mounted weaponry (with intact Shoulder actuators). While alpha strikes will still be around, they will not be the single location devastating that they are now, but instead be the wild firing of multiple systems to place as much damage on the target as fast as possible, not worrying about where on the mech it hits.

And with the greater emphasis on allowing convergence on arms only, players might start choosing to destroy an arm first before taking out the Left/Right Torso, especially on mechs which mount a large amount of weaponry on those arms.

Below is an example of what I am talking about:

Posted Image



TLDR

Remove ability to fire multiple weapons out of the same weapon port at the same time.
Add arm actuator functionality.
Make torso weaponry not converge, but instead fire straight ahead based on distance to selected target or longest range weapon.
All weapons fire straight ahead.


What this does is keep mechs from 100% converging all weaponry onto a single point. From the diagram above, you can see that weapons are projected onto a matrix that is a 1:1 for their size on the mech. The arm mounted weapons will still "converge" but that is due to the arms pointing at the Arm crosshair, the arm mounted weapons themselves will still fire into a matrix that is 1:1 the size of the specific arm profile.

Now, I have seen several players say that this will not actually fix weapon convergence on some mechs. The Stalker is a good example with 2 arms that are identical on each side. While the energy hardpoints are on top of the arms (thus will project onto the Arm crosshair matrix at the top), them being mirrored will have them converge onto a single point (almost, the top/bottom laser on each arm will actually be above/below each other). But I think this is not a problem.

What this does is introduce an emphasis on how useful arms are. Right now, arms do not mean a lot, it's much preferred to fire at kill shot locations like the L/R Torso or C Torso because all weapons converge onto a single point for more damage. This is why the Catapult is always de'eared because those are where the weapons are, it's much easier to just de'ear it instead of killing a torso.

More emphasis on either going for kill shots on the torso sections or removing easily pin-pointable weaponry on a mech now becomes a choice. This is much better skill play than what is currently going on right now. This is why you see top players saying some mechs are not good. They can not place all their weaponry onto a single point, thus giving them an alpha strike and overall DPS disadvantage.

My quote above talks about the Dragon. It's the centerpiece of what is wrong between weapon convergence and mechs.

I truly hope PGI actually sits down and sees that there weapon mechanics are causing many issues for this game. It will continue to plague the MechWarrior franchise but we have time to fix this once and for all.

I am almost begging PGI to sit down and take an extremely serious look at this issue.

#2 Seox

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Posted 23 March 2013 - 11:26 AM

View PostBryan Ekman, on 22 March 2013 - 07:08 AM, said:

Zyllos: With many discussions on convergence of weaponry, has there been any discussions on why/why not more variability should be added to weapon fire, thus spreading the damage more across a target?

A: We’ve removed randomness from weapon firing in favor of skill.


And PGI has said no for the same reasons I gave in one of the -many- threads that you have posted this in. Mods, please do a search for the large quoted sections and you will see just how many places he has repeatedly posted this. Please lock this for the sanity of the forums, as it's long gone past spam.

#3 Zyllos

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Posted 23 March 2013 - 11:31 AM

View PostSeox, on 23 March 2013 - 11:26 AM, said:


And PGI has said no for the same reasons I gave in one of the -many- threads that you have posted this in. Mods, please do a search for the large quoted sections and you will see just how many places he has repeatedly posted this. Please lock this for the sanity of the forums, as it's long gone past spam.


While you might think the game is fine, many can see there are issues. Also, maybe my question was poorly worded, but he did not answer my question. He simply stated information that is already widely known.

#4 Seox

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Posted 23 March 2013 - 11:36 AM

View PostZyllos, on 23 March 2013 - 11:31 AM, said:


While you might think the game is fine, many can see there are issues. Also, maybe my question was poorly worded, but he did not answer my question. He simply stated information that is already widely known.


