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Proposal For The Addition Of More Skill To Mechwarrior Online


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#21 Tickdoff Tank

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Posted 14 April 2013 - 04:43 AM

View PostThecure, on 14 April 2013 - 03:29 AM, said:

What the man is saying is that he made a PPC stalker but he couldn't aim straight. Or he got up on that ridge, thinking he was god of war, fired two alphas, overheated and got cored. Now he proposes the devs messes everyones aim (except his) and while at it, destroy lights.


FTFY

#22 Fooooo

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Posted 14 April 2013 - 04:49 AM

Random = bad.

Look at the crit system. (although tbh it really has only a slight effect as usually you die or lose the section anyway)

I'm all for adding more skill to the game, but not with some random cone of fire.



Fair enough, make the aimers move around more the faster you run, or the more hilly / rocky the terrain you are walking / running on. Thats fine, its somewhat predictable (you know when its going to happen) and you can compensate for it, and it doesn't just randomly fire your weapons where your aimer isnt pointing like a cone of fire will.


Removing convergence except from the arms would also change things up a bit, at least for some variants......although how much of a good thing it would end up being is debatable, it would slow the killing down some but maybe make some mechs probably obsolete etc.....

Plenty of better ways then adding randomness.

#23 KinLuu

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Posted 14 April 2013 - 05:03 AM

Random firing mechanics = supporting wheels for the unskilled.

No.

#24 Ranek Blackstone

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Posted 14 April 2013 - 05:27 AM

The fun thing about being a mech pilot is all your weapons use gyro stabilizers so that movement and/or rough terrain has NO effect on your aim. MBTs have had this tech since the late 80's so that a tank going 40+ kph off road can fire it's main gun at top speed and hit the target pretty much where the cross hair is.

Edited by Ranek Blackstone, 14 April 2013 - 05:37 AM.


#25 El Bandito

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Posted 14 April 2013 - 05:35 AM

One thing I must say about LRMs.

Being a support weapon does not mean it should be anyway inferior to direct fire weapons. Mechs such as Archer, Catapult, Bombardier, and Mad Dog can and should perfectly kill enemy mech spamming LRMs as effective as any other weapons. Therefore, buff LRM damage, even a little bit.

2 cents.

#26 General Taskeen

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Posted 14 April 2013 - 05:40 AM

View Postgavilatius, on 14 April 2013 - 02:41 AM, said:

the main thing that is hampering "skill" is the current format. people tend to boat weps to no end. we have to find a way to make mixing loadouts more appealing ad make Boats Builds a HUGE liability.


At this point the only solution I see happening are separate game modes for locked loadouts or private lobbies where people agree to more classic, stricter rules.

We also already have random, crap Rolling Dice™ mechanics like the Ultra Jam. It is unfortunate that Autocannon jams are not skill-based like MW:LL.

Edited by General Taskeen, 14 April 2013 - 05:40 AM.


#27 Royalewithcheese

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Posted 14 April 2013 - 06:01 AM

If I wanted to deal with random bullet spread, I'd be playing a different shooter. It actively works against the mechanics of this particular game. If you don't like people hitting you in the CT, torso twist.

(Incidentally, you know what builds would benefit enormously from this? High alpha SRM-based builds, and alpha builds in general that have time for their crosshair to cool down.)

#28 Ignatz22

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Posted 14 April 2013 - 06:04 AM

View PostDCLXVI, on 14 April 2013 - 04:22 AM, said:

it is a little silly being able to walk up a hill, set your crosshair on an enemy across the field, let go of the mouse and just keep pushing numbers and every shot lands exactly the same place lol. But I fear changing it we would only find out how big the gap is between skilled and casual players.

Sirs;

Have you tried sniping?? They can see you, too...
I'm really bad at this game, but it's a reasonably balanced playing field. You have the opportunity to configure your mech to suit a style you practice and develop, so you really have no one to blame but yourself. If, like me, you aren't that good, they pair you with other less capable folk. Yes, you still die. Yes you can join a team of great players, learn and practice, and still die.

It's a GAME.
It's in BETA.
There re SO many things far more important than your scheme to bring better players down.....fixing Bugs?? Community warfare??

#29 Royalewithcheese

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Posted 14 April 2013 - 06:05 AM

View Postgavilatius, on 14 April 2013 - 02:41 AM, said:

the main thing that is hampering "skill" is the current format. people tend to boat weps to no end. we have to find a way to make mixing loadouts more appealing ad make Boats Builds a HUGE liability.


