Sephlock, on 13 June 2013 - 06:10 PM, said:
I already play it, thanks. It still needs some work, but I just played three matches today, and each of them went fairly quickly. I'm looking forward to seeing more improvements.
Steel Claws, on 13 June 2013 - 06:33 PM, said:
The issue is that now people want to make how the game plays reliant on that chance roll. If I miss my shot it darn well better be because I didn't aim well enough, not because some random number generator decided that it was time for me to miss a shot that I otherwise would have made. Secondly just because you can take the TT rules and make a game of them doesn't mean that is the best way to do things. Most games have started that way but then comes all that balancing and franktly what works in table top turn based play doesn't always work.
Granted, not everything translates because you're no longer dealing with turn-by-turn time, you're working on real-time. Frankly, I agree with the recycle times on the weapons, I've heard disparity about the damages, especially from my oldest son who is, right now, hating on LRMs -my favorite weapon- badly; he says they're too powerful. I love how the 'Mechs move, their speed 'FEELS' right, etc. I think PGI really is onto something, here, but there are many things that are being left out.
One of the things relates to something I said earlier in this thread, and you're going to hate it Steel Claws because it deals with a portion of the lore, and the RNG you seem to be bitching about a lot, which doesn't exist for weapons fire. The developers wanted to make the game based on natural skill and, unfortunately, what that's done is allowed those capable of zero skill beyond pin-point accuracy to dominate the game.
Now, the lore of the game contains LosTech, which is technology for which the knowledge to manufacture and, sometimes, repair it has been lost due to the amazingly harsh warfare of the Succession Wars. This means that you have Battle Computers in the 'Mechs that could be as young as a few months old to a few centuries old. This means there's a massive disparity in how these systems work though, generally, they malfunction periodically. With higher heat levels due to movement, weapons fire, and taking PPC, laser, and flamer heat along with the damage, which is all informed by the intensity of combat, the arm-weight of weaponry attached to the 'Mech, especially on the arms, and various outside influences. This is further informed by the speed of your 'Mech, the unevenness of the terrain, and the speed and activities of the enemy 'Mech. So, every time someone gives an argument about why the game should have pin-point accuracy, why there shouldn't be a Cone of Destruction or a random number generator, I have to wonder what they know about BattleTech? NONE of the previous MechWarrior games got it right, and that's too bad.
Frankly, the real skill would be if these things were all accounted for in the game, and MechWarrior's could actually figure out how to improve their pilot abilities both naturally and through pilot and 'Mech improvements purchased over time, instead of the silly BS in the game now, especially being required to master three chassis of the same 'Mech before you can make Veteran -dumb (shakes head)-, I think you might draw more people, because then there would actually be a challenge.
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Perhaps what people really should be saying is that they want the damage spread around a bit. Instead of all the damage on one spot make a percentage of it go onto the adjacent components (i.e. splash) instead of one one component. You would have to omit the head component from this of course because everyone would be getting head shot then but that should be easy enough.
Yep, you don't know BattleTech, and that's sad.
DocBach, on 13 June 2013 - 07:14 PM, said:
what if your shot missing was a result of a penalty from overheating or running full speed, and could have been avoided if you made different choices piloting, so there was more in play at being accurate rather than just pointing and clicking on something?
I think that would be pretty nifty!
Steel Claws, on 13 June 2013 - 07:52 PM, said:
With all the random number generation in this game you don' think it is.
For the weapons fire the Devs have told us there is no RNG, and I believe them, because nearly everything is point-and-click.
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What do you think is going on every time your weapons get critted or ammo explodes.
Yes, those might be some manner of RNG, but not for weapons fire.
Take a minute to learn some BattleTech, Steel Claws, learn the game universe for it, try to enjoy the whole rather than just shooting the crap out of everything you come across.