He answered your question exactly; I gave the exact same response in one of your numerous posts and addressed why it's basically introducing RNG even if the system is deliberate.

http://mwomercs.com/...ost__p__2053584

http://mwomercs.com/...ost__p__2042108

http://mwomercs.com/...ost__p__2047708

http://mwomercs.com/...ost__p__1941775

http://mwomercs.com/...ost__p__2063598

These were found in a few -minutes-. All of these posts have been this month or in the tail end of Feb. This is spam. This has easily been expressed in threads before and does not need to be thrown around the forums in a pathetic attempt to make it seem like people want this pseudo-RNG crap.

I know the game is fine. If you don't like the way the game works, you don't have to play it. The devs have expressed that they want to emphasize gameplay and skill, something your suggestion has neither of.


Garth Erlam said:

Keep in mind that being able to post here is a privilege, not a right. If you are insulting other forum members or making the forums in any way a hostile atmosphere, you will be warned, and/or depending on severity, banned. Consider the following things when posting:

Has this been talked about in another thread? Possibly, in many other threads? Use the search function!


Source: http://mwomercs.com/...ting-etiquette/

This thread should be locked.

Edited by Seox, 23 March 2013 - 11:43 AM.


#5 Zyllos

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Posted 23 March 2013 - 11:42 AM

View PostSeox, on 23 March 2013 - 11:36 AM, said:


He answered your question exactly; I gave the exact same response in one of your numerous posts and addressed why it's basically introducing RNG even if the system is deliberate.

http://mwomercs.com/...ost__p__2053584

http://mwomercs.com/...ost__p__2042108

http://mwomercs.com/...ost__p__2047708

http://mwomercs.com/...ost__p__1941775

http://mwomercs.com/...ost__p__2063598

These were found in a few -minutes-. All of these posts have been this month or in the tail end of Feb. This is spam. This has easily been expressed in threads before and does not need to be thrown around the forums in a pathetic attempt to make it seem like people want this pseudo-RNG crap.

I know the game is fine. If you don't like the way the game works, you don't have to play it. The devs have expressed that they want to emphasize gameplay and skill, something your suggestion has neither of.


I fail to see where I introduced any RNG, every weapon hits precisely where they are aimed. Just their exact same has been deviated from the single point weapon convergence we have now.

#6 Seox

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Posted 23 March 2013 - 11:45 AM

View PostSeox, on 23 March 2013 - 11:36 AM, said:

He answered your question exactly; I gave the exact same response in one of your numerous posts and addressed why it's basically introducing RNG even if the system is deliberate.


#7 Zyllos

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Posted 23 March 2013 - 11:48 AM

View PostSeox, on 23 March 2013 - 11:45 AM, said:

He answered your question exactly; I gave the exact same response in one of your numerous posts and addressed why it's basically introducing RNG even if the system is deliberate.


I still fail to see what is considered a RNG if weapons do not all hit the same point.

It's like your stating that "If I can not just aim at a single point and have all my weapons hit that point, then there is a RNG effecting my aim." when that is absolutely not the case. That is almost borderline strawman argument because your saying there is RNG introduced when there is none.

#8 Seox

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Posted 23 March 2013 - 11:50 AM

View PostZyllos, on 23 March 2013 - 11:48 AM, said:


I still fail to see what is considered a RNG if weapons do not all hit the same point.

It's like your stating that "If I can not just aim at a single point and have all my weapons hit that point, then there is a RNG effecting my aim." when that is absolutely not the case. That is almost borderline strawman argument because your saying there is RNG introduced when there is none.


Might wanna hit those AP english textbooks again, I don't think straw man means what you think it does.

http://bit.ly/ZWplt3 I hope it improves over time :P Safe and speedy recovery!

Thread needs a lock.

Edited by Seox, 23 March 2013 - 11:51 AM.


#9 Zyllos

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Posted 23 March 2013 - 11:53 AM

View PostSeox, on 23 March 2013 - 11:50 AM, said:


http://bit.ly/ZWplt3 I hope it improves over time :P Safe and speedy recovery!

Thread needs a lock.


I see, I do not agree with your argument and you with mine. That is fine, but I think we need more constructive criticism across various play levels.

Posting that "I do not listen" is not very helpful for either of us.

