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Movement Penalty To Aim. . .


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#1 Lictor

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Posted 19 June 2015 - 08:11 AM

We've seen how this was added to jumpjets to address the pinpoint poptart meta, but what I would really like to see is for the complete movement penatly to aim for walking/running from table top implemented.

If you take the current level of shake on active jumping as table tops +3 modifier for Jumping
Running from 2/3 to Max Speed would have 2/3 the shake (+2 Modifyer for running)
walking from 0 to 2/3 of max speed would have 1/3 the shake (+1 Modifer for walking)

the only time there would be no shake would be when you are standing still.

How this breaks down numbers wise

I think this would spread the damage a bit, as well as not overly penalizing light mechs and add a bit to the immersion.

#2 Juodas Varnas

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Posted 19 June 2015 - 08:17 AM

The funny thing is, it's already in the game.

Have you ever tried 3rd person? Your crosshair sways along with your movement, which should also be implemented into 1st person too.

Well, it's not as shaky as JJs or MASC, but there's still some movement.

Edited by Juodas Varnas, 19 June 2015 - 08:18 AM.


#3 DJFrost

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Posted 19 June 2015 - 09:44 AM

having it in third person makes sense, as you are viewing from a hovering drone, which has its own movement, and is not actually attached to the mech, therefore, the drones reticle and mechs will differ.

having it in 1st also makes some sense as you would be swaying back and forth in that cockpit, just like trying to keep steady while offroading. Though, for now, it seems the pilot enjoys being almost duct taped to the seat. Unless they explain it as some sort of targetting computer correction.... For sure something that really should be implemented.

#4 Lictor

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Posted 19 June 2015 - 12:41 PM

View PostJuodas Varnas, on 19 June 2015 - 08:17 AM, said:

The funny thing is, it's already in the game.

Have you ever tried 3rd person? Your crosshair sways along with your movement, which should also be implemented into 1st person too.

Well, it's not as shaky as JJs or MASC, but there's still some movement.


Kind of, but the only time the crosshairs move currently when you are in the cockpit, when you are jumping, MASCing (forgot they added it there), or under fire. . .

#5 MechWarrior849305

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Posted 19 June 2015 - 09:27 PM

I will gladly watch your push thru gates in CW with this 'movement shaking', standing absolutely still and cutting your limbs off with my 4 ER LLs on dat stalker... Oh. I get it. You are the one with troubles shooting something while moving and with those hit-and-runners, which can make shots on the fly against you. So you want to stand still and shoot while everyone else shouldn't. Great idea :lol:

Edited by DuoAngel, 19 June 2015 - 09:33 PM.


#6 xe N on

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Posted 20 June 2015 - 06:25 AM

I would propose to add some "spread" to weapons if the mech moves faster then half of it's maximum speed. The spread would be have only minor influence at close distance, but higher influence at long distance.

Brawling would stay dynamic, fast and brutal, while long range combat would need the mech to move slower to gain precision.

Edited by xe N on, 20 June 2015 - 06:26 AM.


#7 o0Marduk0o

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Posted 20 June 2015 - 07:07 AM

You want no crosshair shaking as this is making some people ill. Just increase the crosshair size, when doing certain movement actions as it is standard in all shooters. This has little effect on close to mid range but makes long range attacks while moving less effective.

#8 MechB Kotare

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Posted 20 June 2015 - 07:29 AM

Im sorry but such a proposition is illogical for a battle mech. You're proposing that a stable piece of mashinery should act exacly like a regular human soldier when running, walking?

Engagement while running was part of every BT game, i fail to see why a moving mech should be discredited, when proper movement is part of Mechwarriors skill? Mech construction doesnt shake like the biological one of a mere human.

Are you proposing that Mechwarrior should be a "walk-to-and-stand-on-one-postion-in-order-to-shoot" game? You are gonna penalize people who know how to play this game.

Game would turn into camp fest long range sniping, putting short range mech trying to out flank into huge disadvantage.

JJ screen shake was implemented in order to nerf the jump snipe meta. Are you suggesting that firing while moving should be considered as meta?

Edited by MechB Kotare, 20 June 2015 - 07:31 AM.


#9 Hotthedd

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Posted 20 June 2015 - 07:53 AM

View PostMechB Kotare, on 20 June 2015 - 07:29 AM, said:


Engagement while running was part of every BT game


QFT

...and there was no to-hit penalty at all.





Oh, wait.

#10 Burktross

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Posted 20 June 2015 - 08:10 AM

View PostMechB Kotare, on 20 June 2015 - 07:29 AM, said:

Im sorry but such a proposition is illogical for a battle mech. You're proposing that a stable piece of mashinery should act exacly like a regular human soldier when running, walking?

Engagement while running was part of every BT game, i fail to see why a moving mech should be discredited, when proper movement is part of Mechwarriors skill? Mech construction doesnt shake like the biological one of a mere human.

Are you proposing that Mechwarrior should be a "walk-to-and-stand-on-one-postion-in-order-to-shoot" game? You are gonna penalize people who know how to play this game.

Game would turn into camp fest long range sniping, putting short range mech trying to out flank into huge disadvantage.

JJ screen shake was implemented in order to nerf the jump snipe meta. Are you suggesting that firing while moving should be considered as meta?

