Prosperity Park, on 04 October 2014 - 10:55 AM, said:
Yup. I'm sad because I think BattleTech is holding the MechWarrior franchise back from being as cool as it should be.
You play other Mechy Stompy games, and they have lots of cool features, and so does this game. However, the features of this game are limited to a build-set from a Table Top game that's not being dynamically-expanded for the current application. For instance, we have these weapons called "AC/10" and they deal 10 damage. Wow, what a super-original naming system.
If I were a soldier in the field, and was told that my weapon was an AC/10, I would ask something like "Does that mean it's a 10mm?"
And the response would be "No, it deals 10 damage."
"What do you mean, 'It deals 10 damage' ? What is 'a' damage?"
"Don't ask questions, Soldier, you will accept that it deals 10 damage and you will like it!"
And that's the Lore this game is based on - a Universe where that conversation actually happens.
I mean, there is no immersion whatsoever when the weapons of the game are literally named after the number of "points" they deal. There is no such thing as "damage points" in war, so the weapons should not be named after the damage points they inflict. That is just CHEESY!
Also, the limited number of weapon systems in the game based on the Year of the Lore is something that should only be implemented in a game that's designed for pre-existing BattleTech fans. If this game is really being marketed to non-BattleTech fans in an effort to expand the playerbase, then we should not be adhering to the Lore's technology limitations. A non-BattleTech fan has 0 appreciation for the "reason" why the Inner Sphere forces have no LBX-AC/5 or UAC/10s. Zero appreciation at all, and it's harming the game.
Why would you enforce rules like that if their only existence is to create a situation where the game gets more exciting by waiting 10 years for additional content? We don't need to wait 10 years for additional content. I'm sure you can find ways to make the game more exciting over the course of the next ten years other than by slowly releasing additional IS Tech that's not around until 3060.
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What I am saying is... basically... MekTek had it right when they made their own non-cannon weapons systems. The canon of BattleTech is only as holy as the Developers intention to make this game specifically for pre-existing BattleTech fans, and not to market it to a greater audience.
We need better names for equipment. "Large Laser" Oh, how impressive, tell me how large it is...
You'll find that it is not so much the lore that is holding the game back. It is the lack of lore being used in favor of vague resemblance to the tabletop ruleset.
A class 10 autocannon simply meant that it had a rating of 10 units of damage against standard armor within an allotted amount of time whether it is 10 seconds or 4 seconds.
This of course ranged from the 6 shot 120mm AC/10 (3 shot for an AC/5 and 12 for an AC/20), to the 8 shot 100mm AC/10 (4 shot AC/5, 16 shot AC/20), to the 80mm 20 shot AC/10 (4 shot AC/2, 10 shot AC/5, AC/20s are not made this size) and beyond. The Pontiac 50 is a 50 shot AC/10 at 30mm. Blackjacks use two AC/2 variants. The common one is the Whirlwind-L AC/2 which is a 30mm 10 shot automatic chainfed weapon. The uncommon one is a nameless variant that Stackpole wrote to be 40mm at 8 shots which was a burst-fired cassette weapon (churning its shots out much faster like the Clan mechs do in MWO, but with a lengthy reload time between them).
The Atlas K's large lasers fire twice in 10 seconds, generating 4 damage and 6 heat, allowing it to only spike 50% when firing two of them at once rather than 50% for one as it would otherwise do with the 30 threshold.
The Mydron Concussor Gauss Rifle is actually a rapid fire 15 shot "needler" gun. But it's outside of our timeline. The Imperator Dragon's Fire is not dissimilar.
Various PPCs have different charge times and heatspike amounts, as well as wider and narrower fields of effect.
The typical medium laser fires 4 to 5 times in 10 seconds. That same 4 to 5 shots generates 5 units of damage in said 10 seconds.
An AC/2 requiring 10 shots as mentioned earlier? Only 0.2 damage per shot. The 80mm Armstrong J11 of the Shadowhawk? 10 shots at 0.5 damage per shot; burst fire. The Rifleman's own 80mm is automatic however. Automatic is supposedly better for range but the damage is spread out over time. It also gives better firing control. Burst fire relies on cassettes, so while the rounds are pumped out rapidly in comparison to automatic, the reload times leave the mech unable to fire the weapon for long periods of time.
It's not the lore that is limiting us. It's the summaries of tabletop.
To mention it... The rotary AC/5 is rated to do up to destroy up to 30 units of armor within 10 seconds.
The AC/2 in MWO deals 28 damage in 10 seconds. Something's a bit wrong here...
Edited by Koniving, 04 October 2014 - 03:51 PM.