

Movement Penalty To Aim. . .
#1
Posted 19 June 2015 - 08:11 AM
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
Posted 19 June 2015 - 08:17 AM
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
Posted 19 June 2015 - 09:44 AM
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
Posted 19 June 2015 - 12:41 PM
Juodas Varnas, on 19 June 2015 - 08:17 AM, said:
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
Posted 19 June 2015 - 09:27 PM

Edited by DuoAngel, 19 June 2015 - 09:33 PM.
#6
Posted 20 June 2015 - 06:25 AM
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
Posted 20 June 2015 - 07:07 AM
#8
Posted 20 June 2015 - 07:29 AM
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.
#10
Posted 20 June 2015 - 08:10 AM
MechB Kotare, on 20 June 2015 - 07:29 AM, said:
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?

#11
Posted 20 June 2015 - 08:22 AM
#12
Posted 20 June 2015 - 08:33 AM
unwary, on 20 June 2015 - 08:22 AM, said:
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
Posted 20 June 2015 - 10:28 AM
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
Posted 20 June 2015 - 01:16 PM
Jaeger Gonzo, on 20 June 2015 - 10:28 AM, said:
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
Posted 20 June 2015 - 01:31 PM
Should be quit obvious.
The thing is in feeling like you are moving in wheelchair then actually walking.
#17
Posted 20 June 2015 - 07:20 PM
MechB Kotare, on 20 June 2015 - 06:05 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.
#18
Posted 20 June 2015 - 10:01 PM
Edited by BetaVirus, 20 June 2015 - 10:01 PM.
#19
Posted 21 June 2015 - 01:36 AM
xe N on, on 20 June 2015 - 06:25 AM, said:
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
Posted 21 June 2015 - 07:37 AM
MechB Kotare, on 20 June 2015 - 06:05 PM, said:
MechB Kotare, on 20 June 2015 - 07:29 AM, said:
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.
Tarogato, on 20 June 2015 - 07:20 PM, said:
... 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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