Edited by Zyllos, 23 March 2013 - 11:53 AM.


#10 Zerstorer Stallin

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Posted 23 March 2013 - 12:04 PM

I agree with the op, but my advice is to do what almost 700 other of my clan mates have done. STOP BUYING MC FROM PGI. Either they will 1. Fix the stupid crap we've talked about for months. or 2. Go broke and maybe someone with real vision and an ability to not lie with every breath they take, gets the game instead. Both at this point are ok to me.

#11 Zyllos

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Posted 23 March 2013 - 12:14 PM

View PostZerstorer Stallin, on 23 March 2013 - 12:04 PM, said:

I agree with the op, but my advice is to do what almost 700 other of my clan mates have done. STOP BUYING MC FROM PGI. Either they will 1. Fix the stupid crap we've talked about for months. or 2. Go broke and maybe someone with real vision and an ability to not lie with every breath they take, gets the game instead. Both at this point are ok to me.


Well, as this game is F2P, that becomes a strong and unique point that can be reinforced on PGI. But you would need a significant number of people to make that actually effect PGI.

But, I am interested, what "lies" have PGI said that are significant? Except the current obvious ones about not introducing Coolant and stuff.

Edited by Zyllos, 23 March 2013 - 12:14 PM.


#12 Cyke

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Posted 24 March 2013 - 03:11 AM

Weeeell, to be specific, non-converging weapons do not involve RNG.

More accurately, a game with random "cones of accuracy" would use a PRNG or pseudorandom number generator. Essentially, random shot "cones" in other games will use a PRNG to generate two separate random float variables between 0.0 and 1.0, which they then use as a factor with which they multiply with the maximum intended X-axis and Y-axis angular offsets, that are then applied for the weapon trajectory.
Alternatively, you can generate that or one for the angular deviation, another for the direction of the deviation from the point of aim.
The reason this detracts from player skill is because the random deviation is out of the player's control; therefore, as long as the intended target is within the incident "circle" generated at the far end of the cone of inaccuracy, your odds of hitting are the same regardless of whether you put the target in the middle of the circle, or just cover it with the edge.


That's beside the point, though. It doesn't apply here.
The idea is that non-converging torso weapons would always consistently land at the same points relative to the center of the reticle. There is absolutely no inconsistency or deviation, which means several things:
1) A player can compensate for it perfectly, every time, to precisely strike the intended point
2) A player who aims consistently poorly will get consistently poor results

I'm not sure if this is immediately intuitive, but non-converging weapons will not increase spread at longer range. In fact, due to parallax perspective, they would look as though they converged (in the same way railway tracks appear to converge at infinity, as they stretch into the distance).
Due to this, it's not only consistent from one Alpha to another, it's also consistent regardless of range.

One of the really interesting things is that each different 'Mech's torso hardpoints will actually have a separate pattern of aim-points, and this arrangement will remain the same size on the targeted enemy, regardless of how far away the enemy is!
Thus, players would need to get used to a new 'Mech in order to get deadeye shots into enemy body parts (for torso-mounted weapons, that is.. arm weapons still behave the same).


Anyway, I just wanted to point out that the term "RNG" does not apply here.
If there is opposition to manually aimed non-converging torso weapons, there's no harm in plainly saying so.

I myself believe the extra learning it'll require will probably mess me up (I'll probably get frustrated and randomly group fire my guns, spreading damage across the target), while the much better players will end up learning to compensate their aim rather quickly and keep coring me anyway.. so while I can see the benefits it may have, I'm not 100% behind it from a personal standpoint.
Basically, in the #1 and #2 I listed above, I'm probably going to fall into the #2 more often than not!
The learning curve for newbies is already steep enough as it is, and the skill ceiling is already too high.. and MWO needs as many players as it can get.

Edited by Cyke, 24 March 2013 - 03:14 AM.


#13 Falconic

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Posted 24 March 2013 - 04:41 AM

I have a question. If your shooting from a wide torso like a Jager energy port, and you are shooting at a Raven. I am in front of the raven with my reticle so I can properly hit the raven with my laser. Does shooting at a square 500-2000 km away effect where I think the beam should hit if I was shooting a box at the ravens distance? Try ballistics now any difference?

