3rdworld, on 24 July 2014 - 01:13 PM, said:
In TT a head hit from a AC/20 kills anything.
True, but this example is sort of an irrelevant edge case for the discussion here.
1453 R, on 24 July 2014 - 01:22 PM, said:
So what you're saying is that assault 'Mechs should all move like legged Dire Whales and light 'Mechs need to be completely impervious to anything but the attentions of another light 'Mech.
I'm primarily a 40-60-ton range player who prefers mobility to bigger hammers and even I think that's kind of whacked. If the assault 'Mech never gets to bring any of its firepower to bear on a target because it needs to hit a dead stop if it wants to turn faster than the Death Star, the heck is the point of having all that firepower in the first place?
All aboard the hyperbole train I guess. Assaults would still be able to track and engage light mechs, but they would have to do so while: not running full steam ahead, and preferably at long range. That said, (and I didn't make this clear in the OP unfortunately) but I don't think we should follow TT to the letter of the law here - I don't think a mech should be forced to run straight forwards, unable to turn, if it is moving at top speed. The point was more that a mech should turn fastest when stopped/moving at slow speeds. This is how tanks and cars operate in real life.
elismallz, on 24 July 2014 - 01:56 PM, said:
I think we could see this as a mutual buff, weighted more toward lights. In a Jenner or Firestarter with max engine I can run a full 2 cirlces around a baddie in under 10 seconds (the supposed turn to second time conversion). In TT, assuming I was starting the turn facing the proper direction, it would take me 10 MPs (out of the Jenner's 11) to do a full circle and end up where I started. The theory crafting math is admirable but doesn't apply in MW:O world IMO.
Ultimately I think this change would take away mobility from lights, as we won't be able to juke while running away full speed from that lance of heavies we accidentally stumbled upon.
I'll agree that it was a mutual buff, but in favor of slow mechs. Consider that the Jenner only had a ~10% mobility penalty (IE: it received a 10% buff) compared to the Atlas' 20%. Lights, by virtue of being faster, would still be able to juke while running - it's the Assaults that wouldn't be able to.
Also, to build on your example, if a Light (using this new system) ran headlong into a heavy lance moving at top speed, there'd be a few precious seconds before the Heavies could engage properly (since they would need to slow down to start turning fast enough to keep up with the light), while the light could just keep running straight to get to cover.
I agree that mechanics can't be ported over without some modification. I firmly believe some of the class imbalance present in MW:O is a result of various issues with the mobility of different mechs. Looking to TT for a potential solution (in this case, having your turn speed be a function of your current speed) may help to balance the game.
Gyrok, on 24 July 2014 - 01:58 PM, said:
Ok, make the AC20 kill the Jenner in 1 shot, to any torso, just like TT and you got it...no problem.
This was explained above. If you have a fully armored Jenner in TT, it won't get one shot by an AC/20.
Fierostetz, on 24 July 2014 - 02:09 PM, said:
A light mech's speed is in it's strength, so it makes sense to capitalize on that as much as possible... by making it as fast as possible. I've built slower lights (urbiespider - much love!) but as a joke. Turn based mechanics don't translate well to a real-time game - when I fire a weapon, it goes where I aim, not a random location decided by a dice. When I take missiles, I can turn to roll the damage, not wait to see what fate decides that barrage did to me. If MWO rigidly adhered to TT everything, nobody would play it except a small core of TT nerds. (I use "nerd" reverently, not as an insult). You might be happier with MW:Tactics, perhaps? This is a skill-based game, but I see a lot of posts where people recommend introducing TT mechanics to remove skill (aim, rolling damage, maneuvering, intelligent positioning, using visual cover). That sounds like a game killer... turning mwo into a game of chance... no thank you.
Brief Point about MW:Tactics: drives me crazy. The double blind system makes actual strategy difficult and just reduces the whole thing to a guessing game.
That said, as above, I agree that we can't port mechanics directly from TT to MW:O. This is more about taking inspiration from TT and seeing the effects it would have if implemented in MW:O.
Fierostetz, on 24 July 2014 - 02:13 PM, said:
In MWO, a light pilot still has a pretty good chance of beating the assault given a proficient enough light pilot and a reasonable build - super easy if you find something loaded up with lrm's and std. ppc's (I lol when I see those - mmmmm gonna strip 'em to farm damage and punish them! Remove leg, arm, arm, remove all the torso armor, remove the leg armor, head killshot (or an arty because its funny to arty legged dudes).
In MWO a light pilot only has a pretty good chance of beating an assault pilot if:
1. As you pointed out, the Assault has an easily exploited weakness
2. The pilot is incompetant.
Otherwise the light will get vaporized.