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The Unseen - Dead Horse No Longer


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#401 trajan331

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Posted 27 July 2015 - 10:59 AM

Speaking of Marauder II! Another potential design! Inner Sphere needs a JJ capable 100 tonner!

#402 NocturnalBeast

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Posted 27 July 2015 - 11:06 AM

View PostWidowmaker1981, on 27 July 2015 - 02:21 AM, said:


Even 'stock+' (add endo steel, tweak loadout to remove the useless single SRM launcher, upgrade engine) would kinda suck due to low arm mounted weapons, but the hardpoints would allow it to run Twin Gauss + lasers and be at least somewhat effective, but be completely unlike the original mech.


I think that you would have to give up too much for dual Guass. The Hellbringer is essentially a fast Warhammer with ECM, so I would expect the IS Warhammer to have better heat efficiency, but be a bit slower and have slightly less range (depending on the quirks).

#403 NocturnalBeast

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Posted 27 July 2015 - 11:17 AM

View Poststjobe, on 27 July 2015 - 03:45 AM, said:

Yes it is.

It didn't use to be, but with the introduction of HSR they made it instant.


The problem is that sometimes the server registers that you were hit, but on your client, you are completely behind cover and see a "ghost hit", this is a continuing problem.


View Poststjobe, on 27 July 2015 - 03:45 AM, said:

Pin-point accuracy has nothing to do with "hitting every shot", it just means that shots always, without exception, go exactly to the pixel your reticule is pointing at when you pull the trigger, and that the reticule never moves unless you move it.

Combine that with instant convergence, and you have a situation where multiple weapons combine into virtual mega-weapons hitting all at once in a single location instead of hitting all over the target like the armour system is actually designed for.

And that breaks the armour system, making TTK sink like a stone in water.


What you are describing is unfortunately where the differences between table top and FPS are most noticeably. Remember that every turn in TT is supposed to represent 10 seconds of time, so TTK in TT is not really much faster than in MWO, it just seems longer because you have to roll the dice, move the mechs and mark damage / heat on the record sheets. I like the fact that my mechs feel like they have "futuristic" weapon stabilizers and targeting systems, I really don't want to feel like I am in a WWI tank turning a crank to reposition the main cannon.

As I have said before I believe the MWO really needs more realistic physics, Like hits being modified by the velocity of the target vs the velocity of the weapon and so forth (Clan ACs already do this, try hitting a moving light mech with a Clan UAC 10 or 20). Remember, though, nearly any of the weapons in the game fire projectiles that move at a greater velocity than even the fastest mechs.

Edited by Ed Steele, 27 July 2015 - 11:19 AM.


#404 kosmos1214

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Posted 27 July 2015 - 12:32 PM

View PostSteinar Bergstol, on 27 July 2015 - 12:23 AM, said:

Nobody's really suggesting replacing aiming with a 2d6 roll to hit followed by a 2d6 roll for location. That's not going to work and everyone knows it, even the most hardened TT advocates among us. However, mechanics which simulate the inaccuracy of the mechs in the lore could be introduced without the Ironfisted Rule of Dark Lord RNG. For example introducing reticle sway linked to the mech's movement (faster movement, more sway from none when you're standing perfectly still to little when you're just torsotwisting to "better be a decent shot to hit exactly what you want" when moving at full speed and twisting Your torso like a madman). And that's just one of many suggestions people have made over the years.

But bringing this back to the topic at hand: I'd imagine even if Russ decided tomorrow that they're going to do the unseen he'd want to hold onto that info in order to make a big announcement out of it, because the official announcement of the Unseen would be an honest to goodness Big Deal for MWO, not something I imagine he want to mention in an offhanded comment on twitter or something like that.

funny you say this early in my mwo career i met a guy in game and he got mad when i disagreed with the idea that they should make mwo an exact tt conversion

View PostGrisbane, on 27 July 2015 - 05:41 AM, said:

PGI needs to jump in with Catalyst, they need to talk to Hasbro (which HG has p!ssed off more than a few times.. and has made HG back down), talk to microsoft, and talk to the people in Japan that beat HG over there into finally killing of the virus known as Harmony Gold.. if they succeed i would then persuade the actual owners of macross to go after HG for all the back dues over the last 30 years... that alone should be enough to keep the parties involved at HG in debtor's prison for the rest of their lives. hopefully what catalyst is doing will be the beginning of the end for HG

yes yes yes i want to be able to watch macross dear god please

#405 Satan n stuff

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Posted 27 July 2015 - 12:40 PM

View PostJohnny Z, on 27 July 2015 - 03:19 AM, said:

+1 for sized hard points. Its a very popular idea.

