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If We Can't Have Realistic Bt Action, Should We Even Try Sticking To Canon?


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#61 Almond Brown

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Posted 18 November 2013 - 09:28 AM

View PostSlash Beastleo, on 11 October 2013 - 09:19 PM, said:

The battlefields in this game seem so lifeless sometimes....


Tell that to the player using a Laptop that couldn't open a 2Mb Word file in under 3 minutes but screams about how ****** MWO play on said laptop when he wants to crank up the Graphics. The curse of the PC gaming world now for, well since PC's were invented, is that many demand to run modern Games on ancient Tech.

Fix that and we could all enjoy stomping on little pissant soldiers, shooting up Tanks and aerospace assets while watching huge Forest burn down etc etc etc. Until then, set your graphics as high as your machine can handle and hope for the future. ;)

#62 Almond Brown

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Posted 18 November 2013 - 09:36 AM

View PostGozer, on 12 October 2013 - 04:10 AM, said:

You know, it's posts like the original one that makes me think that an ARMA 3 mod that would add battlmechs would be awesome.

No seriously hear me out.

Arma 3 already has an engine designed to have huge amounts of mixed unit types, in a large "no limit" world. All it needs is Mechs added to get started. ;)

Been meaning to bring it up to the ARMA 3 community...


This sounds like the ARMA 3 Community got thier owns worries in game...

http://forums.bistud...TROUBLESHOOTING

Just read the Headers... MWO is a pretty stable platform presently. Rushing more **** in will not help. MWO was always going to be a Niche' market piece. The ADD generation just can't handle anything more complex than a soother, and their Mom's have to stick it in their mouths for them ffs. :D

View PostNarcissistic Martyr, on 12 October 2013 - 03:07 PM, said:

I would play the hell out of a game with actual goals like the table top mechwarrior RPG games I used to play.


Just a curious question. How many enemy Mechs were left alive after most of those gripping "goal" based TT games? Really?

#63 Galen Crayn

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Posted 18 November 2013 - 09:44 AM

Comparing MWO with EVE... Sweet. MWO has not 1% complexity of EVE and wont ever have. MWO is NOT a AAA title - its a small niche game with very limited content. Even HAWKEN is more complex. There you have 5 game modes for example and it is very tactical if you are a good player. MWO will never be more than a slow arcade Shooter.

#64 Tombstoner

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Posted 18 November 2013 - 09:45 AM

Cannon is a strength and a liability for PGI. Halken has basically nothing it's a clean slate.
PGI has to its detriment stuck too close to cannon and deviated substantially, specifically in regards to weapons.
Skill based targeting changed how the weapons fundamentally worked and didn't add anything more to aid balancing. hence the last 16+ months of balancing cluster fubar.

Why no PPC- 15 as the energy version of the gauss. high heat/ no ammo balanced by low heat with ammo. the easy out is lost tech. this frees up PGi to create the weapons it needs to make a balanced indebth weapons tree. nope what we got is skill based targing with BT weapons.... sigh. so much more could have been done and still have been BT.

#65 WildeKarde

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Posted 18 November 2013 - 09:57 AM

If I recall rightly didn't the AC2 have a minimum range of 4 hexes (120m) and the AC5 3 hexes (90m), not including the UAC5 having a 2 hex (60m) minimum. So we're not really following it much from a weapon perspective here.

The issue with a lot of the TT aspects is they made the dice roll harder, that doesn't really apply here in MWO. We all shoot the same, even if you had no hud you could probably make a decent shot at times.

Heat penalties might be something to look at but my thoughts are a lot of lights don't generate much heat, the mechs high on the heat will be heavy & assault. You'll give them speed penalties making them less able to turn to a circling light (which was rare in TT), and even more a sitting target to the twin gauss / AC20 builds.

We'll have FOTM builds that are heat neutral mostly and they will never (or rarely) see anything heat penalty wise.

#66 Narcissistic Martyr

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Posted 18 November 2013 - 11:54 AM

View PostAlmond Brown, on 18 November 2013 - 09:36 AM, said:


Just a curious question. How many enemy Mechs were left alive after most of those gripping "goal" based TT games? Really?


The end goal of any campaign that isn't a covert op (those are fun too) is to destroy enough of the attacking/defending force to force them to surrender. However, not all missions and battles are meant to be a decisive victory. Our group typically finds that the best campaigns are those where we're out gunned and out manned (surprise attacks, unexpected reinforcements, inaccurate information, etc). To achieve the ultimate goal while minimizing our losses (battlemechs are hard to come by in the succession war era we prefer to play in) we tend to undermine our enemies through inflicting damage in guerrilla strikes, supply raids, information acquisition, etc.

If we have a choice between risking losing a mech but destroying an opponent or two during a smash and grab or delaying them long enough to complete the mission without taking any serious damage but not destroying an enemy we'll take the latter path because once they start running out of ammo their mechs have tons of dead weight and we can easily win the final decisive battle or even force a surrender of more or less functional mechs to add to our army. Granted our campaigns tend to be big picture focused (like I wish this game was) with a heavy emphasis on supply lines, mech replacement delays/availability, cost concerns, drop ship cargo capacity forcing us to take less than ideally weighted mechs (3x 4/6 50 ton mechs instead of 2x 4/6 75 ton mechs), unit availability, etc.

Edited by Narcissistic Martyr, 18 November 2013 - 11:56 AM.


#67 Joseph Mallan

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Posted 18 November 2013 - 12:00 PM

View PostAlmond Brown, on 18 November 2013 - 09:36 AM, said:


This sounds like the ARMA 3 Community got thier owns worries in game...

http://forums.bistud...TROUBLESHOOTING

Just read the Headers... MWO is a pretty stable platform presently. Rushing more **** in will not help. MWO was always going to be a Niche' market piece. The ADD generation just can't handle anything more complex than a soother, and their Mom's have to stick it in their mouths for them ffs. ;)



Just a curious question. How many enemy Mechs were left alive after most of those gripping "goal" based TT games? Really?

Considering I was the OpFor (GM) at our table.... My side was the one that die most often, when a scenario was set up as a doesn't need to kill to win, I had survivors 80% of the time.

#68 Drunk Canuck

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Posted 28 November 2013 - 02:24 PM

I like what the MechWarrior Living Legends team has done with their Crysis mod, it's pretty damn good and balanced due to the inability for players to customize their Mech's outside of matches (dunno if you can in a match, I haven't played a whole lot). That is what this game needed in order to prevent cheese and PGI failed to do it right from the start.

#69 Malleus011

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Posted 28 November 2013 - 04:57 PM

I played a few TT games this week - I haven't played in years. It took me a while to get the hang of the rules again after so much MWO. But I had a reaction that surprised me.

I had FUN.

It made me realize I haven't really enjoyed MWO very much lately. The grind is long. The heat scale and ghost heat is funky. The heavy customization and optimization (meta builds) makes things feel less and less like Battletech. And I'd forgotten a lot of the physical combat and constant piloting checks for things like turning hard on pavement or getting knocked over by heavy damage.

Overall, a lot of things I really wish MWO had, even if it doesn't get tanks and infantry and aerospace fighters. The weapon balance and mech performance of TT was pretty good - and pretty fun. MWO is struggling to be fun.

That's not even getting into missing elements like CW.





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