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As Ever, Two Tweaks Would Improve Mwo's Game Balance Drastically.


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#21 Lee Ving

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Posted 29 March 2013 - 12:22 PM

ITT: People who don't balance games for a living contest that they have the one true best answer to cure all of PGI's balance problems.

#22 Trauglodyte

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Posted 29 March 2013 - 12:31 PM

View PostLefty Lucy, on 29 March 2013 - 10:36 AM, said:

Increase heat dissipation. Decrease max heat cap.


To a point. They have got to get heat management in a good spot. Right now, you can't play a stock Awesome (PPC variant) while having any sort of punch because every map, except for 2, turns into a 300m x 300m face hump fest. Increasing firing lines by way of expanding maps would help but they still need to fix heat management because what's the point of playing a mech based on how it was originally designed if you're completely incapable of actually running it how it was designed? ACs are much more heat to damage efficient then energy weapons.

#23 Kristov Kerensky

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Posted 29 March 2013 - 12:40 PM

View PostMercules, on 29 March 2013 - 12:16 PM, said:

Are we back to last year where we told them Weapon Convergence is bad?

They currently go someone other than where I point them. Look at the Hunchback with lasers in it's hunch. They are spaced out but when fired all angle to converge on a single point without any sort of system to angle them. Gimbaled mounts might work to do that, but they are not super fast and calibrating them would be a MAJOR pain on something that gets knocked around as much as a mech.

It would look something similar to this and not the simple focused lenses we have for energy weapon mounts.
Posted Image


So because you can't see the interior of the Mech, where those weapons are actually housed, you just assume they are bolted on static to the framework and have no ability to be aimed anywhere but directly ahead? Sorry, but that's not even close to how BTech and it's lore states they work. They ARE mounted on gimbals or servos for the very purpose of being able to aim the weapons and make them converge on a target. The novels cover that more then a few times, with pilots aiming all their weapons for an alpha strike, getting everything lined up and on target using their dual joysticks and waiting for the reticles(multiple) to turn gold indicating weapons on target and aligned for convergence.

So..yeah..they kind of did that right, the weapons DO move around a bit, so they can converge on the target. TT removed that for gameplay purposes, it's a TT game after all, it's supposed to take hours to play out a single combat, it's not supposed to be over after the first roll of the dice..which does sometimes happen anyway :)

#24 Vahnn

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Posted 29 March 2013 - 12:42 PM

no

#25 Mercules

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Posted 29 March 2013 - 12:59 PM

View PostKristov Kerensky, on 29 March 2013 - 12:40 PM, said:

So..yeah..they kind of did that right, the weapons DO move around a bit, so they can converge on the target. TT removed that for gameplay purposes, it's a TT game after all, it's supposed to take hours to play out a single combat, it's not supposed to be over after the first roll of the dice..which does sometimes happen anyway :)


TT didn't remove anything. There was TT..... then came novels. :lol: Yes, they are supposed to converge some, but the current mech models do not lend one to the belief that things are mounted the way you would assume. In several novels they also talk about how multiple weapons mounted in a torso made a "pattern" of shots on another mech or the terrain which leads one to believe not everything converges all that well.

#26 Kristov Kerensky

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Posted 29 March 2013 - 05:16 PM

View PostMercules, on 29 March 2013 - 12:59 PM, said:


TT didn't remove anything. There was TT..... then came novels. :D Yes, they are supposed to converge some, but the current mech models do not lend one to the belief that things are mounted the way you would assume. In several novels they also talk about how multiple weapons mounted in a torso made a "pattern" of shots on another mech or the terrain which leads one to believe not everything converges all that well.


Actually, the original TT fluff describes the weapons being mounted on gimbals or servos and that they weren't static and unable to move, although the movement tends to be restricted so you can't point them off to the side for instance. Convergence in TT is actually removed on purpose, exactly like the ranges on the weapons are so short in TT, done for the exact same reason..to make the game last longer.

Couple of hours of real world time spent playing TT usually resulted in about 1 to 2 minutes of combat. And that was without convergence being included, which would actually shorten the time a bit...and did if you used the called shot rules :D





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