SirLANsalot, on 31 May 2014 - 01:03 PM, said:
Your comparing Apples to Oranges there.
MW:T is the Table Top 3025 game, basically as if the game just launched. Same rules and flow just like as if you were playing the TT. The Card Aspect is just a way to "collect" or salvage enemy mechs/weapons ect.
MW:O is a FIRST PERSON (not lance based) game BASED on Battletech and is set in the year 3050. TT is setup to be with multiple mechs controlled by one "person" (you), hence why the firing system (dice roll) works for that game. Here you have REAL LIVE humans behind the controls, and RNG....we hate RNG.
Two completely different games made by two completely different company's with different outlooks. Both are being published by IGP since there the ones now holding the license to the MW name.
No one's asked for random number generators. We don't have any either.
If anything, the post was emphasizing that they had the lack of RNG when it came down to the core gameplay. 30 threshold means a limit to boating without ghost heat. 3 PPCs? Shutdown. 2 PPCs? Fine. 1 ER PPC (which after the AC nerfs will be the second longest ranged weapon in the game) is safe but 2 ER PPCs = shutdown. 2 AC/20s with a burst fire mechanic would be fine. 2 AC/20s as they are now + ghost heat means instant shutdown with 30 threshold, preventing the pinpoint of 40 damage.
Just that alone would make this game significantly more balanced. Top of 7 ML if you are not moving! Clan ER ML would be even more restricted by their heat, and ironically enough they do about equal damage with 30 threshold even with fewer ER ML being fired!
They have a sized hardpoint system; something begged for here.
They have no need for double armor, an AC/2 does 2 damage in 10 seconds. An AC/20 does 20 damage. Add a damage over time mechanic here where a laser would do 5 damage in 10 seconds, a Gauss Rifle 15 in 10 seconds, and we wouldn't have such a need either even with perfect pinpoint.
In fact, even with perfect pinpoint we might stand to have a reduction in armor values from 1x, instead of the "2x isn't enough" crap we have now with 1 AC/20 hitting 60 damage in 8 seconds and a UAC/20 able to do 140 damage in 10 seconds if it doesn't jam.
Even something this simple would work to alleviate pinpoint issues without random number generators as the mech's own movements determine how the crosshair moves; thus you can control it. Meanwhile the pinpoint is 100% pinpoint, provided you have the skill to time your shot to exactly where you want it. (Gif warning)