Zerberus, on 19 June 2013 - 07:11 AM, said:
Confusing to new players... Of all the arguments I see on this forum, this is perhaps the one I dislike the most. One of my favourite aspects of the Mechwarrior games is that they're almost like sims in their complexity. They let me push a lot of buttons and they force me to multitask. It almost feels like I'm piloting a real modern military vehicle, that doesn't just have a joystick and two buttons, for jumping and shooting.
New players who find it all confusing can go suck their thumbs and go circle strafe in Doom, and the guys at PGI who want to make Mechwarrior a third person shooter with locked arms and throttle decay, lest we confuse the fragile minds of the delicate new players, should... be ashamed.
Zerberus, on 19 June 2013 - 07:11 AM, said:
I think the most important skill that should be rewarded in Mechwarrior is the ability to think on your feet, apply the proper tactics, the ability to multitask and the ability to work as a team. Not the ability to aim. When you're simulating WW2 technology as an artificial balancing tool, you're doing it wrong. It has nothing to do with making it easier, it's about making it difficult in the right way.
If I wanted to make a simple task as difficult as possible for the sake of "skill", I would be playing this game
http://www.foddy.net/Athletics.html
Let's have 4 buttons to move forward, because pressing W to run is for noobs.
Zerberus, on 19 June 2013 - 07:11 AM, said:
It`s just my opinion, but in my opinion this is the single dumbest idea in the history of FPS games bar none.
In my opinion, MWO should not be looking at Wolfenstein 3D or any other FPS as a guide for how weapon systems on a battlemech should work. I'd look more closely at tank sims, as a battlemech is basically a tank with legs instead of caterpillars.
Gaan Cathal, on 19 June 2013 - 08:13 AM, said:
The mech doesn't compensate for anything other than maintaining stride, and the more direct control is kept in the players control, to succeed or fail with, the better. Automated assistance should be kept to the bare essentials.
I've already addressed the point of simplicity.
I agree that there should be both vertical and horizontal stabilization.
Zerberus, on 19 June 2013 - 11:05 AM, said:

I that`s all TLDR: Becasue a battle mech is more of an an extension of the pilot`s body than a replacement for his brain

Ninja edit

Calos112, on 19 June 2013 - 11:09 AM, said:
Since I can't configure the joystick I just bit the bullet and got used to using the mouse in my right hand. But I will concede that they could make this an option, just not anytime soon. They have bigger problems to deal with.
Hey, I remember aiming without a mouse or joystick in Wing Commander. Let's not get all crazy with nostalgia here

I know I'm arguing very hard on the side of TS here, because I like to play devil's advocate. I actually don't think this is a good idea, because it would be too hard to implement with light mechs that circle their target so damned fast. You would need to set your mouse sensitivity to over 9000 in order to keep pace. BUT... I do like debating, and I think a lot of the counterarguments presented in this thread are very weak
