Choppah, on 29 November 2014 - 08:52 PM, said:
Even extremely competitive games have some randomness to them, it keeps things interesting and fresh. When one tactic becomes completely dominant, balance is broken and the game stagnates.
Agreed, however, randomness does not need to be forcibly inserted. There are hundreds of examples of randomness every match from laggy gameplay to targets behaving in an unpredictable manner. I can't count the number of times I threw down on an enemy Mech and fired, only to have the pilot, who was completely oblivious to my presence, turn just enough so that my shot snaked under his armpit or between his legs, resulting in a clean miss. That's randomness.
As far as balance goes, we will never, ever see a fully balanced MWO. That's impossible, because there are enough hardcore, bean-counting gamers out there that will continually develop new metas every time the old ones are broken. PGI can only do so much balancing. Auto-spreading damage will not fix this since the metas themselves are unaffected. The only purpose it will serve will be to turn epic firefights into little more than seal-clubbing escapades.
Choppah, on 29 November 2014 - 08:52 PM, said:
Dumping all damage into one spot is not how TT was designed,
This isn't TT. You can't compare the two because their basic mechanics, gameplay, and very natures are as different as night and day. If you want TT, start a petition for PGI to pick up MWTactics and develop it instead.
Choppah, on 29 November 2014 - 08:52 PM, said:
I agree that aiming should be rewarded, but, as is, it is breaking the game.
This is the first time I've ever seen someone state that the basic act of aiming itself is OP and responsible for breaking the game. Wow...just...wow...
Choppah, on 29 November 2014 - 08:52 PM, said:
So many convoluted changes have been made to get around the fact that boating certain weapons destroys mechs far too quickly to be fun. Namely, heat scale and the anti ppc/gauss combo measures.
Unh-huh, and every time the pendulum swings one way, it knocks something else a little out of whack, thus the never ending cycle of balancing. The recent quirk system went a long way towards fixing that though, and the game actually feels fairly well balanced in its current state.
If you are being destroyed too quickly, I would recommend avoiding open spaces and try to stay with the main group. Failing to do so tends to lead to quick deaths.
Choppah, on 29 November 2014 - 08:52 PM, said:
Is it satisfying when a Boom Jager instantly knocks out a side torso? For the jager user it is. For everyone else, popping out of cover means they could end up losing an entire torso and arm instantly, crippling them for the rest of the match. So in PUG matches the same thing happens over and over, the PUGs are too scared to move and they get stepped on when they do. All of this destroys strategy and makes for a boring stalemate of a game.
No it's not, but that's just part of the game. I have successfully fought Boom Jagers with every class of Mech and defeated them. I have also been defeated by them. It all comes down to player skill and aiming. All the power in the world is no good if a pilot can't hit where he's shooting. Knowing how to spread damage on your Mech by using maneuvers and torso twisting also goes a long way towards improving your longevity in combat.
As far as your example goes, you are assuming that most pilots would walk up to the Boom Jager and make it easy to be shot. I say this instead; peek around corners, don't charge around them! Use the Boom Jager's weaknesses to your advantage. All Boom Jagers are short-ranged combatants. Fight at range. Most Boom Jager's have XL engines. Focus fire into a single torso. Jager's normally have thin rears; attack from behind. Boom Jager's typically have ammo shortages; bait him and make him waste his ammo, then close for the kill.
My point, is that each Mech, and this is especially true for boats, has its weakness. Rather than charge into the fray, cycle your targets and pick one you know you can fight. Use 3PV if needed (I don't) to peek around corners before you charge around them. Fight smart, and you'll find that you won't need PGI to auto-spread damage across your Mech.
Choppah, on 29 November 2014 - 08:52 PM, said:
The Dire Star example was just to show how the system works. The only strength of that build was to use its extreme effective range to crush mechs unaware they were even being targeted (810 meters is outside radar range unless you have BAP or the Sensor Range module).
Unh-huh, and I was simply using the example in kind. See my above point; each and every Mech and build has a weakness. Use the weakness to beat it. In short, fight smarter and you won't need PGI to give you a safety net and anger a lot of players who don't need or want it.
Choppah, on 29 November 2014 - 08:52 PM, said:
The entire point of having mechs is to charge around corners and push out in the open is to force the enemy to fight on their terms. What is the point of giant walking mechs if their armor can't last more than a few seconds? That isn't a mechwarrior game, that is just like any other FPS except with more awkward movement.
Fools rush in where Angels fear to tread. No matter how much armor or auto-spread you have, rushing out into the open and charging headlong down enemy guns is a sure-fire tactic if you want to lose. Again, fight smarter.
Choppah, on 29 November 2014 - 08:52 PM, said:
Again, how is "LOL i fired one alpha and ruined your fresh mech for the rest of the round" fun?
