stjobe, on 20 February 2014 - 03:04 PM, said:
As far as I've understood it's HSR that throws a spanner in the works as regards to pin-point damage. Keeping track of more than one target point is apparently more than HSR can handle in a timely fashion.
If that's the technical explanation, I'll believe it. There are a couple of threads in which some guys pieced together the timeline of delayed convergence, and at one point it was eliminated.
Rebas Kradd, on 20 February 2014 - 04:21 PM, said:
2) The system, while well-presented and refreshingly brief, just screams "lurking cases" that will severely confine customization in ways you're not anticipating.
Maybe, although I anticipated a fair bit, and offer quirks as a means for exceptions favoring 'Mechs (like the Awesome) overshadowed by lenient customization. I'd also question what expectations for customization are reasonable, PGI's laissez-faire statements aside.
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Those 1-second and 2-second cooldowns are going to introduce a very jerky, staccato feel to ALL weapons firing that will probably be too intrusive to most gamers.
I'm confident, especially with a little tweaking, that they won't — for two reasons. First, players are used to CDs. Whether or not it's dignified,
click-click-click-click of the button-mash is still how games are played to full efficiency; really, any delay is too short when you've got to squeeze that next shot off. Second, to continue the music analogy, most MWO players don't play the legato of chained lasers. They opt for punchy sforzandos punctuating rests, even if they're not bending all the rules for alphas, and often wait longer than 1 or 2 seconds without a weapon readied to fire.
Many builds will be able to sit right under the 55% mark; and one second is almost unnoticeable in this game's pacing.
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This does little to directly stop dual Gauss, 4xAC5, or 3xUAC5 boaters, and given that a pair of AC5s is vastly superior to a single AC20 in every conceivable way already, this will only shift the meta even more heavily towards seven variants. And we'll still have complaining. (You might not care, of course, but it's not so simple for PGI.)
On that I'd disagree. Quad AC/5 loses 33% fire rate (2-second GCD versus 1.5-second reload) unless pairs are staggered. Triple UAC/5s have performance, space and weight limitations. And as a counter-player (not a user) I'd say dual Gauss builds are actually quite vulnerable, hence their limited popularity.
As for complaining, someone will always do it. What matters is how many are complaining, and whether they have a point.
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I don't want to lose that part of the spectrum and I don't like the "hypercontrolling" cramp on wide-open customization that this idea would give the game. People should be free to experiment and choose their roles, not forced to grind C-bills to pick the mechs that they want for their jobs.
This far into the franchise's latest journey, I just don't believe it. It's like the false promise of peace in anarchy, or something. Any developer
wants free customization until he realizes how 1) ingenious and 2) economical his players are. Then he watches them build fairways through loopholes in rules and generally ignore his intentions for the game. All a game, I suppose, but it's still his game, and he's got a right to try to fix it.
I'd beware more of hyper-efficient, because it discourages variety and customization much more thoroughly than stricter rules. Freedom to customize means nothing when there are only a few practical choices.
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All that said, the system actually is a more effective version of Ghost Heat. It'll boost TTK, promote brawling. I like it better than any other. But I still don't like the cost to customization, you'll still have a meta (and all the current PPC+AC tryhards will shift directly to it), and you'll have to justify stepping on a bunch of other specialist builds along with the meta, which is a barrier that the anti-convergence crowd can never seem to get around.
All fair. The critical analysis is much, much appreciated.
Edited by East Indy, 20 February 2014 - 05:25 PM.