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Please Stop All The Convergence Crying Its Not A Issue!


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#41 BlackBeltJones

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Posted 17 July 2013 - 01:23 PM

View PostLe0yo, on 17 July 2013 - 11:02 AM, said:

so you want to make everyone a walking shotgun where there is only one way to play charge in till the mech is so visually large your cannot miss and proceed to mash your mechs against each other?

I can't even imagine what you read to come to such a silly conclusion.

#42 BlackWidow

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Posted 17 July 2013 - 02:28 PM

View PostPinselborste, on 17 July 2013 - 12:40 PM, said:

if pinpoint accuracy is the Problem, how it Comes it wasnt an issue in MW:LL?

the answer: MW:LL got its weapons balanced for its gamemechanics, unlike mwo where PGI tries to use TT stats that where never meant to be used for realtime and pinpoint accuracy.

not to mention that clantech is balanced in MW:LL


Well, one thing MW:LL also has is extremely large maps. A lot less standing in a box and punching each other till someone drops.

I played MW:LL for a few weeks and enjoyed it. Too bad there weren't more people on.

So, tell me. What is it about their weapons, aiming and hitboxes that makes it work there and not here in MW:O? Are there any dev or player posted numbers for such things?

#43 P e n u m b r a

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Posted 17 July 2013 - 02:46 PM

View PostBlackWidow, on 17 July 2013 - 02:28 PM, said:


Well, one thing MW:LL also has is extremely large maps. A lot less standing in a box and punching each other till someone drops.

I played MW:LL for a few weeks and enjoyed it. Too bad there weren't more people on.

So, tell me. What is it about their weapons, aiming and hitboxes that makes it work there and not here in MW:O? Are there any dev or player posted numbers for such things?


the point is that it works for all these other games lasers are not pin point because they are hit scan the other weapons are projectiles and shock horror do take skill leading and aiming to hit select parts. and weapon kick on automatic weapons is not a system you can put in mwo as no weapons currently are rapid enough? and even the random cone weapons in other games are designed for point blank use. no long range slow fire weapons have that trash or are touched that way because it would just over power the short range stuff and yeah the time to kill is longer here than in other games and aiming for and accurately hitting parts you want to take out on a mech is part of the fun and skill in the game.

its for sure horrible players asking for this stuff i dare you to spectate some of the players arguing for it and watch them struggle to aim on a system they say is easy mode and a problem..

Edited by Le0yo, 17 July 2013 - 02:51 PM.


#44 Pinselborste

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Posted 17 July 2013 - 03:09 PM

View PostBlackWidow, on 17 July 2013 - 02:28 PM, said:


So, tell me. What is it about their weapons, aiming and hitboxes that makes it work there and not here in MW:O? Are there any dev or player posted numbers for such things?


instead of using numbers from a TT game, they actually Balanced them for a realtime game.

PPC for example:

PPC: range 700m damage: 474 (has splash damage) heat: 160,5 firerate: 7,5 shots per minute

ERPPC: range 900m damage: 474 (has splash damage) heat: 176,1 firerate: 7,5 shots per minute

clan ERPPC: range 900m damage: 711 (has splash damage) heat: 276,8 firerate: 7,5 shots per Minute


as you can see, they balanced clantech too.

#45 Pht

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Posted 17 July 2013 - 05:51 PM

View PostLe0yo, on 17 July 2013 - 09:54 AM, said:

Why exactly is there so much crying about implementing a cone of fire system or some sort of convergence and all this rubbish about it being a balance problem? before you reply just stop and think for one second really think... Now tell me why does EVERY successful shooter have pin point accuracy if its not fun?


The Mechwarrior video game genre is not a shooter nor an fps genre.

It's a first person real-time armored combat unit simulator.

It's perfectly reasonable to expect robust simulation of the armored combat unit in a game that must, by defintion, simulate said unit.

"Mech" - In this case shorthand for BattleMech, an upright walking armed and armored combat unit from the Battletech Universe/Lore.

"Warrior" A person that makes war, usually by the means of combat.

So, "MechWarrior" means someone that pilots the aforementioned armored combat unit called a BattleMech in armed conflict.

Obviously, what follows, of necessity, from this definition and the motivation for making the MW video games in the first place is that an MW video game is a game built to simulate what it is like to pilot a BattleMech in combat, in such a manner as to give the player just enough suspension of disbelief so that they can have a good time by mentally "escaping reality" into the BTUniverse for a little while.

The fact that not modeling the battlemech's ability to bring each of it's weapons to bear has caused gameplay problems is just exacerbating this problem.

#46 BR0WN_H0RN3T

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Posted 17 July 2013 - 07:51 PM

Questions:
1. Do you use arm-lock?
2. If u use arm-lock, why do you use it?
3. If arm-lock was removed from the game what effect would this have on dealing big pin-point dmg?

#47 Pinselborste

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Posted 18 July 2013 - 06:06 AM

View PostPht, on 17 July 2013 - 05:51 PM, said:


The fact that not modeling the battlemech's ability to bring each of it's weapons to bear has caused gameplay problems is just exacerbating this problem.


it doesnt cause problems in MW:LL, its only causing Problems in MWO cause devs tried to be lazy and use stats from a TT game.

TT stats where designed for random hit Locations, but PGI thought they can use them for an first Person game where you aim yourself.

Edited by Pinselborste, 18 July 2013 - 06:07 AM.


#48 Pht

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Posted 19 July 2013 - 04:15 PM

View PostPinselborste, on 18 July 2013 - 06:06 AM, said:

it doesnt cause problems in MW:LL, its only causing Problems in MWO cause devs tried to be lazy and use stats from a TT game.


They didn't use the combat mechanic those stats were designed to work in.

Quote

TT stats where designed for random hit Locations, but PGI thought they can use them for an first Person game where you aim yourself.


More correctly, they put them into a combat mechanic that didn't simulate the battlemech's combat capabilities which those hit-percentages were based upon.

#49 Chavette

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Posted 20 July 2013 - 01:11 AM

I dont get it. So whats wrong and what should be done?

Its just a long rant lol





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