SirLANsalot, on 25 April 2013 - 04:32 PM, said:
Also, Gyro's, allows a bouncing/shaking mech to have a stable firing platform.
Incorrect; the gyro (in conjunction with the neurohelmet) is used solely to balance the mech. Per the TechManual, pg. 34:
Quote
A BattleMech’s gyroscope is the device that keeps a BattleMech upright while running over rough terrain, jumping or struggling against battle damage. ’Mech actuators are too slow and clumsy
for the swift, precise applications of force needed to keep a ’Mech upright, and so that force comes from the gyroscope housed in the heart of every ’Mech’s torso.
SirLANsalot, on 25 April 2013 - 04:32 PM, said:
Oh and SKILL is something that dictates wheather you hit or not, knowing how to lead targets ect.
SirLANsalot, on 25 April 2013 - 09:08 PM, said:
Accuracy. Its called Skill. Those who do it. Win. Those who don't. Whine.
Everyone supporting this stupid idea is literally trying to take Skill out of the game and add in a system that doesn't, and shouldn't, exist in a real time, super far future game.
Skill is what says you DO, or DO NOT hit. I am a pretty damn good shot myself, but even I still miss at long ranges, and close combat, I can pick your mech apart pretty easily with pinpoint shooting.
Call it what you will, but a lot of players are basically (in TT values) Elite Pilots with a +yes to hit.
Also incorrect; the MechWarrior does not directly control the aiming of a 'Mech's weapons, the MechWarrior simple instructs the 'Mech what target to engage and when. Again from the TechManual, pg. 42:
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But BattleMech computers do handle an incredible amount of lower-level decision-making. The T&T (targeting and tracking) system, for instance, sorts, processes and interprets sensor data for the MechWarrior, who only has to look at his screens or HUD to get a concise picture of the battlefield. When targeting, a MechWarrior merely uses a control stick to aim a crosshair on a display that shows the enemy. It is up to the BattleMech to actually aim the weapons with all the calculations that entails.
These are canon examples of how a 'Mech is supposed to function, but the are driven by game balance considerations. BattleMechs are not designed (from a balance/game perspective) to take pinpoint damage to a single location in the way PGI has implemented. Even with doubled armor an Atlas cannot (nor was it made to) withstand multiple strikes to the same hit location with the 40+ damage alphas that are currently prevalent in the game and maintain the level of combat effectiveness/resilience it is meant to have as a premier assault 'Mech. There needs to be a system of damage spread to maintain the balance that is at the foundation of BattleMech design. Personally I think Renthrak's suggestion has the most "BattleTech" feel to it so far; additionally I feel that the current heat system requires a significant re-vamp to allow for graduated heat effect penalties to movement and targeting as your 'Mech accumulates waste heat, but that's for a different discussion.
Edited to add SirLANsalot's second post.
Edited by danger uxo, 26 April 2013 - 12:40 AM.