Posted Image

#11 unwary

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Posted 20 June 2015 - 08:22 AM

No. Implementing a movement penalty only encourages more camping.

#12 o0Marduk0o

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Posted 20 June 2015 - 08:33 AM

View Postunwary, on 20 June 2015 - 08:22 AM, said:

No. Implementing a movement penalty only encourages more camping.

It does not, as short and midrange would have almost no penalty. Those modifiers simulate the pilot itself. There are no gods sitting in a mechcockpit, hitting targets 1 km away, while running full speed. As a player sitting in front of our pc, we can do that, because the pilot itself is not simulated properly.

Edited by o0Marduk0o, 20 June 2015 - 08:33 AM.


#13 Jaeger Gonzo

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Posted 20 June 2015 - 10:28 AM

I thought wheelchair games are long forgot in middle `90s. and look at the progress in this specific regard
In so many aspects MWO is like taking steps backwards in game developing.
When I think that long forgotten Mech games did not had wheelchair syndrome or they had actually working back camera something that now in this times seams to be impossible, or even working hud monitors in cockpit... just bleh.

#14 Burktross

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Posted 20 June 2015 - 01:16 PM

View PostJaeger Gonzo, on 20 June 2015 - 10:28 AM, said:

I thought wheelchair games are long forgot in middle `90s. --snip-- and look at the progress in this specific regard --snip--
In so many aspects MWO is like taking steps backwards in game developing.
When I think that long forgotten Mech games did not had wheelchair syndrome or they had actually working back camera something that now in this times seams to be impossible, or even working hud monitors in cockpit... just bleh.

What do you mean by wheelchair games, exactly?

#15 Jaeger Gonzo

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Posted 20 June 2015 - 01:31 PM

Look at the first video how the movement is rendered and then at the second.
Should be quit obvious.
The thing is in feeling like you are moving in wheelchair then actually walking.

#16 MechB Kotare

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Posted 20 June 2015 - 06:05 PM

View PostBurktross, on 20 June 2015 - 08:10 AM, said:

Posted Image

Lel. Yeah sorry, i meant PC computer game. Since BT TT is far from any BT game, argument rather invalid.

Edited by MechB Kotare, 20 June 2015 - 06:09 PM.


#17 Tarogato

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Posted 20 June 2015 - 07:20 PM

View PostMechB Kotare, on 20 June 2015 - 06:05 PM, said:

Lel. Yeah sorry, i meant PC computer game. Since BT TT is far from any BT game, argument rather invalid.


"Since BattleTech tabletop is far from any BattleTech game"

... what?

TT is "the" BattleTech game. The Mechwarrior live action videogame franchise is a translation and direct adaptation of the Battletech lore and tabletop mechanics. Lore states that mechs had a harder time shooting while moving, the BattleTech rules state that shooting is less accurate while moving, and MWO is a BattleTech game. It even says it on the box, scroll to the top of this screen.

Such a penalty would make sense.

#18 BetaVirus

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Posted 20 June 2015 - 10:01 PM

Incase you may forget. The clan targeting computer helped counter movement penalties. This would be perfect for game function but Clan would have an advantage for this. Also note IS has no targeting computer like the Clans, that was their issue.

Edited by BetaVirus, 20 June 2015 - 10:01 PM.


#19 Alardus

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Posted 21 June 2015 - 01:36 AM

View Postxe N on, on 20 June 2015 - 06:25 AM, said:

I would propose to add some "spread" to weapons if the mech moves faster then half of it's maximum speed. The spread would be have only minor influence at close distance, but higher influence at long distance.

Brawling would stay dynamic, fast and brutal, while long range combat would need the mech to move slower to gain precision.


Mechs should also have much higher torso twist and turn speed for choosing to go slower. As it stands, the gains in turn speed are really negligible and linear, and I think it should be a logarithmic curve, which stays relatively high up to max walking speed, and then drops quickly the further you get to run/flank speed.

Although I think engine size should have no bearing at all on torso twist, since what it does is punish lighter engines much more harshly, combined with heat sink issues, forcing a metagame minimum engine size.

#20 Burktross

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Posted 21 June 2015 - 07:37 AM

View PostMechB Kotare, on 20 June 2015 - 06:05 PM, said:

Lel. Yeah sorry, i meant PC computer game. Since BT TT is far from any BT game, argument rather invalid.

View PostMechB Kotare, on 20 June 2015 - 07:29 AM, said:

Im sorry but such a proposition is illogical for a battle mech. You're proposing that a stable piece of mashinery should act exacly like a regular human soldier when running, walking?

Engagement while running was part of every BT game, i fail to see why a moving mech should be discredited, when proper movement is part of Mechwarriors skill? Mech construction doesnt shake like the biological one of a mere human.

Your argument is that these things don't happen.
Source proves you wrong.
Mechs do in fact have inaccuracy.

View PostTarogato, on 20 June 2015 - 07:20 PM, said:

"Since BattleTech tabletop is far from any BattleTech game"

... what?

TT is "the" BattleTech game. The Mechwarrior live action videogame franchise is a translation and direct adaptation of the Battletech lore and tabletop mechanics. Lore states that mechs had a harder time shooting while moving, the BattleTech rules state that shooting is less accurate while moving, and MWO is a BattleTech game. It even says it on the box, scroll to the top of this screen.

Such a penalty would make sense.

qft





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