Mwo - 'a Thinking Man's Shooter' - Where Is The Thinking Part?
#21
Posted 30 May 2013 - 02:40 PM
#22
Posted 30 May 2013 - 03:06 PM
#23
Posted 30 May 2013 - 04:00 PM
Tey're ****** the concept for the FPS crowd who'll abandon the game when the next hot thing comes along rather than building Battletech for the fans who'll stay for years.
#24
Posted 30 May 2013 - 04:06 PM
Livewyr, on 30 May 2013 - 02:11 PM, said:
Fixed.
did u have bad experience with NBT style drops? my team once we engaged the other team it was norm under a 5 min fight. MWO simulates what NBT did, first person and pure tech. these maps have SO much more to them they what u get in 99% of drops, and its all because of the current cap system. PGI is horrible at there design system, they need to change stuff and fast. cap system can work, just needs and if then clause, if 4 mechs still alive don't open cap.
#25
Posted 30 May 2013 - 04:06 PM
MasterErrant, on 30 May 2013 - 04:00 PM, said:
Tey're ****** the concept for the FPS crowd who'll abandon the game when the next hot thing comes along rather than building Battletech for the fans who'll stay for years.
It's not exactly easy to make a multiplayer Mechwarrior game that doesn't suck, balance-wise. Living Legends being the other most recent Mechwarrior game was pretty fun, but I could destroy just about any mech in that game in 1 to 3 firebombs with an Aero, or uber LRM spam from the heavier class aeroes.
#26
Posted 30 May 2013 - 04:20 PM
jakucha, on 30 May 2013 - 04:06 PM, said:
It's not exactly easy to make a multiplayer Mechwarrior game that doesn't suck, balance-wise. Living Legends being the other most recent Mechwarrior game was pretty fun, but I could destroy just about any mech in that game in 1 to 3 firebombs with an Aero, or uber LRM spam from the heavier class aeroes.
in other words you dominated by not actually playing battletech?
no game is ever gonna be perfectly balanced...are you impluying thast this one is even vaugely balanced?
they took a mech design system centered around "NO precision attacks" with occasional random critical hits....
Everything in the mechs is designed for that paradigm. armor spread and pattern the way internal structure is handled. the way weapons are mounted.
and they stuck it in a game framed areound the opposite. and then they took out the main limiting factor of the existing weapons. "heat management"
basic battletech at larger than lance level tends to baslance itself.
this game isn't going to.
Ping and lagsheild issues ignored
why is it that the CatK@ and the Jeagermechs with ludicrous alpha builds are the most powerfull mechs in the game.? 65 tom support mechs with light armour stock. can routinely defeat assault mechs with half again their weight.
bad decision making on the part of the devs.
#27
Posted 30 May 2013 - 04:26 PM
MasterErrant, on 30 May 2013 - 04:20 PM, said:
no game is ever gonna be perfectly balanced...are you impluying thast this one is even vaugely balanced?
they took a mech design system centered around "NO precision attacks" with occasional random critical hits....
Everything in the mechs is designed for that paradigm. armor spread and pattern the way internal structure is handled. the way weapons are mounted.
and they stuck it in a game framed areound the opposite. and then they took out the main limiting factor of the existing weapons. "heat management"
basic battletech at larger than lance level tends to baslance itself.
this game isn't going to.
Ping and lagsheild issues ignored
why is it that the CatK@ and the Jeagermechs with ludicrous alpha builds are the most powerfull mechs in the game.? 65 tom support mechs with light armour stock. can routinely defeat assault mechs with half again their weight.
Aeros are part of Battletech, I think you mean Mechwarrior, but yeah. Table top can't have precision control because, well, it's table top. A video game is much different. I like Mechwarrior video games and Battletech TT-type games for different reasons.
As for why high alpha is dominating, it's because they have a heat system they need to expand upon/change. They've already stated this recently.
Edited by jakucha, 30 May 2013 - 04:27 PM.
#28
Posted 30 May 2013 - 04:35 PM
PPCs are simple, zoom in, set mouse sensitivity to lowest and just whack a mole.
Edited by El Bandito, 30 May 2013 - 04:38 PM.
#29
Posted 30 May 2013 - 10:28 PM
It must be those Poptarts that I ate for breakfast.
The cat looked at me funny, while it Streaked across the floor...
#31
Posted 31 May 2013 - 12:45 AM
Edited by slash b slash, 31 May 2013 - 12:48 AM.
#32
Posted 31 May 2013 - 01:29 AM
keith, on 30 May 2013 - 02:07 PM, said:
With no secondary objective there is absolutley NO reason what so ever not to drop with only an assault mech in non conquest matches.
There is one and only one disadvantage to assault mechs and that is a lack of speed to respond to enemies capping out your base.
And to be honest if you get capped on the following maps you were to busy doing something that wasn't useful for your team.
Forest colony
Forest colony snow
River city
River city Night
Canyon
All of those maps are about as big as a postage stamp and even a mech moving at 50kph has time to return to base from nearly anywhere on the map before a single mech can cap you.
Now on these maps you need to at least not exstend out to far to have time to RTB.
Frozen city
Frozen city night
Caustic Valley
As long as you havn't passed the divide (ridge line/dropship wreck or cauldera basin) you can RTB at 50kph.
So that leaves two maps that force assault mech alpha strike spammers to pay attention to being flanked and even then you have a moduel that gives you 400m warning if anything passes you.
How easy do you want it? With only one objective "destroy all enemy mechs" all you need is to have the biggest alpha strike capable of firing as frequently as possible to meet that objective.Possitioning is not relevent because the objective is to hunt and kill (Hint: Stay put they will come) at this point you may as well end a match giving the win to the team that makes the first kill because we all know that frequently this is the case anyhow.
#33
Posted 31 May 2013 - 01:38 AM
FupDup, on 30 May 2013 - 02:19 PM, said:
Oh, we don't know, maybe t hey make the penalty worse the larger your weapon is.
In short, spend a lot of effort and time on a complicated system that should have a simpler solution. Half heat capacity, double dissipation?
But maybe that idea is already dead?
But that is not dead which can eternal lie...
Edited by MustrumRidcully, 31 May 2013 - 01:39 AM.
#34
Posted 31 May 2013 - 01:45 AM
jakucha, on 30 May 2013 - 04:26 PM, said:
Aeros are part of Battletech, I think you mean Mechwarrior, but yeah. Table top can't have precision control because, well, it's table top.
Of course a table top game could have precision control. The controlling player says "my mechwarrior is aiming at t he left torso" and the rules tell him what he needs to roll to hit there.
The table top rules actually allow this, but it's very hard to still hit this way. The game is balanced so that you usually will rely on random hit locations.
If you want to change this base assumption - aiming for locations is the standard - you can do that, but you can't expect the rest of the system to fall in place automatically, you have to adjust it.
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