ReXspec, on 09 July 2014 - 03:11 PM, said:
Here is the thing though, Void. Whether this is in a FPS format, or TT format, what people like Heffay are essentially suggesting is that you entirely remove random variables from shooting and make this game point-and-click. Which, if the game is advertising itself as a simulator, is simply absurd--not to mention it's false advertising, and should not be associated with the Mechwarrior name if that is the case.
This most recent "rework" to jump jets is only a half-step in the right direction. It still doesn't make sense. As I said before, and as I quoted in a previous post, "(this system) is so far removed from actual Battletech, it may as well be Gundam."
You
don't want many random variables in an FPS, generally speaking - you certainly don't want them as an integral part of game balance. Random scatter for shotgun-like weapons like SRMs and LB-X Autocannons are fun and useful, but if I'm just aiming an RNG with my mouse pointer, why not just play Mechwarrior: Tactics?
I really don't see where you're coming from with the jump jet remake - this system is only one step removed from slavish adherence to tabletop rules. Instead of just scaling with jets up to a maximum determined by engine rating, they're scaling them on both engine rating and number of jets. This is actually
closer to tabletop than before, and will reduce jumping power, making it less Gundam-like. This should allow them to tune jump jet effectiveness more closely than wrote imitation of tabletop, because they have another variable to work with - which would allow them more latitude to account for the larger amounts of pinpoint alpha available to, say, Assault chassis, while not impairing light 'mechs' mobility too much. Sure, they
could do it by scaling only with jump jets, but this gives them a more flexible tool. Meanwhile, there's not really a significant hit in complexity in the MechLab, because you can see how much jump height you're getting as you add jump jets and change engines with any chassis. All they really need to do is update the Jump Jets' explanation text.
Joseph Mallan, on 09 July 2014 - 03:27 PM, said:
There is a planet in Canon where mods can be done to a Mech that will allow it to perform Gymnastics, Dance, and even play Baseball! I cannot remember the name of said planet, but I am sure someone here does.
Also Tanks are designed to feel like tanks, Mechs are designed to feel like Knights in Armor... It is why Many MechWarriors wear Spurs.
Canon fiction is...
conflicted. It often contradicts both itself and the game rules. For example, you're supposed to be able to do handstands in an Atlas, I'm told... but no rules exist for climbing a cliff face without jump jets. As for the whole knights thing, I think I remember that as more of a social position than a piloting paradigm. Most of human society has devolved to some form of feudalism, with MechWarrriors filling the role of the knight both in society and the battleground of romantic fiction - marauding around the battlefield dominating lesser combatants. Regardless, the fiction isn't authoritative, because of its ad hoc, contradictory nature: that's why some people say, "this is more like Gundam than Battletech," while at the same time you're pointing out gymnastics and sporting activities. It all depends on what fiction and flavor text you've read, and how you reconciled (or failed to reconcile) that with the game rules.
Joseph Mallan, on 09 July 2014 - 03:20 PM, said:
The Battletech Mechanics Are you Jump, Then land, then fire from your position landed in. Fluff and Novels are not the rules of the game it is the fiction, So which do you want, Cause you either have Zero pop tarting (TT) or only like 5 players who can Jump and shoot (Canon).
Not true, actually. Level 3 rules allow firing in the air - Battletech Tactical Handbook, p 49. You your options would be that only a small minority can jump snipe, according to a confused body of supplementary fiction; or that anyone could do it, based on the tabletop ruleset - if either source were an authority on the minutiae of MWO's game mechanics.