How To Fix All The Mechs
#1
Posted 10 January 2015 - 03:51 PM
#2
Posted 10 January 2015 - 03:54 PM
#3
Posted 10 January 2015 - 03:56 PM
#4
Posted 10 January 2015 - 05:13 PM
#7
Posted 10 January 2015 - 05:34 PM
PurpleNinja, on 10 January 2015 - 03:51 PM, said:
Can't quite do canon, but there's a helluva lot from TT that got ignored in favor of kludgy workarounds that only messed with MWO.
Oops, lots of alphastriking puts TTK down fast. Better not put in those heat penalties other than shutting down, making multiple Death Star Blasts easy-peasy!
We've got this great artillery weapon called Arrow IV....nah, we'll just add red smoke. That'll show those people trying to make money!
And the worst- we'll mess with the construction system so nobody can take an under-100 engine.
Surely, nobody will care about Urbanmechs.
#8
Posted 10 January 2015 - 05:41 PM
#9
Posted 10 January 2015 - 06:54 PM
#10
Posted 10 January 2015 - 06:56 PM
#11
Posted 10 January 2015 - 08:15 PM
#12
Posted 10 January 2015 - 08:18 PM
Phashe, on 10 January 2015 - 08:15 PM, said:
It's amazing what happens when you try to use half the rules, and ignore the other half as well.
Neither work very well.
#13
Posted 10 January 2015 - 08:19 PM
Seriously though, there are more things from the original game that can be added to MWO that is currently not in and improve the game.
#14
Posted 10 January 2015 - 08:23 PM
Phashe, on 10 January 2015 - 08:15 PM, said:
WoW is right - if you think the opposite is true - Ghost Heat, Quirks, lack of criticals, countless changes to heat, dmg, range, engine caps, 1.4 dhs....I can keep going if you want
#15
Posted 10 January 2015 - 08:27 PM
Black Arachne, on 10 January 2015 - 08:23 PM, said:
Quirks are good though.
Also, certain weapons having heat/damage/range changes were also good. The first one that comes to mind is the IS Large Laser being changed to 7 heat and 9 damage instead of 8 heat and 8 damage, so that it would be actually useful and decent. There are others that benefited if you need me to elaborate.
The ones that are hurt are mostly just the IS ML and IS SL, and even then the IS SL has more range than TT to somewhat compensate.
Edited by FupDup, 10 January 2015 - 08:35 PM.
#17
Posted 10 January 2015 - 08:33 PM
darkchylde, on 10 January 2015 - 08:30 PM, said:
Those problems being:
1. Some mechs having better hitboxes/geometry than others.
2. Some mechs having more tonnage than others.
3. Some mechs having better engine limits than others.
4. Some mechs having better hardpoints than others.
5. The gap between IS tech and Clan tech.
How many of those can be fixed without making all mechs have identical hitboxes and giving every single mech high-mounted asymmetric hardpoints?
It's completely valid to debate the specific quirks that should have been used, but the idea of the quirks system as a whole is very good. It's one of the best things to ever happen to this game.
Edited by FupDup, 10 January 2015 - 08:34 PM.
#18
Posted 10 January 2015 - 08:48 PM
FupDup, on 10 January 2015 - 08:33 PM, said:
1. Some mechs having better hitboxes/geometry than others.
2. Some mechs having more tonnage than others.
3. Some mechs having better engine limits than others.
4. Some mechs having better hardpoints than others.
5. The gap between IS tech and Clan tech.
How many of those can be fixed without making all mechs have identical hitboxes and giving every single mech high-mounted asymmetric hardpoints?
It's completely valid to debate the specific quirks that should have been used, but the idea of the quirks system as a whole is very good. It's one of the best things to ever happen to this game.
Quirks are band-aid fixes - several of them deal with heat - a problem PGI created. So each mech has to be quirked instead of fixing the cause of the issue.
#19
Posted 10 January 2015 - 08:50 PM
Serpieri, on 10 January 2015 - 08:48 PM, said:
You didn't address my list of 5 points. How will they solve mechs that have superior hitboxes/hardpoints/geometry/engines/weapon tonnage etc. without quirks?
There's also the gap between IS tech and Clan tech, which is a problem created by FASA (not PGI).
Edited by FupDup, 10 January 2015 - 08:51 PM.
#20
Posted 10 January 2015 - 09:04 PM
Phashe, on 10 January 2015 - 08:15 PM, said:
Not even that. They threw out critical parts and replaced them with stuff that torques people off.
TT's gradual screw-you-up heat scale that makes riding the heat line dangerous?
Nah, we'll just give you ghost heat instead and let you pump out those megablasts, hit 99% overheat, and laugh cause you cored the guy in two alphas instead, when you should have been a slow, jittery robot wondering if your ammo bays were going to start melting. Except for boating weapons. Those, we can make you just explode instead.
We'll also put in all the suggested fixes to get rid of said death star blasts in for Clanners instead to nerf-balance their weapons, but of course it wasn't enough, so we plugged in all those IS quirks instead- and based them not on the actual design, but whatever lots of people happened to be playing at the time. Heaven help us that we could, y'know, make a Firestarter good with flamers or something or a Griffin capable of firing the weapons it was built with better.
Little things like that.
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users