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Deathballs? Stackpoles!


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#61 Harathan

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Posted 16 January 2015 - 01:00 PM

View PostJoseph Mallan, on 16 January 2015 - 09:09 AM, said:

The reason for CASE to exist Is that ammo explosions destroyed teh Mech it blew up in. CASE saved money and repair time. 2 Things that were removed from the game cause some folks didn't want there to be a cost to fighting and waging war.

Right... so like I said, finally a reason for CASE to exist in the video game we're talking about in it's current state.

Was there some confusion?

#62 Dutch334

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Posted 16 January 2015 - 01:54 PM

I see some people mentioning collisions, and while I would love for something like this to work, I just have very bad memories of early beta and Dragons constantly running everyone over. It would have to be dramatically changed in before I would ever support it coming back

#63 Davers

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Posted 18 January 2015 - 03:18 PM

View Postwanderer, on 15 January 2015 - 01:52 PM, said:

Nothing like having suicide bombers everywhere, because that's what you'd get. Heck, just get near a generator and keep shooting it till you explode, so the explosion finishes the job.

You think light rushes are bad NOW...

I'm sure the generators would be protected, like they are from arty.

#64 Klappspaten

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Posted 18 January 2015 - 06:18 PM

I like the OPs idea, this game needs bigger explosions.

#65 xRaeder

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Posted 18 January 2015 - 11:39 PM

All I know is that right now, in both CW and regular matches, there is a meta going on. You have to be a very good player to get anything out of the Hunchback 4G with an AC/20 for example, and IS is forced to use the Thunderbolt+PPC in CW. The TTK in this game is too long, but the reason for the TTK is that these devs couldn't or wouldn't, introduce a respawn mechanic for some odd reason. It boggles my mind that it took them 2 years to do it in CW, and then lock it into CW instead of having respawn in regular matches.

With a respawn mechanic, they could lower the TTK, and Mechs that were standard in the BT lore, like the 4G would be feared like they should be, scale back the hardpoint system to compensate.

I came back, hoping things would be better, and I think in some ways they are, but the game has yet to improve to the point where I could see myself spending more money on it.

A long time ago, I was basically hoping for a professionally made MW:LL, but that will never be the case here apparently because they can't get their netcode right, and have false dreams of a "game sports" league like LoL. It will never happen... the game bombed out of the gate because it was so threadbare in terms of features compared to a mod made by people for free.

I wish this game had started their funding campaign after Star Citizen showed the world what kind of money could be raised simply by crowd funding.

So my core complaints remain:
-no 64-player matches
-bad netcode (my AC/20 rounds still bounce off targets)
-no tanks
-no aerospace
-poorly thought out and extremely basic game modes
-and now a new phenomenon... Clan 'Mechs being overpowered (why we can't salvage Clan equipment that has a durability loss on each match is beyond me, this would solve a lot of the balance problems).

#66 Krivvan

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Posted 19 January 2015 - 12:08 AM

View PostHarathan, on 15 January 2015 - 01:40 PM, said:

You're joking right? This was a joke?

TTK in this game is much higher than most shooters. TTK only feels short when you're getting shot by a deathball, but that's why deathballs exist.

#67 Krivvan

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Posted 19 January 2015 - 12:12 AM

Currently on Sulphur against a competent enough team trying to gen rush you can actually no longer deathball. It makes more sense to split up into lances or have forward scouts far up the lanes to spot pushes long before they can reach your base.

#68 Thorn Hallis

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Posted 19 January 2015 - 12:47 AM

If the explosion is just a graphical effect, I'm ok with it. Maybe even with some blinding light. But damage from it? No, thanks. That would be a bad gameplay element.

View PostStahler, on 15 January 2015 - 02:07 PM, said:

IS mechs are more customizable than omni mechs atm so we left that behind long ago.


Battlemechs always were more customizable than Omnimechs.

#69 ice trey

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Posted 19 January 2015 - 01:35 AM

I hated it in Mechwarrior 4, I hate it in Tabletop, and think that Stackpole should receive a barrage of purple-nurples for starting the damned thing.

It's already clearly stated in the fluff books that Fusion engines don't explode with enough force to really do much but make a plume of flame or threaten infantry with ruptured engine armor. Any flame you'd see coming from an engine is really just "Smoke"

Mechanically, I hate stackpoles, too. Both Mechwarrior computer games and Battletech Tabletop gives too much benefit to long ranged fighting with things like Gauss Rifles and ER large bore Energy weapons. The viability of short ranged skirmishers dropped dramatically after star league tech started getting re-introduced. Not rendering it useless, but it dropped dramatically. The few instances of a short-range brawler mech still being viable usually require breakneck speeds and perhaps TSM/Hatchet combos. When Stackpoles are included, it just further punishes close combat, and moves the game ever the further into turret-tech and sniping from half a map away.

No thanks. The best fights in both tabletop and Mechwarrior are the close skirmishes. Don't put some artistic liberty mechanic into the game that eliminates that.

If you don't want to see deathballs, there need to be more mission types that put a greater emphasis on breaking up into small units. As it stands, every game mode is just a different flavor of team deathmatch

Skirmish: Kill 'em all
Assault: Kill 'em all and maybe blow up some turrets and capture a base instead of chasing after that last ECM Spider.
Conquest: Maybe capture a point or two at the beginning, then Kill 'em all before the points can matter.
CW Defense: Kill 'em all and don't let them past you.
CW offense: Blow open the doors, Kill the turrets and rush the... oh wait we need to farm them to get C-bills so Kill 'em all first.

The worst part is that when a lot of these modes first started out, it was actually viable to sneak a light mech back behind the enemy and cap the base in order to draw defenders off, or to run off as one or two lights to take the various points around the map as quickly as you can, but the community said "No", because MWO apparently isn't fun if you win for any reason other than killing every bad guy.

That's why there are deathballs, and punishing skirmish-build mechs that use things like small lasers, SRMs, and Machine guns is not the way to go about changing that.

Edited by ice trey, 19 January 2015 - 01:38 AM.


#70 Keira RAVEN McKenna

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Posted 19 January 2015 - 01:50 AM

I say let em blow!



PS... just found where this footage came from...



THAT was the game you all talk about... Living Legends?

WOW!!!

Looked amazing and its 5 yrs older than this one!

What ever happened to it though?
BTW... the lil troopers look SOOOOOOOO cute!

Edited by Keira RAVEN McKenna, 19 January 2015 - 02:10 AM.


#71 Harathan

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Posted 20 January 2015 - 12:38 PM

View Postice trey, on 19 January 2015 - 01:35 AM, said:

The worst part is that when a lot of these modes first started out, it was actually viable to sneak a light mech back behind the enemy and cap the base in order to draw defenders off, or to run off as one or two lights to take the various points around the map as quickly as you can, but the community said "No", because MWO apparently isn't fun if you win for any reason other than killing every bad guy.

By "the community" you mean "a vocal minority of whiners who have all almost certainly stopped playing the game at this point because it didn't turn into the CoD clone they wanted it to be".





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