Eglar, on 10 October 2014 - 04:32 PM, said:
Well I am sorry that you think this way. Even though I haven't always been d'accord with PGIs decisions, I wouldn't say that the game has strayed from the Battletech gerne in comparison with previous BT pc games. Just as a Side-note: You do realize that PGI will not invest the resources in order to change the current convergence system in order to keep it simple. While I am sure that hardcore BT geeks would be happy about such a change, it will enormously raise the entry level for new players who are not directly familiar with battletech and only want to play a stompy robot game.
I agree. And through BT, there are a number of ideal mechs with simplified mechanics.
For example did you know that the following mechs do not twist in any way shape or form in canon?
Locust.
Jenner
Cicada
Catapult
Mercury
King Crab
Owens
Nova (Black Hawk)
Kit Fox (Uller)
Adder (Puma)
The list is actually quite extensive.
Some of these are noted to have lots of flexibility with their arms.
The King Crab in particular could extend and target an enemy on either side of itself (90 degrees left and 90 degrees right) and accurately hit them. Then again its AC/20s are burst fire rather than DPS-style auto fire. Its claws are known for shutting during the cassette-exchange sequence.
Some of these mechs have turrets to make up for their lack of flexibility.
The Locust has a turret that tracks the pilot's head movements, and contrary to PGI's implementation, the lack of lower arms doesn't actually mean that the mech can't aim left and right with its arms. (It does for some but not all, much like the Atlas K has 10 tubes on the LT and RT but they are fed from an LRM-20 in the left torso). The turret is capable of shooting 145 degrees left or right from the front, though more rear-ward fire requires slowing down.
The Catapult can fire its LRMs on angles and such; all good. But wait, what about the torso lasers? No twist leaves it vulnerable (as it should be), right? Right. However it's not unreasonable to make an adjustment.
A free-lancer style side turret could easily be done on either side torso, so it can fire off to the sides up to 45 degree angles. Not together mind you, but one side torso beam weapon; enough to do something in a 1x armor environment when accompanied by LRMs that have no minimum range. LRMs have a minimum accuracy range.
Despite minimum range, 4 LRM-5s were fired here from the tank. 3 of the 4 hit to absolutely crippling effect against these 50 ton ComGuard Enforcers. The one that didn't hit was the steep angle that once the LRMs were fired, required a curved 90+ degree arc that the missiles obviously should fail to accomplish. (Btw tanks are goddamn incredible.)
Then there are those like the Jenner. "Oh it can't aim left or right or torso twist, it must be worthless." Really now? I recall being able to shoot forward and backward. Make your hit and run charge, shoot the enemy, veer off and around or jump over it and flip the lasers in reverse to fire during your retreat!
Of course, to me an ideal scenario would have a combination of players and AI in the field akin to War Thunder. AI infantry, ground vehicles and aircraft. Plenty to keep any player busy and feeling very accomplished; also giving a sheer sense of scale. Command Console users able to give orders to the AI units to help support the efforts (otherwise they act on their own). One where the real value of a Dual Cockpit mech shines when the primary pilot is unconscious or killed, allowing the other to take over and keep you in the fight even after that headshot that would have killed you.
The Atlas in that spoiler would still be functional even after that had it been a D-DC. Instead of shooting the centered cockpit of the nose, the Locust would have to choose an eye and fire and in doing so, the Locust pair would only take out one pilot rather than both. But what I find greatest of all is that not once did either Locust ever go beyond 86 kph up against Snub Nose shotgun PPC, Light PPC, RAC/5 (an RAC/5 in MWO will do in excess of 200 damage in 10 seconds at 6 times the rate of fire of the IS AC/5 in MWO) and other nasty weapons.
Every weapon and piece of equipment would have many variants but ultimately these variants would have similar stats in a unit of time. And akin to the lore, the Gauss and PPCs would not only be the deadliest weapons but also the rarest to fire again. So while that Awesome might align its arm PPC with one of the torso PPCs for a 20 damage pinpoint shot against an Atlas with 304 armor, that Awesome won't be able to fire those two PPCs for what might feel like years. Meanwhile the Atlas D's DPS style auto-fire AC/20 is pelting away, 1.25 at a time, while LRMs are flying, and the poor Awesome trying to use its body parts to shield itself or align its third PPC to fire the last thing it has until the others are ready to fire again.
Compared to the ultra powerful Awesome, a tanking beast of lots of armor with firepower heavy enough to be a "siege mech," the Victor would pale in comparison. In relation, however, the Victor would appeal to more 'get in your face and fight' style players. The Victor would be able to do things that the Awesome cannot even if the Victor can't match the Awesome's front-loaded firepower.
The ultimate goal of a developer is to have 'everything' be useful. Not just a select few mechs.
But yeah. Fantasies. I know it's far too late for MWO to do these things. That crosshair behavior from several posts back for the third person camera genuinely following every motion the real model's cockpit does instead of the 'gliding head' crosshair of first person? It would do wonders for this game.
Edited by Koniving, 10 October 2014 - 06:11 PM.