Vance Diamond, on 01 November 2011 - 09:59 PM, said:
Work was actually done, back then, to determine if targets needed to be lead when lasers were fired, and the overall community belief was that they did not. They were the only weapons that didn't need to be. A PPC still did, because it's super-heated plasma, not a lightning bolt, not a laser, as has been depicted in the past, so it was more like a ballistic weapons than anything else. For personal experience, I remember being required to readjust my speed or my 'Mechs direction or torso facing in order to fire my lasers because they were direct fire, and then needing to readjust again in order to hit with slower weapons. I do remember the game-play quite well, and yearn for it, again. You had to be trained in lag shooting -a real-world concept I didn't really understand was real until I went into the Army- and tactics were dictated more by that, and terrain, than point-and-click shooting required.
Quote
I will kindly ask you to take that back, because it is patently untrue? A stair-step up from MW2 and a stair-step back down for MW4 I would agree with, but Mech Assault was a joke, and MW3 was not. MW3, as with all the other 'Mech games, was a bastardization of the board game, and you are absolutely correct, and that's the way it should be. However, game-play in all of the other 'Mech games has been based around twitch functionality, having absolutely NOTHING to do with even the physical reality that would take place in a BattleTech universe, let alone the game reality. The developers in ALL of those other 'Mech games took one look at the rules of the BattleTech tabletop game and tossed them out the window as quickly as they could get away with it; MW3 is the ONLY game of the 'Mech series that even came close to what it should have been.
Quote
You must have grown up in a **** small house, then. Just because they're two to three stories tall doesn't mean they have a massive cockpit... living in one of those for more than a few weeks would be hell.
Vance Diamond, on 02 November 2011 - 01:36 AM, said:
Iron-locked specific role specialization- aka. classes - is not Battletech.
I have to both agree and disagree here. There are roles in BattleTech, as pointed out elsewhere after your post was made, Vance, even though they don't really show up as hard-fast rules in the game series itself. However, having roles can help give necessary boundaries to people. Freedom, at least absolute freedom, is impossible, it's a total sham. Dictatorships, obviously, take freedoms away. Law is dictatorship, in some small form, even if we don't like or want to admit it. The laws are necessary to prosecute those who hurt others for their own personal gain. Chaos, anarchy, are what happens when you have absolute freedom, and most people will agree that anarchy is a horrible thing to have because, then, there's no way to have prosecuted those who destroy the lives of others. In this latter case, only the strong, literally, will survive, and as long as chaos and anarchy ensue -and there will always come a new Sheriff in town- the weak have no recourse to continue living life. The strong need the weak to be able to have productive lives, so once they're gone, anarchy and chaos would cease as a necessity, anyway.
So, we have to have boundaries, in some small fashion, to help us determine what is best for our lives, the lives of our family members, loved ones, and friends, and the lives of those around us. Boundaries, whether seen as artificial or stone, are necessary. Setting apart roles for players to fall into with this game is anthropologically sound, and it honestly makes sense for command structures, which are an absolutely necessary element if you want to actually construct armies to be able to win.
Quote
Agreed.