Lily from animove, on 15 January 2015 - 02:58 PM, said:
and this is why maybe quirking mechs being a good idea, the TT had bad and better mechs, and quirks can entirely change and guide a mechs direction (as the lore also gave mechs roles, that the MWO construction rules took away).
The thing about TT was that, particularly if you were playing a LOS game (ie. you didn't see mechs until they were spotted), even a bad mech would still win the day with some innovative tactics and a few lucky rolls.
PGI's method of trying to get to the feeling of balance via more and more tweaks and balances only makes the system more complex and more difficult to balance.
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and flamers, dunno, they should ne 0 heat weapons and basically act as energy based mg's. I mean I can use a blow torch and the torch itself does not melt becaus eof the way it works, so why should an MWO flamer heat up the own mech?
I thought Btech flamers were venting fusion core plasma? There's a fair degree of "insert science here" explanations for inconsistencies in Battletech, but if you view the system from a point of view that they created heat etc as a method of balancing output (so you couldn't just boat weapons) and with some RP implications (eg. flamers being used to raze the environment, causing heat obstacles, IR and visual impairment), you do have to engage some suspension of disbelief.
eg. Mechs sound spiffy but as an armoured platform, they are functionally moronic. Large flat surfaces perfect for catching incoming energy/munition fire, no deflection/penetration mechanics. The method of armour ablation/critical hit is counter intuitive, a single shot from an actual rail gun (eg. that one the US is testing for example) would probably blow straight through many inches of armour/engine etc. Once you start picking around the edges of the basis for BTech mech combat, it rapidly unravels.
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PGI already changed a lot TT aspects and values because they don't work in a FPS styled game, while in something like mech commander, they did work. And so refitting the TT rules for a FPS styled game is not a crieme or violation, its a vital aspect for MWO's balance.
Their biggest sin is to mostly remove the element of chance.
A bloom style cross hair where your actions/heat/movement etc causes a margin of error for weapon accuracy/convergence would go a very long way to replicating TT conditions (eg. roll modifiers based on your target/your movement, current heat etc), in that standing still and sniping makes a lot of sense, and pop tarting is pretty nonsensical at range. It would also make laser boat pin point strikes less likely as convergence would tend to spray lasers around the area rather than perfectly coordinate them.
And since firing would cause a certain amount of bloom, chain firing would be less efficient in terms of aim, but better for heat management. Alpha strikes would allow larger delivery of dmg on target, but would be problematic in terms of heat management. Fast light mechs would constantly have to deal with bloom, but also their larger targets would need to deal with constantly adjusting their aim/turning to catch them.
Combine this with true heat scale effects (slower movement, sluggish torso/arm aim, borked displays, pilot blackout or distortion) from redlining, TTK goes way up and you get less pinpoint one shots.
The aim of this thread was, ostensibly, to rescue some mechs from redundancy, a laudable goal to be sure, but it's going to involve ever more selective and intricate tweaks to even come close to achieving. Variable accuracy isn't a silver bullet by any stretch of the imagination, but it might slow down some of the more egregious examples of fave of the month boat builds.
Not that I think that this stuff hasn't been said before, but after a week back the cheese is still as bad as it was when I took a break and I need some catharsis.