o0Marduk0o, on 11 April 2014 - 01:53 AM, said:
You know the armor values and weapon damage. How shall 4 mechs need 20 seconds to destroy another mech, if the single mech isn't torso twisting or moving back to cover? Direct fights are usually a matter of seconds and there is nothing wrong with it.
But that's exactly my point, the values and mechanics are so borked up (or down) that no amount of torso twisting will save you once you make that first mistake. I am not saying that it should save you either, but I believe death just comes too instantly. In fact a lot of "whining" -which I would call positive feedback- about weapon balance/mechanics and armor values on the forums is exactly about this, that actual piloting skill is trumped by pinpoint alpha, poptarting and such. Whether such gameplay is right for a Battletech IP game is a matter of discussion. Whether one likes this type of combat is probably a personal choice. However, I do believe it's the major reason for the stomps.
Personally, I know that going around that corner will be a mistake and sometimes I do it just for the heck of it, in hope that my fellow pugs will be inspired (since PGI hasn't even bothered to implement a "FOLLOW ME!" shortcut) and push, avenging my death instead of hugging the corner and hoping for a quick alphastrike kill.
van Uber, on 11 April 2014 - 02:26 AM, said:
Introduce damage resist modules, much like EVE-online, complete with stacking penalties and you would have your prolonged engagements, plus some added depth.
But the TT crowd would never accept it....
Being a former EVE player myself, I thought about that as well. It works quite well for EVE (and even WoW, hehe) but I don't think it is needed for MWO for a number of reasons. However, what the "TT crowd goes for" is the least of them, considering how far PGI has strayed from the TT model anyway.
Edited by dimstog, 11 April 2014 - 02:52 AM.