E3 1st/2nd Impressions Updated 06/14/12 Swayback...! And Blurry Pics!
#221
Posted 07 June 2012 - 08:47 AM
#222
Posted 07 June 2012 - 08:50 AM
AceTimberwolf, on 07 June 2012 - 08:47 AM, said:
I would appreciate it if you could ask them when they plan on implementing the rest of the launch mechs (cicada, raven, awesome etc).
#223
Posted 07 June 2012 - 09:04 AM
AceTimberwolf, on 07 June 2012 - 08:47 AM, said:
If you happen to get your hands on one of the testmachines and they're not looking, could you run a traceroute to the gameserver?
I want to know where it's located to figure out my ping to it from Europe. No use buying a founders pack already if beta is unplayable without European servers!
Just don't get your *** in any trouble
#224
Posted 07 June 2012 - 09:10 AM
#225
Posted 07 June 2012 - 09:12 AM
Frostiken, on 06 June 2012 - 08:26 PM, said:
The notion that long-range combat is more difficult than close-range combat is something that's been true in almost every game since forever. This is even true in Battletech. At long-range, this was presented in severe penalties to-hit. In Mechwarrior this never seems to be the case. Sniping with gauss and PPCs is almost trivial. In other games, sniping people requires dealing with scope shake, bullet drop, long lead times, and usually has a requirement like a headshot to do the most damage. It's how they limit the effectiveness of extreme-range fighting so it's not totally frustrating, by forcing the application of a modicum of skill. ER lasers are almost a joke at long range, you can laser off anything you want. LRMs barely require you to aim, you just push button, receive bacon.
Long range combat shouldn't be any easier than close-range combat, and so far in every Mechwarrior game that's been true. Nobody likes disproportionate applications of skill, where certain weapons are 'EZ-mode', where undertaking specific playstyles forces you to simply be much better than your opponent to exploit them. Nobody also likes the feeling of helplessness that comes from things like easy-to-use extreme-ranged weaponry that outranges all of their own. Obviously this will have to be true to some extent in Mechwarrior, but like I said earlier: hitting things at long range in tabletop would end up with to-hit percentages in the 30% +- 10% range. You might be able to hit them, but good luck doing it consistently before they can move up.
Speaking purely from the point of view of what's best for players' enjoyment, what's best for game pacing, and what's best for skill ceilings, long-ranged combat in Mechwarrior traditionally betrays all of these, and LRMs are the worst due to just how ridiculously easy they are to use.
I have no objection with LRMs being effective as a matter of principle, but I do have an objection to the impact such weapons could, should, would, and often do have on gameplay. LRM camping is the absolute lowest application of skill you can get in this game, and as such it shouldn't be rewarded. Again, this is something you see in most games. Snipers usually struggle to make points, while the guys who are out there actually doing thing are capturing objectives and being useful.
Do you want to play a game where everyone hides behind rocks, not moving, waiting for someone else to be the first one out to get shot? Trench warfare is boring and leads to long, homogenous, uneventful games, but trench warfare is what happens in Mechwarrior when you make long-ranged weapons too powerful, easier to use, and more rewarding.
Pretty much perfectly said!
#226
Posted 07 June 2012 - 09:27 AM
Does the founders package offer early access to the game (not Beta) and therefore require us to pick our founders mech right away or is it Beta access thereby allowing us to play before choosing our founders mech?
I've read lots of stuff on the forums and can't figure it out.
#227
Posted 07 June 2012 - 09:58 AM
#228
Posted 07 June 2012 - 10:02 AM
Russolini, on 07 June 2012 - 09:27 AM, said:
The Operation: Inception post specifically says "beta access". In any case, given that they are in closed beta still, probably without even all the features implemented, there is no way they'd be ready for an early access to a launch version by mid July (unless I am wildly incorrect about my assumptions of the level of development of the product).
#229
Posted 07 June 2012 - 10:04 AM
Frostiken, on 06 June 2012 - 08:26 PM, said:
The notion that long-range combat is more difficult than close-range combat is something that's been true in almost every game since forever. This is even true in Battletech. At long-range, this was presented in severe penalties to-hit. In Mechwarrior this never seems to be the case. Sniping with gauss and PPCs is almost trivial. In other games, sniping people requires dealing with scope shake, bullet drop, long lead times, and usually has a requirement like a headshot to do the most damage. It's how they limit the effectiveness of extreme-range fighting so it's not totally frustrating, by forcing the application of a modicum of skill. ER lasers are almost a joke at long range, you can laser off anything you want. LRMs barely require you to aim, you just push button, receive bacon.