#14 EmperorMyrf

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Posted 24 March 2013 - 08:18 AM

I agree with OP's suggestion (still). My absolute most successful mech has been the HBK-4P and I'm inclined to think it's because I can land all 9 lasers on a single spot. Getting 5 kills in that thing is not unusual, where I really have to push myself to get 3 kills in any of my other mechs, including my other hunchbacks.

There was a very large thread about this sort of topic back during closed beta (but not in the beta forums) where the OP there wanted to introduce a natural CoF by doing something similar to what you mentioned here. The only difference there was that multiple weapons on a single arm was handled in a similar fashion to the torsos. Taking the HBK-4SP as an example, if you notice it has 2 energy points on each arm. The centroid for those energy ports is pointed straight at the arm reticle, and the actual hit locations of the lasers are still away from the reticle, but consistently.

View PostFalconic, on 24 March 2013 - 04:41 AM, said:

I have a question. If your shooting from a wide torso like a Jager energy port, and you are shooting at a Raven. I am in front of the raven with my reticle so I can properly hit the raven with my laser. Does shooting at a square 500-2000 km away effect where I think the beam should hit if I was shooting a box at the ravens distance? Try ballistics now any difference?


In this suggested scheme, torso weapons do not converge at all. So the only thing dictating the path of whatever you're firing is the position/angles of the torso. It will not matter if, while leading a target, your reticle lies on something 200m or 2000m away, it will consistently fire along the same path

#15 Zyllos

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Posted 24 March 2013 - 08:35 AM

View PostFalconic, on 24 March 2013 - 04:41 AM, said:

I have a question. If your shooting from a wide torso like a Jager energy port, and you are shooting at a Raven. I am in front of the raven with my reticle so I can properly hit the raven with my laser. Does shooting at a square 500-2000 km away effect where I think the beam should hit if I was shooting a box at the ravens distance? Try ballistics now any difference?


Very good question to ask.

As EmperorMyrf has explained, the torso weapons do not converge or deviate from their path. From my diagram above, it might not be immediately obvious, but the convergence is slightly smaller than the square matrix on the Hunchback mech. So weapons do converge a bit, not but is not much.

But with range changes, that convergence square increases/decreases in size in respect with the range your looking at. Because of this, that means those weapons will always fire in the same pattern no matter where your aiming your torso mounted weapons.

The same goes for Ballistic weaponry on the torsos. The only reason why there are issues with this now is because the point at which all weapons hit have to deviate their fire path to reach that single point. But with the landing pattern of weapons at all distances, or changing the size of the square matrix due to the distance to have weapons land in the same pattern, this means torso mounted weaponry will never deviate from the flight path.

Now arm mounted weaponry will deviate some because the arms are attempting to converge their direction on the Arm crosshair, some issues with deviation is implemented here. But this is no different than it is now, just the individual weapons mounted on the arms will still only flight straight, so their respective patterns on the arms themselves will still show in the patterns of where they land their shots.

#16 HammerSwarm

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Posted 24 March 2013 - 10:06 AM

Zyllos - keep up the work man. We all have our die on the hill issues with this game. Mine is the construction and role of light mechs & machine guns. Stick with this and you'll force them to listen because with each person who joins you in saying, well yeah I never thought of that, that is a pretty big problem. As a pilot of mechs that lend themselves to XL engines (the dragon specifically) I can say that I have been wrecked by the alpha strikes of larger mechs more times than I can count.

#17 Seox

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Posted 24 March 2013 - 11:03 AM

You still haven't even addressed how something like this is not going to be morbidly unfair to equally viable direct ranged builds. Good balance does not take out entire columns of existing balance with it when it is implemented; this does not make such considerations. The game will become even more brawling oriented, which will further hurt build diversity and etc. Furthermore, there will be disproportionate viability in weapons like SRMs which do not rely on convergence.