Poptart. Boat? Generally no.
3-L. Boat? Nope.
DDC. Boat? Noooope.

It's almost as if you don't have to boat to be effective!

Edited by Royalewithcheese, 14 April 2013 - 06:05 AM.


#30 Hotthedd

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Posted 14 April 2013 - 06:16 AM

Skill? SKILL? .....excuse me, but the insta-auto convergence is what allows you to hit your targets so readily, not "skill". Just so you know.

#31 Targetloc

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Posted 14 April 2013 - 06:19 AM

View PostRoyalewithcheese, on 14 April 2013 - 06:05 AM, said:


Poptart. Boat? Generally no.
3-L. Boat? Nope.
DDC. Boat? Noooope.

It's almost as if you don't have to boat to be effective!


If there was an Atlas variant with good hardpoints for boating we probably would see a lot more of those than the mixed configs. Boating is just easier.

Making mixed builds more attractive would require giving individual weapons more unique advantages and disadvantages, and introducing a better heat system.

#32 Royalewithcheese

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Posted 14 April 2013 - 06:50 AM

View PostTargetloc, on 14 April 2013 - 06:19 AM, said:


If there was an Atlas variant with good hardpoints for boating we probably would see a lot more of those than the mixed configs. Boating is just easier.


The question isn't "how do top-tier builds stack up against imaginary variants?" It's "do you have to boat to be competitive?"

#33 Tekadept

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Posted 14 April 2013 - 06:56 AM

I get bored with pinpoint accuracy its just too easy, perhaps I should nerf my skill by drinking before I play?

I reckon somebody who takes a stock standard mech should get an XP bonus or something for being a good sport, that would be nice "CANON BUILD 300XP"

If you don't boat competively you are at a disadvantage regardless how good your tactics/skill is even though I can have a good chanceat defeating teams that boat exclusively it Isn't fun. M.A.D

Edited by Tekadept, 14 April 2013 - 06:58 AM.


#34 Alois Hammer

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Posted 14 April 2013 - 07:10 AM

Soooo..."add randomness to screw up everyone's aim that keeps ROFLstomping me because I suck" is adding "skill" to the game? Seems more like it's handicapping the skilled to satisfy the incompetent to me. <_<

#35 Morhadel

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Posted 14 April 2013 - 07:34 AM

I know how to make skill way more cannon like. Remove the cross-hair all together

#36 Tekadept

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Posted 14 April 2013 - 07:45 AM

View PostMorhadel, on 14 April 2013 - 07:34 AM, said:

I know how to make skill way more cannon like. Remove the cross-hair all together

I already get that a lot now <_<

#37 Targetloc

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Posted 14 April 2013 - 08:21 AM

View PostRoyalewithcheese, on 14 April 2013 - 06:50 AM, said:


The question isn't "how do top-tier builds stack up against imaginary variants?" It's "do you have to boat to be competitive?"


I think to a certain degree you do.

It's more effective to Fire-Twist-Fire-Twist when all your weapons have the same recycle time and travel speed.

Missile boats now have some incentive to equip PPC's because of it disrupting ECM... but I'm sure you know that it's not really a counter.

Crit-seeking weapons would almost be useful if open sections weren't so often destroyed by the next alpha.

It's a combination of no synergy between different weapon types and no draw-backs to full-alpha 24/7.

#38 DocBach

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Posted 14 April 2013 - 08:52 AM

I always interpreted the random hit locations in the board game not as the fact that weapons couldn't hit where they were aimed, but that the pilots of the targets were torso twisting and evading like we do in MWO.

However, I wouldn't mind screen shake added while jumping. In the source material pilots get a +4 modifier to hit targets while they're in a jumping 'Mech. Its suppose to be incredibly hard to get an accurate bead on a target while being strapped to a 90 ton machine being propelled against gravity with rockets strapped to its back.

#39 shihku7

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Posted 14 April 2013 - 09:02 AM

Doesn't anyone here find the Fire-Torso Twist-Fire-Torso Twist tactic to be incredibly weird?

It makes sense to do it, but the actual performing of it just strikes me as incredibly awkward. It's also uniquely Mechwarrior but.... I'm not sure if the game is better for it.

#40 Sheraf

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Posted 14 April 2013 - 09:03 AM

Mechwarrior Tactic is what you are seeking if you want randomness <_<





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