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Too Arcadey?

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#41 Bishop Steiner

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Posted 03 July 2014 - 09:06 AM

View PostZolaz, on 03 July 2014 - 04:39 AM, said:

Hmmmm ... game feels more like an 80s arcade game than a piloting a mech simulator. The game is aesthetically pleasing but the feel doesnt give me the impression of being in a military grade fighting machine.

Play a locked Mech in SMM.

Feels a lot less arcadey, a lot more Sim-like.

Think Koniving might be on to something about the unlocks being too good in MW:O. And Tier 2 Tier 3 tech certainly has not helped the feel in that regard, even if Clan Tech is well balanced against Tier 2 stuff.

#42 CDLord HHGD

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Posted 03 July 2014 - 09:08 AM

View PostVigilanceHawkwind, on 03 July 2014 - 08:54 AM, said:

No foot pedals to control throttle? Arcade Peasant....

That's just how I roll. :blink:

#43 Bishop Steiner

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Posted 03 July 2014 - 09:09 AM

View PostStaggerCheck, on 03 July 2014 - 05:35 AM, said:

When you see 100 Ton Mechs get vaporized it under five seconds... yeah... feels like an arcade game.

SInce an M1A1 Abramss can get vaporized within 5 seconds on contact, i I would note that fast TTK is actually more true to life, Mil-Sim, then papercut damage and Mechs "tanking" for minutes of concentrated firepower. THAT would be more Video Game.

IRL, missiles and opfor tank weaponry kills stuff very fast if you don't kill them first, unless it simply is not powerful enough to penetrate. But since in this "Sim" you are essentially having M1A1 vs M1A1, TTK once you have the shot, would be very low indeed.

#44 Galenit

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Posted 03 July 2014 - 09:11 AM

View PostDawnstealer, on 03 July 2014 - 05:08 AM, said:

It's this - the maps are pretty, but they feel like orchestrated arenas. If we later found out that all of this was taking place on Solaris VII, it would all make sense...



#45 Felbombling

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Posted 03 July 2014 - 09:13 AM

View PostBishop Steiner, on 03 July 2014 - 09:09 AM, said:


SInce an M1A1 Abramss can get vaporized within 5 seconds on contact, i I would note that fast TTK is actually more true to life, Mil-Sim, then papercut damage and Mechs "tanking" for minutes of concentrated firepower. THAT would be more Video Game.

IRL, missiles and opfor tank weaponry kills stuff very fast if you don't kill them first, unless it simply is not powerful enough to penetrate. But since in this "Sim" you are essentially having M1A1 vs M1A1, TTK once you have the shot, would be very low indeed.


I understand and appreciate your points, Bishop. Mechs crumpling in a video game seems to promote hiding, though. Perhaps you and I disagree, but having Assault Mechs capable of assaulting an objective could be a good thing.

#46 NoClass

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Posted 03 July 2014 - 09:17 AM

View PostBishop Steiner, on 03 July 2014 - 09:09 AM, said:

SInce an M1A1 Abramss can get vaporized within 5 seconds on contact, i I would note that fast TTK is actually more true to life, Mil-Sim, then papercut damage and Mechs "tanking" for minutes of concentrated firepower. THAT would be more Video Game.

IRL, missiles and opfor tank weaponry kills stuff very fast if you don't kill them first, unless it simply is not powerful enough to penetrate. But since in this "Sim" you are essentially having M1A1 vs M1A1, TTK once you have the shot, would be very low indeed.


There's also the simple fact that you're supposed to be a walking gun platform right? I mean, if you can't vaporize targets in short order and are basically scratching paint for 15 minutes, then don't you feel less powerful?

#47 AlexEss

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Posted 03 July 2014 - 09:18 AM

or could it perhaps be that people have figured out that anything carrying enough firepower to level a city should be a high priority target... In the novels it is up to the writers whim how long a mech live or die.... And in the TT it was up to a dice... I have seen assault mech go down to lucky rolls in there too. Here we just have a little bit more control.

#48 Bishop Steiner

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Posted 03 July 2014 - 09:26 AM

View PostStaggerCheck, on 03 July 2014 - 09:13 AM, said:

I understand and appreciate your points, Bishop. Mechs crumpling in a video game seems to promote hiding, though. Perhaps you and I disagree, but having Assault Mechs capable of assaulting an objective could be a good thing.

I get your point, but I do think we might have a disagreement (not a big deal, different PoVs happen, lol) on the fundamentals, yeah. Here is kind of a primer on how I tend to view Assaults mechs
http://mwomercs.com/...e-assault-mech/

And TBH, I view them as less tanky than many do, because of it.

View PostAlexEss, on 03 July 2014 - 09:18 AM, said:

or could it perhaps be that people have figured out that anything carrying enough firepower to level a city should be a high priority target... In the novels it is up to the writers whim how long a mech live or die.... And in the TT it was up to a dice... I have seen assault mech go down to lucky rolls in there too. Here we just have a little bit more control.

I one shotted Atlases in a Hollander before because huzzah! 1 in 11 chance on 2d6 to roll head with that 15 pts pinpoint FLD.

#49 Odins Fist

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Posted 03 July 2014 - 09:28 AM

View PostZolaz, on 03 July 2014 - 04:39 AM, said:

Hmmmm ... game feels more like an 80s arcade game than a piloting a mech simulator. .


I'm curious, WHO told you that MWO was a simulator..???

MWO has NEVER been a simulator, it was billed as "A thinking person's shooter".

Check Video at 15 seconds in.. DATE: NOVEMBER 5 2012.. You're welcome.


#50 Blood Rose

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Posted 03 July 2014 - 09:34 AM

Ever play MW4?
Download it from Abandonedware and experience a true Arcade Mechwarrior.