That you have yet to even address potential concerns like this heavily underline the lack of forethought that you're putting into this; Furthermore, that you don't seem to be able to adapt to torso twisting and juking fire really leave me feeling that the game is fine as is and that those in favor can't seem to learn how best to apply the mechanics. What the game needs is a tutorial, not breaking aim, torching PPCs and Gauss, buffing the hell out of SRMs and capping skill artificially while raising the skill floor at the same time, all with one extremely poorly thought out idea that was thrown around the forums 5+ times. That literally makes the game less friendly to every single group of players out there; beginners, poor players, skilled players...you name it, all because five or six people haven't yet found their niche in game.

People who are not skilled at the game will have more trouble by default, as their attempts to hit will be spread around further. Ever spectated players after you die? Noticed how badly they spread their fire? At least it's all focused on one point; this suggestion would remove even that.

You assert multiple times that it's a skill that people could pick up, thus it "introduces more skill." People have enough problems with parallax aiming in third person shooters using a single weapons along a single axis where hits to any part of an enemy are rewarded; no human being has the level of spatial intelligence necessary to calculate parallax on two or three sets of weapons, especially when this game requires FOCUSED fire and not just hits to any part of the enemy.

I get that you think convergence leads to low TTK, I really do. I'm just not convinced that breaking all these other things is worth "fixing" something that only a handful of people have a problem with. If you'd demonstrated some consideration of the implications of implementing a system like this, sure, but to me it just looks like you're upset that 6 PPC stalkers killed you.

Edited by Seox, 24 March 2013 - 11:22 AM.


#18 Pht

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Posted 24 March 2013 - 12:30 PM

View PostSeox, on 23 March 2013 - 11:36 AM, said:

...and addressed why it's basically introducing RNG even if the system is deliberate.


So, you don't want any simulation of 'Mech combat in a 'mech combat game?

...

Why are you playing a MechWarrior video game???

If you want a game that's not about piloting an armored combat unit, that's fine... there are plenty of games out there to suit your desire!

Quote

If you don't like the way the game works, you don't have to play it.


If you don't like the MW video game genre, you don't have to play it, and you especially don't have to ruin it for everyone else who does like it.

Or, hey, maybe something more shocking ... allowing the MW video game to finally be implemented the way it should be - with imitation of how a battlemech actually performs in combat... would make for a VERY fun game... and the only skill - calculating lead - that the 'mech does instead of the human player... is and would be replaced by multiple necessary skills... mainly, knowing your 'Mech well enough to know if it can make the shot you're asking of it... and if you want to be a great MW player, knowing and tracking these things for your *targets* too.

Quote

The devs have expressed that they want to emphasize gameplay and skill, ...


It's not that they want human skill to be a large part of the equation that's wrong. What's wrong is that they have decided that in order to do this, they have to virtually remove the battlemech from the firing equation... the dual reticules are a ludicrously sub-par way of representing the 'mech's capability to bring it's weapons to bear.

#19 Seox

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Posted 24 March 2013 - 01:10 PM

View PostPht, on 24 March 2013 - 12:30 PM, said:

So, you don't want any simulation of 'Mech combat in a 'mech combat game?


Mechwarrior is not, never has been, never will be, and never should be a simulator.

Beyond that, this is straw man. I never said I didn't want mech combat, I said that this is an idea that lacks any forethought whatsoever and panders to people who refuse to learn the intricacies of the existing mechanics.

#20 Pht

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Posted 24 March 2013 - 01:50 PM

View PostSeox, on 24 March 2013 - 01:10 PM, said:



A "simulation" does not mean what that thread defines it as - a game that requires you to master an obscene number of details just in order to play it.

Spoiler


"simulation" = "imitation," not "obscene complexity - and I've been pointing this out for some time now.

Quote

Beyond that, this is straw man. I never said I didn't want mech combat,...


You can either have direct player aiming of the weapons with no mech involved (non-mech combat) - what you've been advocating...

or

You can have direct player control of a 'mech - (mech combat).

It is impossible to have both.

Edited by Pht, 24 March 2013 - 01:51 PM.






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