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What If They Decreased All Current Mechanics...


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#1 Shae Starfyre

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Posted 16 August 2013 - 06:48 AM

Greetings,

Arm/torso Twist/Arc Movement, current Torso/Arm Convergence, etc...

What if they decreased the over-all speed of each of these mechanics by 15-20% at all levels (with and without Piloting Skills, Native Mech Speeds, etc.).

How would this effect the over-all play?

#2 Artgathan

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Posted 16 August 2013 - 07:01 AM

I've been thinking about this ever since the devs mentioned that the speed cap was due to CryEngine problems.

I think it looks good in theory, but in practice it may frustrate players (if everything was decreased proportionally it *shouldn't* really impact gameplay, but it will impact player perceptions of the game) due to gameplay decreasing to a snail's pace.

It's the difference between "I'll peek around this corner in my Atlas" and "If I peek I'll get shot by everything. Screw it."

#3 Kitane

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Posted 16 August 2013 - 07:03 AM

Not sure.

Though I had a similar idea yesterday. What if pilot proficiencies wouldn't give boosts above normal mech stats, but instead the new pilot would start with 80-85% of the mech base capability? Unlocking proficiencies would allow him to get close to the real potential of the mech as he gets used to it.

The fully maxed mech would be equal to the current mech with no unlocks.

I do feel that fully unlocked mechs are faster and more agile than they should be, especially when watching fast heavies or 80t assaults with highest XL engines. It just feels weird to watch a 70-80 t mech dance like a ballerina.

#4 Shae Starfyre

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Posted 16 August 2013 - 07:06 AM

I thought it might be a little different.

Sniper pops out and finds he has to move aiming to another target, and by the time he gets there, the target sought cover....making sniping more effective in open ground, and not just pot shotting quickly the first thing that comes into focus.

Couple this with the removal of Arm Lock and cause centering of the torso or legs to be in tuned with the twist/arm speed, it might make things more balanced....

Of course, light mechs would be less effected, and with additional mech quirks and possibly modules that effect these areas, it could be interesting.

That's a good point, Kitane, why would a new pilot have the full potential of the Mech? I like that too.

A good example is my Lyr Mu AC20, 2 UAC 5, and one ML build in a std 200 engine. I swear, I have no issues arm locking that thing and hitting circling lights. Why is this thing so agile under these conditions?

Edited by Aphoticus, 16 August 2013 - 07:08 AM.


#5 MustrumRidcully

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Posted 16 August 2013 - 07:10 AM

I think if you reduce speed, you should also lower the range of weapons. The slower mechs are, the more useful it becomes to be a sniper, you get more time to shoot at the enemy.

Ranges in MW:O are already extreme, particularly for ballistics.
I don't want to be a TT rabid fanboi or anything, but one has to realize that the ranges in the table top and the speeds in the table top were chosen for gameplay reason, which includes practical concerns (a game board can get only so big), and balance concerns (if it takes 3 turns for a brawler to get to a sniper, then this is how many shots that sniper will get, and this much its range is worth).

#6 CeeKay Boques

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Posted 16 August 2013 - 07:17 AM

I had the same Idea, except speeded up. You really want to make it easier to hit your slow, bulky 70kph machine by slowing down its torso and movement for me?

Rather see a faster game where more manuvering can happen.

#7 Shae Starfyre

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Posted 16 August 2013 - 07:25 AM

View PostTechnoviking, on 16 August 2013 - 07:17 AM, said:

I had the same Idea, except speeded up. You really want to make it easier to hit your slow, bulky 70kph machine by slowing down its torso and movement for me?

Rather see a faster game where more manuvering can happen.


No, not Mech over-all speed, but the piloting skill affects.

Like my example in the second post, I have a Lyr with a std 200 engine that feels way too fast turning those locked arms, or turning the torso, or turning the legs.

It just seems like a twitchy feel rather than a huge ton of metal lumbering across the field.

I would like to see changes to the following, slowing them down proportionally.

1.) Torso Twist
2.) Arm to Torso convergence
3.) arm swing speed
4.) get rid of Arm Lock
5.) make centering equal the speed of the twist of your mech (right now it is faster).
6.) up and down speed
7.) Speed up and Slow Down

I think the speed of mech is fine (maybe with the removal of the hit issues on light that lights go faster), but our ability to get on target so fast and with all weapons to bear, regardless of actuators, so fast, that it doesn't feel right to me.

Edited by Aphoticus, 16 August 2013 - 07:26 AM.


#8 Deathlike

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Posted 16 August 2013 - 07:29 AM

For some mechs, particularly lights, you will really feel the difference.

Just run the mech in the Training Grounds... since no efficiencies are applied there, and you'll see how drastically the game plays w/o them.

#9 Shae Starfyre

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Posted 16 August 2013 - 07:34 AM

Agreed, lights, in my opinion though would feel this less than the heavies, if engines to gyro to efficiency to quirks were balanced well.

Subsequently, Assaults would feel it the most, requiring support, and mediums not so much so that a small pack of them couldn't defend themselves...

All of this is with the mind of returning to a role warfare type game.

Edited by Aphoticus, 16 August 2013 - 07:35 AM.






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