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If Mwo Is The Thinking Mans Shooter ...?


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#21 Ryolacap

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Posted 21 January 2014 - 06:31 AM

The Tabletop game was pretty balanced. They had rules for overheating, damage base on weapons, no pinpoint strikes. All the things being complained about. There were ways to import the tabletop rules into a 3d shooter..

Overheating slows down your mech
Firing weapons increases cone of fire
Weapons do average DPS based on TT ie AC does 20 points over 10 seconds

so on so forth it could have been done way better......obviously
'Im not saying it had to b a 100% port from TT but they should have stayed with the core mechanics

It would have been a "Thinking Man's Shooter"

Edited by Ryolacap, 21 January 2014 - 06:41 AM.


#22 Darwins Dog

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Posted 21 January 2014 - 06:44 AM

View PostRyolacap, on 21 January 2014 - 06:31 AM, said:

The Tabletop game was pretty balanced. They had rules for overheating, damage base on weapons, no pinpoint strikes. All the things being complained about. There were ways to import the tabletop rules into a 3d shooter..

Overheating slows down your mech
Firing weapons increases cone of fire
Weapons do average DPS based on TT ie AC does 20 points over 10 seconds

so on so forth it could have been done way better......obviously

I would have been a "Thinking Man's Shooter"

TT was balanced for turn based play, not real-time. Turn length was 10 seconds because that seemed like about the right amount of time. There was NO actual balance tuning in the TT game. NONE AT ALL. No weapon stat was ever changed, not once in the history of Battletech. The closest they had to balance was battle value which assigned points to each mech.

It's still a thinking person's shooter (some women play too) because you have to plan your attacks, time your engagement, etc. You have to realize that your atlas can't disengage from a fight very easily, and plan accordingly. There's no "pop out, spam rockets, run to ammo spawn, spam more rockets, die, respawn, repeat".

#23 Voidsinger

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Posted 21 January 2014 - 07:20 AM

Just remember, this is the IGP vision of the Thinking Man's Shooter. (Just watch an NRA Gun Club game review, and you'll understand the irony).

For everybody else, there'll be the X-Box One version of MWO.

#24 Bhael Fire

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Posted 21 January 2014 - 07:33 AM

I think kills should be worth zilch in conquest...or at least drastically reduced in importance.

That way, it places the focus on what the game mode is actually about; collecting resources the fastest.

Killing should only be a thing when a specific cap point is contested.

#25 Gremlich Johns

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Posted 21 January 2014 - 01:03 PM

View PostVoidsinger, on 21 January 2014 - 07:20 AM, said:

For everybody else, there'll be the X-Box One version of MWO.


I've been saying for over 6 months this is gonna happen.

#26 ProtoformX

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Posted 22 January 2014 - 10:50 AM

I believe developers have to pay MS for each patch they push to an Xbox game. Ergo, MWO would be prohibitively expensive to port to Xbox until it is 'completed.'


OP: I'm not really sure what your point is here. How do these balance issues have anything to do with being a thinking man's shooter? Your correlation of "thinking man's" with "intelligence of current balance tuning" is extremely far-fetched. Obviously "thinking man's" is meant to describe the actual game play, not balance.

#27 Turist0AT

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Posted 23 January 2014 - 01:37 AM

IF MWO IS THE THINKING MANS SHOOTER ...?

Its not. stop saying that.

#28 Guile1x

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Posted 24 January 2014 - 08:31 AM

I love this game. I very much enjoy being able to do something rather risky, such as walking through the midst of my enemies and coming out scathed or very scathed, but yet coming out with perhaps a better strategy or a couple villains following me into a trap etc. Now that that is out of the way, yes there are many things that could be done to make it more enjoyable. One that I thought would always make it more a simulation would be to do more than reimplement the R&R feature, but also add a 'time to complete repairs' feature. So perhaps, depending on damage taken on previous combat, it could take the mech techs upto 20 real minutes to have your favourite mech back in battle ready 100% status. Now one could perhaps take the mech out again right away, but suffer a penalty, such as ammo not being fully restocked, or some armour not fully restored, maybe even an arm or leg not being there. I think this would encourage people to think more about their battle strategy, and perhaps care more about damage control where possible. Thoughts ?





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