Accuracy.
In that word is the fundamental core of what is wrong at the moment. The original battletech relied in a dice randomization system for the accuracy of the players to balance out somewhat to get its numbers. This mechwarrior game like so many others lacks that.
In an attempt to get around the damage scale we have been given 2x armor values and a 150% ammo increase – but its not fixing the problem, and we all know that. The rationale of having only 150% ammo when we have 200% armor to punch through already has me questioning many other things.
But there lies the problem, and it gets compounded with instant convergence on the target range or wherever the cursor lands at all distances. We have the full force of the mech in perfect accuracy at almost all times – the entire balance numbers that were intended for randomization is off the charts.
In battletech the accuracy of the weapons was fixed by a forced random factor – modifiable by the player due to certain things, but it had a core random value. That however can’t work very well in the dynamic of this game.
The fundamental core of this piloting simulator is a First-Person point of view, and as such other FPS elements are preferred here to mold around the idea of destructible mech parts. But we mustn't forget the idea of the random factors and current mechanics on how to alleviate this issue of accuracy and overwhelming pinpoint damage.
So here is my question;
(Easier) Should we balance MWO numbers to make it easier and remain more Mechwarrior?
(Harder) Or should we balance the mechanics- specifically accuracy - to make it feel more Battletech?
The easier solution is to revamp the entire damage scale to make mechs last longer. They already started with double armor, but its not enough for the nature of the FPS. We still need working penalties, but just damage scaling, more balance in the numbers of the weapons to get it to work - but its easier since you escape needing to remake the accuracy system to accommodate.
The alternative is that accuracy system but keeping the numbers battletech had. Revamp that like hell, tear down everything everyone knows how to shoot now now and remake it to force a level of inaccuracy. Variable cones of fire, random targeting hitboxes and forced convergence where you can't get perfect pinpoint accuracy all the time. Boil it down to where only the first shot is perfect, then it gets worse as you run hotter - make the system inaccurate to make the mechs last. Its a daunting and huge task needing massive overhauls in weapon convergence, speeds and tracking. Add in a delayed convergence system and random cones of fire for projectiles and wavering accuracy when a mech runs hot. Its a huge task, but I can see the mechanics to make the random hits not too far off from the old battletech.
But this is my question and my poll;
(Easier) Should we balance MWO numbers to make it easier and remain more Mechwarrior?
(Harder) Or should we balance the mechanics- specifically accuracy - to make it feel more Battletech?
What direction do we all as the community feel this should go? Keep the FPS perfect lazy mechwarrior accuracy or make this game actually feel like battletech and not just look like it?
Edited by Unbound Inferno, 23 June 2013 - 09:39 AM.