It is if you're the one doing the ruining.
Besides, like I said previously, my DPS builds consistently out-match Alpha builds for the simple reason that you can't sustain Alpha-based combat effectively. Be smart about when you fire into enemies, and don't offer long targeting windows. If you're fighting a high-Alpha Mech, use maneuvers to put him at a disadvantage. Milk his firepower and force him to expend too much ammo and heat, then close for the kill. It's really not that hard to kill an Alpha-focused gamer.
Choppah, on 29 November 2014 - 08:52 PM, said:
If anything my system forces players to aim longer and more consistently. The players with the steadiest hands will still be on top. Popping out, alpha striking, and retreating should not be the only tactic in the game.
I disagree. You system will simply turn this into a clubbing match and ruin the tactical elements of it. You appear to want an "I'm charging and firing" Halo-type game; this ain't it! Frankly, the ability to be cored easily is important to me in the game. It teaches patience and tactics, and makes the game more fun, even though I don't take advantage of Alpha gameplay much. I see it as a fun challenge that keeps me on my toes. Like I said previously, I don't begrudge other pilots their ability to boat weapons; that is a cornerstone of MWO, after all. I figure that it's up to me to spread the damage via piloting and to avoid offering them any opportunities to shoot me. If you can't manage that, then I'm sorry, but it hardly constitutes a requirement to nerf my gameplay.
Choppah, on 29 November 2014 - 08:52 PM, said:
With the rates of fire and the armor we have now, the TTK is just too low. I agree players should be aware of their surroundings and learn how to pilot their mech, but that really isn’t the main issue. The main issue is the mechs handle like tanks, because they are meant to represent a futuristic version of them. Tank warfare is a very mobile type, sitting still in a hull down position is only recommended when outnumbered or fighting defensively. Obviously, a tank should not foolishly rush out expecting his armor to block everything, but the armor is reliable enough to take some fire and keep going. In MWO, if you managed not to instantly die during a big push, you know this feeling.
I'm guessing that your elo must be low, and that you're playing with a lot of new pilots. I don't mean that negatively; it's just that my understanding of gameplay on that end of the elo bracket is that pilots behave in a static fashion. Where I am, the gameplay is very fluid and highly changeable, even in Pug matches. Pilots are very good about offering small firing windows and spreading damage across their entire Mech. From the matches I play, I literally see no need to implement an auto-spread feature and believe that it will kill the gameplay, turning it into stale, stand-in-the-open-and-pound-each-other-into-snail-snot gameplay. I'd rather keep the current, fast-paced dynamic instead.
On top of that, if pilots are already too afraid to move in your matches, implementing auto-spread won't change that. Timidity is a state of mind, and simply improving your Mech's durability will not change that state since
all Mechs will have their durability boosted similarly. If anything, your method would bode ill for Light Mechs while Assaults would benefit substantially. In the end, auto-spread would do more to unbalance the game than it would to balance it, result in no change to your static gameplay, and introduce static play to the higher elo brackets.
Instead, try taking command during a match and providing some direction. I've found that, surprisingly, if you talk with simple courtesy and sketch out a plan of attack, a lot of Puggers will try to follow it. Rather than simply being a part of the morass of Mechs that is a "team," why not rise up, take charge, and lead your team to victory? Provide direction, and you'll be surprised at what can be accomplished.
Choppah, on 29 November 2014 - 08:52 PM, said:
That is my ultimate goal, for mechs besides 100 tonners to have reliable enough armor to take a decent amount of fire without being crippled. This will allow whole new strategies to open up, expanding the depth of the game. But you can hold on to your “skill trumps all” mindset if you wish, I would just like to play a mech game that is more than peek-a-boo counter alpha strike.
*Shrug* I run my 50 ton Cents and HBKs and absorb quite a bit of damage. Even my XL Mechs take quite a beating before they die, do largely in part to how I time my attacks and how I spread my damage.
In the end, skill really does trump all. Peek-a-boo, poptarting, tanking, skirmishing, etc are all features of gameplay. You can't rationally deny every type of gameplay you dislike because there are pilots out there that do like them. In short, this game cannot satisfy everyone, but it's doing a good job, I think, of satisfying as many gamers as it can. Implementing auto-spread will just result in a sad, boring gameplay that most of us do not want to see. If it happens, then I think we'll see a lot more sad pilots than happy ones.
As a final note, if you'd like to see some examples of what I refer to when I talk about tactics and fighting smart, I encourage you to check out my Twitch channel in my sig. You'll find a lot of highlights and past broadcasts that may help you understand my point of view. Also, if you ever want to run drops with me, I'd be happy to bring you into one of my groups the next time I'm online.
Adios!