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No, actually, real fighter aircraft controls are much more precise than a mouse (and almost infinitely more precise than a keyboard). It's a safe bet that any real battlemech would have more accurate controls than a mouse and keyboard.
You compare fighter jets that most often are double seaters using fire and forget weapons to a 20 to 100 ton ground combat vehicle on legs that is only piloted by one person who ontop has to deal with all those direct fire weapons all spread around on the humanoid or insectoid form of his mech?
If you have to compare mechs to another vehicle take tanks.. wich are piloted by an entire crew and are a much more stable weapons plattform and yet need atleast two people to find targets and shoot at them.
Yeah no... apples and oranges.
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... According to the outdated, irrelevant tabletop game rules.
***** the TT rules (i have green hair!)... im talking basic battletech history.,. you know.. the reason people are fans of battletech? The thing that makes battletech battletech and not gundam or armored core?
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You must have missed the part where this was happening because the Warhammer's torso was being jerked around by the Atlas's cannon.
You must have missed the lasers of the jenner and atlas hitting completly different spots (and in case of the atlas they where all mounted next to each other right in the center torso.. and they where firing left and right) and that the warhammer only missed two shots due to the impact of the Atlas AC/20. When he took that atlas arm off he was not rocked by the AC shells. Also he was firing his machineguns the entire time and they where not hitting the head of the atlas... an indicator thatthe computer of the mech was not aiming at the head but at the atlas in general.
(And for the note.. that warhammer pilot was a n00b stepping infront of that atlas over and over again at that range)
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Hurrah for minimizing real skill, right?
Hey not my decision... the Devs said pilot progression/leveling will be in... and since they openly anounced that you can bet its pretty much in the game.
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Not to mention that saying it'd turn into a sniper game is just lying, look at FPS games with systems similar (but not nearly as detailed and as effecting as suggested here) to what skill proponents are suggesting. ArmA2:PR is a great example, ranges are realistic for the basis of the game (simulation based modern combat between two near equal forces), the ranges go from kilometers away to meters away. The average range in my experience with the game is about half a kilometer, and shooting on-target at that range is hard (due to gravity, suppression effects, and breathing) and there is no random CoF BS either.
Ah yes... Arma 2.. all those tanks and soldiers with their lasers and PPCs...
Look im not saying that we should have gigantic crosshair spread that makes you fire at your target and then shoot above or beside it when you stand still. Alli want is that the spread is big enough when you move/jump/dance whatever that you cannot one or two shot an medium heavy mech while you run past him. That is not battletech.
I want the battles to last some and give damaged mechs a chance to get away into cover.. something that was nearly impossible in MW4s insta death style system that a certain number of people want back. That game was more like some cheap cowboy movie.. the one who drew his gun first and shot was the winner... boooooring.
In the end i dont really care what system is implemented aslong as it makes sure that it doesnt become a point/click/death/next one scheme. It was that reason that mediums and heavys where obsolete in mw4 multyplayer and lights only for speedfreaks.
Also in MW4 it had nothing to do with skill.. everyone and their mother where jump snipers from n00bs that only had seen it once to people who are still playing now. All due to pinpoint accuracy, so no.. you cant say theres much skill involved with that system.
Edited by Riptor, 20 November 2011 - 09:28 PM.