...that would break the game in new and exciting ways if implemented.

#406 BarHaid

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Posted 27 July 2015 - 01:14 PM

I like new! I like exciting!!

#407 Bishop Steiner

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Posted 27 July 2015 - 01:15 PM

View PostSatan n stuff, on 27 July 2015 - 12:40 PM, said:

...that would break the game in new and exciting ways if implemented.

or unbreak a number of the current breaks.

#408 Kain Demos

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Posted 27 July 2015 - 01:23 PM

View PostGrisbane, on 27 July 2015 - 05:41 AM, said:

PGI needs to jump in with Catalyst, they need to talk to Hasbro (which HG has p!ssed off more than a few times.. and has made HG back down), talk to microsoft, and talk to the people in Japan that beat HG over there into finally killing of the virus known as Harmony Gold.. if they succeed i would then persuade the actual owners of macross to go after HG for all the back dues over the last 30 years... that alone should be enough to keep the parties involved at HG in debtor's prison for the rest of their lives. hopefully what catalyst is doing will be the beginning of the end for HG


With the kind of money Transformers has been bringing in lately you would think Hasbro would have deep enough pockets to show HG how you REALLY screw someone over with lawyers.


The question is....would it be worth their money?

#409 Alan Davion

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Posted 27 July 2015 - 01:48 PM

View PostKain Demos, on 27 July 2015 - 01:23 PM, said:


With the kind of money Transformers has been bringing in lately you would think Hasbro would have deep enough pockets to show HG how you REALLY screw someone over with lawyers.


The question is....would it be worth their money?


Well, if they know anything about the anime/game/model/toy market... And care about it for that matter, it would be worth the money to shut HG down.

There is so much stuff not able to come over to the US all because of HG's attempted stranglehold on the Macross IP.

#410 CMDR Sunset Shimmer

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Posted 27 July 2015 - 02:01 PM

View PostKain Demos, on 27 July 2015 - 01:23 PM, said:


With the kind of money Transformers has been bringing in lately you would think Hasbro would have deep enough pockets to show HG how you REALLY screw someone over with lawyers.


The question is....would it be worth their money?


Hasbro has 2 of the biggest franchises in it's pocket right now.

Transformers and My Little Pony: Friendship is Magic. Both series are making them INSANE amounts of money.

If anyone could possibly out-litigate HG, it's Hasbro... oh did I happen to mention, Hasbro also has MOTHER$&#@ DISNEY IN THEIR CORNER!

So yeah... HG would be pretty much screwed if they tried anything at this point.

#411 Sereglach

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Posted 27 July 2015 - 02:13 PM

So, after a package theory-crafting, HERE, I figured I'd try to do another dive into creative theory-crafting and look at what variants we'd get and what their hardpoints could look like in MWO. For stock loadouts, one can easily find them at Sarna.net. I tried to stick to variants that would have the potential to provide flavor and variety, once assigned hardpoints. I know it's not perfect, but that's pretty much impossible to achieve. Everyone will have their own opinions on what "perfect hardpoints" for the variants would be. However, constructive feedback is always appreciated.

Going in order of tonnage:

WASP (20 tons)
Spoiler


STINGER (20 tons)
Spoiler


VALKYRIE (30 tons)
Spoiler


PHOENIX HAWK (45 tons)
Spoiler


RIFLEMAN (60 tons)
Spoiler


CRUSADER (65 tons)
Spoiler


ARCHER (70 tons)
Spoiler


WARHAMMER (70 tons)
Spoiler


MARAUDER (75 tons)
Spoiler


LONGBOW (85 tons)
Spoiler


EDIT: Added the tonnage of the chassis for those who are unaware.

Edited by Sereglach, 28 July 2015 - 02:32 PM.


#412 Alex Morgaine

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Posted 27 July 2015 - 05:32 PM

Questions:
1) would having a simulation mode with heat effects bring enough of the old crowd back to compensate for splitting the queues?
2) would less then perfect pin point accuracy, more fixed firing hard points, and less ppfld through auto cannons firing closer to those their cannon designations (or an average of 1-2 damage per bullet in a "burst" for non standard AC units) bring enough old crowd back to compensate for splitting the queues?
3) would damage effects for body part crits like arms, legs, gyro, etc bring back enough of the old crowd to compensate for splitting the queues?
4) would a contract/salvage system and repair/rearm being brought back with the above in some workable form being back enough of the old crowd etc.
5) limiting customization in this mode so each stock mech has a viable use, can be customized at great expense (perhaps in the r/r phase of multiple battles only stock parts can be fitted on till it has enough down time to replace the custom parts)but would probably require asymmetrical combat as down the line to work... same end portion as above.

