Jimmy DiGriz, on 20 May 2015 - 04:21 AM, said:
You seem to miss my point TWIAFU, MWO is not Battletech, this is an entirely different and new game which is based on Battletech - I think of it like NFL being based on, but different from, Rugby i.e. a similar game using some of the root ideas but you need no knowledge of the antecedents to either play, or enjoy watching it.
Except MWO is based directly off Battletech. Why do we have a mech called a Hunchback? Because it exists in Battletech. Why don't we already have Heavy/Light Gauss and Snub Nosed PPCs? Because by the Battletech timeline they do not yet exist.
Now, if they had more CLOSELY followed Battletech the game would have been better. For one thing, PinPointConvergence is not a thing in Battletech. There is a heat scale in the BT rules that would have prevented multiple Alphas and high heat builds without resorting to Ghost Heat, one of the most hated rules PGI created for MWO. JJ would launch you in such a way that they are genuinely useful for maneuvering but not for "poptarting". ECM wouldn't prevent you from locking onto mechs and hide them when in plain sight. LRMs would work well for Direct Fire but still be capable of indirect fire with a loss of accuracy. Weapons would not do X damage in a single shot but would instead have been adjusted so that they did x damage over the 10 second turn and generated X heat in that time. So if a PPC was able to fire and refresh 2.5 times during that 10 seconds then each shot would do 4 damage and 4 heat which would have spread the damage around a bit more and made it so that we didn't have to double armor to make the mechs stick around for more than a second or two. An AC 20 would be a high caliber rapid firing cannon. One pull would do X damage from multiple projectiles and then it would reload, (sound familiar?).
So on and so forth. So many broken things come from them NOT following specific TT rules.
Darwins Dog, on 20 May 2015 - 12:37 PM, said:
I can't help but think that this sort of attitude is part of the reason why Mechwarrior/Battletech was basically dead for such a long time, and why even now this game has a relatively small following. New players are not going to be enticed to play a game because of bits of fluff in long out of print sourcebooks, or a series (badly written) novels. They are going to be attracted to stompy robots first, and then motivated to learn about the lore. I started playing BT nearly 20 years ago when I saw some really cool robot figures at my local hobby shop. I got into mechwarrior shortly after (MW2), read the fiction, played clicky-tech, and so on.
Games need to evolve to attract new players, otherwise they will die.
Using lore or TT for balance is a mistake.
New player: "Why is the balance of this game so bad?"
Battletech veteran: "Well you see in 2784 Alexander Kerensky led the Star League Defense Force in an exodus to the outer periphery..."
New player: *dozes off*
Battletech veteran:"... and that's why the Dire Wolf, or Daishi, is vastly superior to your Atlas. You should really read the Blood of Kerensky Trilogy, then it will all make sense."
New player:"Sure, I'll get right on that." *uninstalls MWO*
See above. Also, there is little use in paying what they are probably paying for the IP of this game and then ignoring it. I believe the only reason this game is still going is because of the IP. I could play mecha in Titanfall and Hawken, but neither of those have any sort of loyalty for years of nostalgia for me. Many people waited years for a game that had certain mechs play like certain mechs and to play in the Battletech world. We will pay for that, we will not pay to play those other more generic mech sims.