Doctor Proctor, on 17 December 2013 - 12:16 PM, said:
Full Disclosure: I've never played TT
That being said though, most TT use a lot of abstractions. The whole "10 second round" thing is common amongst many different styles of TT games from BT to D&D, but I've never taken it as any kind of true representation of the time that's passing.
Others have mentioned this before, but it bears repeating: In TT you get are forced to play with multiple minis, but in MWO you get just one mech. So when that Locust mini gets one shotted by an AC/20 you still have however many more mechs you have left in your drop to play as, but when that same Locust gets one shotted by an AC/40 Jager 2 minutes into the match it's a different story altogether. Now you lost your only mech and are forced to sit out of the fight for the next 6-10 minutes (possibly more). Sure, you can jump into another mech, but then you need to buy double or triple modules, which just means MORE grinding for {Scrap}.
It is not a question of Getting to run more than one mech, but more over since players want "larger scale" combat, they are forced to run more than one Mech. A GM would love to have 24 players for a Company on Company game. But with maybe 3-4 players doubling or tripling up
is required. I have played in game that I only got to pilot a Wasp (so the new players could have the bigger and better Mechs). Third turn I had my Leg kicked off. By the end of the game (7 turns later) I was the last standing (figuratively) for my side. Still shooting my medium laser at opponents grossly out of range. So the point that I get more than one 'Mech in a game is not always true.
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TTK is important to think about because of how easy it is to fall out of balance. We see a lot of Spiders around because, even after the hitbox changes, their TTK is usually fairly high. That's why so many matches come down to "Last one left is a Spider, just cap them". Assault mechs are also prevalent because their high armor makes for higher TTK times, while their large weapons arsenals make short work of mechs that are smaller and more lightly armored. I would prefer to see all mechs have TTK's similar to that of what we currently have for Assault mechs.
TTK in my experience is just foolish. I am a trained fighter and killer. I have always learned that it is better to drop your enemy as quickly as possible. In Football you score as many touchdowns as possible, score as many runs as possible in baseball, and sink as many baskets in basketball as possible. Cause that is what your opponent is trying to do. And if you wanna win you have to out preform or opponent with out mercy. You cannot
be Competitive and be worried about if your opponent is getting his fun. The two concepts do not work together. As to Spiders since the HSR improvements I have killed a fair share of them. They are
small and fast, killing them should be a *itch.
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That can be achieved by doing things like giving Mediums more agility/maneuverability, or making them smaller, but ultimately a lot of means cutting down a bit on the ability for Heavy and Assault mechs to absolutely devastate smaller mechs (and even larger ones too) at long ranges with highly accurate and damaging pinpoint AC weapons. Doing that, combined with agility buffs for Mediums, would take away some of the devastating nature of long range combat and allow brawlers to get in closer and actually be in range for their weapons. This would in turn keep the TTK of those Assault mechs from going through the roof because now those Mediums won't have half their weapons stripped off before they get within 300m and will still be a credible threat to them. Average TTK would increase, but I don't think that maximum TTK would, which is IMO a decent comprimise between the speedy rounds of TT and the desire for big stompy mechs that can still take a bit of a pounding instead of the "boom, headshot!" model of the military FPS games.
Mediums could use a bit more maneuverability, but frankly, medium is middle of the road, You are not the fastest, most durable, most powerful. You are Average at best. You cannot be as fast as lights r as durable as Heavies/Assaults. So it isn't that Mediums suck, its just that the rest have advantages a medium cannot ever match.
Making a Medium Mech "smaller" would help them out. I am getting tired of mistaking Shadowhawks for Battlemasters
Heavies and Assaults should be able to devastate Lights... If the pilot is capable of hitting them. If it is a game of skill you want purposely handicapping Mechs to impair a player's skill is not being competitive. I can barely track a fast light Mech with a 300 rate engine in my (F)Atlas. But because some folks wanna nerf the entire rank and file of Assault Pilots. To that I say
Uck Off!
You want a game that requires skills, but when players show they have skills that work against you work to take it way. If I was like this, I would insist Lights be Slower, have less armor, and have to stop moving every 20-30 seconds so I can kill them.
I am an Average player (maybe a little above), Why is it that I can accept that I will die in game and some of you cannot? Seriously... What am I missing here? I use a non Min/Max Build and rack up fair numbers of OP 'Mech kills. How competitive can players be if they always want to break what they cannot beat?
Keep ACs front loaded damage, add a RoF with
multiple Front loaded weapons, Pin Point alphas removed, Heavy hitting still hurts, Profit!
Edited by Joseph Mallan, 18 December 2013 - 04:20 AM.