Long range combat shouldn't be any easier than close-range combat, and so far in every Mechwarrior game that's been true. Nobody likes disproportionate applications of skill, where certain weapons are 'EZ-mode', where undertaking specific playstyles forces you to simply be much better than your opponent to exploit them. Nobody also likes the feeling of helplessness that comes from things like easy-to-use extreme-ranged weaponry that outranges all of their own. Obviously this will have to be true to some extent in Mechwarrior, but like I said earlier: hitting things at long range in tabletop would end up with to-hit percentages in the 30% +- 10% range. You might be able to hit them, but good luck doing it consistently before they can move up.
Speaking purely from the point of view of what's best for players' enjoyment, what's best for game pacing, and what's best for skill ceilings, long-ranged combat in Mechwarrior traditionally betrays all of these, and LRMs are the worst due to just how ridiculously easy they are to use.
I have no objection with LRMs being effective as a matter of principle, but I do have an objection to the impact such weapons could, should, would, and often do have on gameplay. LRM camping is the absolute lowest application of skill you can get in this game, and as such it shouldn't be rewarded. Again, this is something you see in most games. Snipers usually struggle to make points, while the guys who are out there actually doing thing are capturing objectives and being useful.
Do you want to play a game where everyone hides behind rocks, not moving, waiting for someone else to be the first one out to get shot? Trench warfare is boring and leads to long, homogenous, uneventful games, but trench warfare is what happens in Mechwarrior when you make long-ranged weapons too powerful, easier to use, and more rewarding.
Aye! And when I post and hope, it is from the experience of playing MPBT: Solaris and 3025. I have played the MW games but since this is an online game, I use MPBT as my reference. And until I play MWO, that's all I have to go on. LRM's worked, but we still had to get up close to use our other weapons. I am still optimistic and was hoping to get more mechanics from them at e3
Edited by BlackMoore, 07 June 2012 - 10:13 AM.
#230
Posted 07 June 2012 - 10:21 AM
AceTimberwolf, on 07 June 2012 - 08:47 AM, said:
If it's not too late, I was wondering if you could ask the guys about zooming on your targeting reticule like you could in MW3 so that using AC/2s might be more effective at extended ranges. It's just an AC/2 so I doubt it would be a concern for sniping, but a Jenner with one on it would keep people at distance and it gets 45 rounds of ammo per ton!
I think it had been mentioned once as a pilot upgrade or something, but that was months ago and have been wondering about it and other skills such as torso twist speed, degrees, and weapon convergence times reduced with pilot skills. I guess an umbrella question would be if they're planning on implementing any of that by the time open beta comes out, and if skills are on your pilot applied to all of his mechs, or if it's per mech so a Jenner pilot would feel out of his depth when first getting into a Cataphract.
Edit: I guess a mech like the Hollander would really be great for working in conjunction with the Catapult. It has the speed to get up there and spot targets, and can put a couple of rounds of Gauss Rifle into the torso for the Cat to exploit with that spread damage.
Edited by Kasiagora, 07 June 2012 - 10:37 AM.
#231
Posted 07 June 2012 - 10:25 AM
#232
Posted 07 June 2012 - 10:31 AM
AceTimberwolf, on 06 June 2012 - 04:37 PM, said:
I dont think it was under powered ... its only an AC 5 ... the same damage as a medium laser
Half that of a PPC ...
The AC5 is a light gun really.
I found your report not at all scary ... Everything sounded excellent in fact!
I especially liked how the aiming was not just point click boom ... you have to think and that says the game will require skill.
Really happy you posted.
I'd be interested in more info on the aiming mechanics.
And your assessment on how fluid the OTHER mechs appear to move. Do they feel connected to the ground or do they skim over it? how about interaction with the water ... do you slow down... leave wakes etc
Urulf, on 07 June 2012 - 10:25 AM, said:
I think zoom is part of the role skills ... which from what was said in one of the interviews has not been worked in yet.
#233
Posted 07 June 2012 - 10:49 AM
#234
Posted 07 June 2012 - 10:59 AM
#235
Posted 07 June 2012 - 11:01 AM
Just thought I would point out the fire rate thing. (the rest is me rambling)
#237
Posted 07 June 2012 - 11:03 AM
Any additional info about how it works?
Can you build any crazy configs?
#238
Posted 07 June 2012 - 11:12 AM
#239
Posted 07 June 2012 - 11:19 AM
#240
Posted 07 June 2012 - 11:23 AM
Edited by FactorlanP, 07 June 2012 - 11:24 AM.
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