If the answers end up as no, or new players wouldn't full in the split enough,I don't think we'll see it.
Though I can't think of anyone who likes the setting who wouldn't love a simulation mode. Half the challenge afaik and the main appeal beyond one off rounds

#413 Alan Davion

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Posted 27 July 2015 - 05:54 PM

View PostFrosty Brand, on 27 July 2015 - 05:32 PM, said:

Questions:
1) would having a simulation mode with heat effects bring enough of the old crowd back to compensate for splitting the queues?
2) would less then perfect pin point accuracy, more fixed firing hard points, and less ppfld through auto cannons firing closer to those their cannon designations (or an average of 1-2 damage per bullet in a "burst" for non standard AC units) bring enough old crowd back to compensate for splitting the queues?
3) would damage effects for body part crits like arms, legs, gyro, etc bring back enough of the old crowd to compensate for splitting the queues?
4) would a contract/salvage system and repair/rearm being brought back with the above in some workable form being back enough of the old crowd etc.
5) limiting customization in this mode so each stock mech has a viable use, can be customized at great expense (perhaps in the r/r phase of multiple battles only stock parts can be fitted on till it has enough down time to replace the custom parts)but would probably require asymmetrical combat as down the line to work... same end portion as above.

If the answers end up as no, or new players wouldn't full in the split enough,I don't think we'll see it.
Though I can't think of anyone who likes the setting who wouldn't love a simulation mode. Half the challenge afaik and the main appeal beyond one off rounds


Not the right thread for those questions, but right off the bat, splitting the queue is the worst thing that could be done.

It would likely be easier to re-do the heat system from the ground up, and it would be even easier to encourage stock builds just by the use of quirks.

#414 Armorine

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Posted 27 July 2015 - 06:05 PM

I'm all for redoing the heat system. It's too high currently

#415 Odanan

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Posted 27 July 2015 - 06:44 PM

View PostSereglach, on 27 July 2015 - 02:13 PM, said:

So, after a package theory-crafting, HERE, I figured I'd try to do another dive into creative theory-crafting and look at what variants we'd get and what their hardpoints could look like in MWO. For stock loadouts, one can easily find them at Sarna.net. I tried to stick to variants that would have the potential to provide flavor and variety, once assigned hardpoints. I know it's not perfect, but that's pretty much impossible to achieve. Everyone will have their own opinions on what "perfect hardpoints" for the variants would be. However, constructive feedback is always appreciated.

Going in order of tonnage:

WASP (20 tons)
Spoiler


STINGER (20 tons)
Spoiler


VALKYRIE (30 tons)
Spoiler


PHOENIX HAWK (45 tons)
Spoiler


RIFLEMAN (60 tons)
Spoiler


CRUSADER (65 tons)
Spoiler


ARCHER (70 tons)
Spoiler


WARHAMMER (70 tons)
Spoiler


MARAUDER (75 tons)
Spoiler


LONGBOW (85 tons)
Spoiler


EDIT: Added the tonnage of the chassis for those who are unaware.

This is very very good. Crusader will be frightening!

But... where is the Marauder II? ;)

#416 Sereglach

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Posted 27 July 2015 - 07:09 PM

View PostOdanan, on 27 July 2015 - 06:44 PM, said:

This is very very good. Crusader will be frightening!

Thank you, kindly. It took quite a while. When looking at all the available chassis, and what they had to offer, it was difficult to pick out some variants for chassis and ensuring they added the greatest variety and concepts to the options MWO could have.

Unfortunately, Valkyries are probably the most hurting for both variety, and available variants. On the other hand, since it doesn't have enough timeline available variants, I was able to theory-craft a new variant (the QP) and make it a fair bit different from its brethren without straying from the flavor of the mech.

The Crusader is a chassis I've always loved, and when I actually sat there and looked at the weapons it had, I realized it needed very little in the way of hardpoint inflation for any variants (as long as I picked the right variants). That thing is extremely versatile with the hardpoints it has. However, the chassis was always slow, and it should remain so in MWO, which is why its major drawback is a lower maximum engine rating. Of course that does leave more room for weapons. I also think whatever quirks it receives should revolve around armor, as well, because it's one of the few mechs that had nearly maximum stock armor in lore.