#51 Sandpit

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Posted 03 July 2014 - 10:50 AM

The "feel" of MWO isn't arcadey.

The mechs respond more realistically in my opinion and it's not a fast-paced shoot em up. I've always "felt" like I was lumbering around in a big mech or dashing across in a nimble light. The weapons and damage have always been fairly well balanced (with a few exceptions in my opinion) but the overall feel of piloting a mech has always been cool to me in MWO.

That's where it stops sometimes though. It "feels" arcadey when it's simply drop, shoot, repeat. One thing many forget about Btech is that it wasn't always about the actual game mechanics. It was about fighting in the I.S.

It was about campaigns that took days, weeks, even months to complete. It was about a living breathing world. It wasn't a typical tabletop wargame. It offered so much more and quickly evolved into a full-blown RPG game with the addition of mechwarrior to battletech.

We've got the Btech part right now. Unfortunately we have no mechwarrior parts except in name yet

View PostOdins Fist, on 03 July 2014 - 09:28 AM, said:

I'm curious, WHO told you that MWO was a simulator..???

MWO has NEVER been a simulator, it was billed as "A thinking person's shooter".

Check Video at 15 seconds in.. DATE: NOVEMBER 5 2012.. You're welcome.


No sir, it was billed as a simulator way back in CB. That's EXACTLY why there was so much fuss about 3pv

#52 Jonny Taco

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Posted 03 July 2014 - 11:04 AM

View PostSandpit, on 03 July 2014 - 10:50 AM, said:

No sir, it was billed as a simulator way back in CB. That's EXACTLY why there was so much fuss about 3pv


I liked the rest of your post up until this point... IF you're in the camp that thinks that 3pv is what makes this no longer a "Simulator" then you're experience or understanding (maybe both) of real simulators is rather limited... MWO is and has been a stompy robot "slow paced" arcadey death match shooter. Maybe someday when there are larger more dynamic maps and long running campaigns it will become more, still won't ever be a simulator regardless though.

Edited by lartfor, 03 July 2014 - 11:04 AM.


#53 Hans Von Lohman

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Posted 03 July 2014 - 11:21 AM

Wait, is this a thread about wanting more realism in a game that has giant robots, lasers, and an invasion of super soldiers that get beaten by the phone company?

Uh....

Well, I won't poo-poo on the request for more fiddly and technical gamplay features, but lets not get too carried away.

#54 Prezimonto

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Posted 03 July 2014 - 11:37 AM

The lack of large maps with objective based gameplay, combined with missing heat scale penalties that have a bite are what drive the game to a more arcade feel for me. Oh and a highly simplified convergence model.

I would much prefer a heat scale that was nastier, but also had more visual audio feed back.

I would like a return of these issues, but with the heat bar going from Green (no penalties) to Yellow with a mild warning chime(aiming/movement/HUD penalties) to Red with the constant buzzer (greater non-damaging penalties and a chance to start damaging heat sinks) to Shutdown/Override where you WILL recieve damage to the pilot (fixed HP mech to mech so overheating is universally bad and will kill pilots rather than blow up mechs) as well as a chance for mech damage/ammo to cook off.

Edited by Prezimonto, 03 July 2014 - 11:38 AM.


#55 Sandpit

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Posted 03 July 2014 - 11:59 AM

View Postlartfor, on 03 July 2014 - 11:04 AM, said:


I liked the rest of your post up until this point... IF you're in the camp that thinks that 3pv is what makes this no longer a "Simulator" .

I never gave an opinion one way or the other about 3pv. That's not what this thread is really about.

View PostHans Von Lohman, on 03 July 2014 - 11:21 AM, said:

Wait, is this a thread about wanting more realism in a game that has giant robots, lasers, and an invasion of super soldiers that get beaten by the phone company?

Uh....

Well, I won't poo-poo on the request for more fiddly and technical gamplay features, but lets not get too carried away.

yes, yes it is because that's exactly what many wanted. You don't want it? That's great. Tell PGI to give you an option to play a more "arcadey" game while giving those who want a more "hardcore" feel get that as well. Why is it always this or that instead of this and that with PGI and this community as a whole?

#56 Bishop Steiner

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Posted 03 July 2014 - 12:00 PM

View PostVigilanceHawkwind, on 03 July 2014 - 08:54 AM, said:

No foot pedals to control throttle? Arcade Peasant....

don't forget mandatory multi monitor setup, and or oculus rift.

#57 Roland

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Posted 03 July 2014 - 12:00 PM

View PostZolaz, on 03 July 2014 - 04:39 AM, said:

Hmmmm ... game feels more like an 80s arcade game than a piloting a mech simulator. The game is aesthetically pleasing but the feel doesnt give me the impression of being in a military grade fighting machine.

Mechwarrior was never a simulator.

That being said, it's clearly not an arcade game either. It's exactly what Mechwarrior has always been... a shooter with some sim elements added.

It's more in line with games from the 90's and early 00's, like Tie Fighter, or Wing Commander.

#58 NoClass

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Posted 03 July 2014 - 12:02 PM

View PostBishop Steiner, on 03 July 2014 - 12:00 PM, said:

don't forget mandatory multi monitor setup, and or oculus rift.


I can't keep up man.

#59 Zolaz

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Posted 03 July 2014 - 12:04 PM

No, what I am asking for is to make the game harder. It is too easy and repetitive.

#60 Roland

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Posted 03 July 2014 - 12:07 PM

View PostZolaz, on 03 July 2014 - 12:04 PM, said:

No, what I am asking for is to make the game harder. It is too easy and repetitive.

It's a multiplayer game.
The difficulty is defined by the quality of your opponent.





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