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Alpha Strikes?


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#61 Kain Demos

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Posted 14 July 2015 - 01:26 PM

View PostSummon3r, on 14 July 2015 - 01:10 PM, said:


thats the real problem for me is MWO feels soooo arcadish


There is a long list of stuff we can't do in MWO that we could in other games.

Passive/Active Sensors
Jettison ammunition
Coolant flush (in non-consumable form)
HTAL or paper doll choice--I prefer HTAL
Target non-mechs, target friendly 'mechs
Rear-view
I really liked the sounds some weapons made when their cycle time was over in MW4
The ability to perform critical hits on more than a few things

#62 LordKnightFandragon

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Posted 14 July 2015 - 01:35 PM

View PostSummon3r, on 14 July 2015 - 01:10 PM, said:


thats the real problem for me is MWO feels soooo arcadish



Exactly. I know some people dont wanna shoot thier enemy for along time for a kill....but really, that is half the draw to me to Mechwarrior, is the longer TTKs. Since, well, were in massive mechs. It SHOULD take a while to kill them. Having TTK negligbly longer then a human based shooter feels far more wrong then Death by 1000 paper cuts.

15-20 maybe 25 point alphas is really where it should be. Heat, cool down, CoF, w/e should kinda limit the game in a way to 15-30 points of damage per burst. and even 30 is kinda alot. WIth working hit reg, 30 is still 1 or 2 shots into most mechs and you got a stripped section. Even an Atlas with fully frontloaded, no armor on the back its like 5 shots, whcih really isnt to much. But these 50-60,70 point alphas melting fully, quirked and up armored assaults in just a couple seconds....its just wrong....Warhawk has +21 on each of its arms, yet I find my arms stripping faster then before the quirks....

#63 stjobe

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Posted 14 July 2015 - 01:36 PM

View PostBishop Steiner, on 14 July 2015 - 01:13 PM, said:

Yes, they are great for "hey if you want more in depth, here are OPTIONAL rules". Not the same as "this is how things work in Btech, period". Which is how they were presented.

They are exactly "this is how things work in the BattleTech universe" - they are rules to expand on the simplifications done in the base rules - like e.g. a 'mechs ability to walk its autocannon fire over two adjacent targets; in the base rules all autocannon fire is resolved with one to hit roll, but with the expanded rules you can split your fire over multiple targets.

That's how autocannons work in the BattleTech universe; they fire bursts or streams of shells. That simulating this accurately is a bit too complex and time-consuming for the base rules doesn't make autocannons single-shot, no matter what old Joe wants you to believe.

#64 Kain Demos

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Posted 14 July 2015 - 01:40 PM

View PostLordKnightFandragon, on 14 July 2015 - 01:35 PM, said:



Exactly. I know some people dont wanna shoot thier enemy for along time for a kill....but really, that is half the draw to me to Mechwarrior, is the longer TTKs. Since, well, were in massive mechs. It SHOULD take a while to kill them. Having TTK negligbly longer then a human based shooter feels far more wrong then Death by 1000 paper cuts.

15-20 maybe 25 point alphas is really where it should be. Heat, cool down, CoF, w/e should kinda limit the game in a way to 15-30 points of damage per burst. and even 30 is kinda alot. WIth working hit reg, 30 is still 1 or 2 shots into most mechs and you got a stripped section. Even an Atlas with fully frontloaded, no armor on the back its like 5 shots, whcih really isnt to much. But these 50-60,70 point alphas melting fully, quirked and up armored assaults in just a couple seconds....its just wrong....Warhawk has +21 on each of its arms, yet I find my arms stripping faster then before the quirks....


I think the TTK talk is overrated. 12v12 with no real objectives leads to deathball vs deathball tactics where the team with the best focus fire wins. Even a 100t 'mech should not live long with 8+ 'mechs burning him down.

#65 LordKnightFandragon

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Posted 14 July 2015 - 01:47 PM

View PostKain Demos, on 14 July 2015 - 01:40 PM, said:


I think the TTK talk is overrated. 12v12 with no real objectives leads to deathball vs deathball tactics where the team with the best focus fire wins. Even a 100t 'mech should not live long with 8+ 'mechs burning him down.


If only it took 8 mechs to do it. But naw, we have mechs like the 6LL Stalker, burning off hundreds of points of damage in just a couple bursts.

And no, it shouldnt take long to burn down 1 mech with 8 firing at him, but imagine if each mech could only put out 15-20 dmg, rather then each mech putting out 40-60......which really is how it should be. Quick death via group firing, much slower deaths if you are 1v1 or something, giving guys a chance to somewhat fight back. Right now TTK is such taht its more like a human shooter.........Even an assault mech stands no chance vs a light even if it face tanked him because of how much each mech can put out.....

Our high ass TTKs make light mechs seem even worse, assaults basically drop like flies, mediums not being mcuh better then lights.....and, go figure, heavies are the most played. And then its only the select few heavies that meta the best. TDR, Jager, HBR, TBR, STK.....and all cuz they all have alot of quirks that give them really fast TTK, along with alot of high mounted energy hardpoints.......there is alot wrong wiht our current system.
And besides, Clan long beam times, Laser DoT mechanc, CUAC spread, Guass Charge, PPC/GR Desync, all those were features added to increase the TTK, yet here we are with quirks giving fast beam times, Laser buffs making them basically one size fits all, amazing overall weapons...

Edited by LordKnightFandragon, 14 July 2015 - 01:50 PM.


#66 Bishop Steiner

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Posted 14 July 2015 - 01:52 PM

View Poststjobe, on 14 July 2015 - 01:36 PM, said:

They are exactly "this is how things work in the BattleTech universe" - they are rules to expand on the simplifications done in the base rules - like e.g. a 'mechs ability to walk its autocannon fire over two adjacent targets; in the base rules all autocannon fire is resolved with one to hit roll, but with the expanded rules you can split your fire over multiple targets.

That's how autocannons work in the BattleTech universe; they fire bursts or streams of shells. That simulating this accurately is a bit too complex and time-consuming for the base rules doesn't make autocannons single-shot, no matter what old Joe wants you to believe.

OK, well you go play in the national tournaments, and cry foul when I alpha strike you without penalty then...because you know... rules.





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