View PostOdanan, on 27 July 2015 - 06:44 PM, said:

But... where is the Marauder II? ;)

I thought about it, but I figured I'd stick with the ones I outlined in my original mech pack theory crafting. Those, at least to me, are the heart and soul of the remaining "unseen" mechs. However, if/when we get these, I certainly wouldn't complain about seeing the others added.

#417 Alan Davion

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Posted 27 July 2015 - 07:16 PM

View PostOdanan, on 27 July 2015 - 06:44 PM, said:

This is very very good. Crusader will be frightening!

But... where is the Marauder II? ;)


Well, if we get the regular Marauder, the II wouldn't be that far behind, but, let's take a look at the Macross derived mechs and try to group them together similar to the current IS/Clan packages.

Lights: Stinger, Wasp, Valkyrie
Mediums: Phoenix Hawk
Heavies: Ostroc, Ostsol, Rifleman, Crusader, Archer, Warhammer, Marauder
Assaults: Longbow, Marauder II

As it stands, we have 13 mechs that don't fit into the standard "4 Mech" style pack as there is only one Medium in the lot, so they would most likely have to be arranged in a system similar to the first Clan wave, which had 2 assaults, 2 heavies, 2 mediums and 2 lights.

In this case we could do something like this... Stinger/Wasp, Stinger/Valkyrie or Wasp/Valkyrie, then the Phoenix Hawk, then most likely the Warhammer/Marauder, because those are among the most iconic mechs, along with the Rifleman and either the Crusader or the Archer followed by the Longbow/Marauder II.

So, lets say we went Stinger/Valkyrie, Phoenix Hawk, Rifleman/Warhammer/Marauder, Longbow/Marauder II, that brings us up to 8 mechs, which fits the Clan Wave 1 organizational scheme... The question then becomes, which mechs are used as the "Reinforcement" mechs. We're left with the Wasp, Ostroc/Ostsol, Crusader and Archer. I'd say the Ostsol is the more likely choice, that gives us the Wasp, Ostsol, Crusader and Archer as "Reinfocements... Or a second wave like Clan 2, and we get the Ostroc for free.

That's just the version I came up with, feel free to pick it apart and reorganize as needed.

#418 spectralthundr

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Posted 27 July 2015 - 07:19 PM

View PostFlash Frame, on 27 July 2015 - 02:01 PM, said:

Hasbro has 2 of the biggest franchises in it's pocket right now.

Transformers and My Little Pony: Friendship is Magic. Both series are making them INSANE amounts of money.

If anyone could possibly out-litigate HG, it's Hasbro... oh did I happen to mention, Hasbro also has MOTHER$&#@ DISNEY IN THEIR CORNER!

So yeah... HG would be pretty much screwed if they tried anything at this point.


Hasbro has always had smart people running it. It's the reason they pretty much bought out all their competition in the 80's except for Mattel. Kenner? Hasbro owns all their IP. Milton Bradley? yep same here. Parker Brothers which was started in my home town of Salem Ma of all places? Yep they own all their IP as well. D&D? Magic: The Gathering? Yep Hasbro since they own Wizards of the Coast.

#419 Sereglach

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Posted 27 July 2015 - 07:34 PM

View PostAlan Davion, on 27 July 2015 - 07:16 PM, said:

*snip*


Although I don't have the "Osts" or the Marauder II on the list, I actually have a pretty comprehensive concept of exactly what you're talking about, with an 8ish tier package, HERE. Maybe you can take a look at it make comparisons.

#420 Alan Davion

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Posted 27 July 2015 - 07:43 PM

View PostSereglach, on 27 July 2015 - 07:34 PM, said:

Although I don't have the "Osts" or the Marauder II on the list, I actually have a pretty comprehensive concept of exactly what you're talking about, with an 8ish tier package, HERE. Maybe you can take a look at it make comparisons.


Yeah I actually commented on that already.

Maybe though, if you grouped up the Stinger, Phoenix Hawk, Crusader and Longbow, called that group two, we could then put the Marauder II in as the "Loyalty" mech like the Mad Dog was for Clan 1 and 2.

Actually scratch that... The Marauder II should be the top tier group 1 pack, and the Longbow be the top tier group 2 pack, and the Warhammer should be the "Loyalty" bonus mech.

Try your hand at this and see what you can come up with?





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