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Possible Weapon Balancing Mechanic - Differing Armor/Internal Structure Damage


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#81 Pht

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Posted 06 July 2012 - 04:14 PM

Look like a garbage can, walk quietly ... carry a giant boom-stick.

:P

#82 Terminal Blue

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Posted 06 July 2012 - 04:27 PM

Just because you can doesn't mean that you should...

#83 Nekki Basara

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Posted 06 July 2012 - 04:39 PM

That's an aweful lot of pixels to say "UM-R60L".

#84 Terminal Blue

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Posted 06 July 2012 - 05:00 PM

I wish I could say he was the most overly verbose person in the thread.

#85 nektu

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Posted 06 July 2012 - 09:47 PM

View PostFire for Effect, on 06 July 2012 - 01:23 PM, said:

Perfect no, noone said that, but it worked well for said years. Never change a running system.

Oh hey, they already did because they already MOVED AWAY from dice-based targetting and hex movement. MWO is not the tabletop game. It can NEVER BE the tabletop game. The core gameplay elements are simply too different.

So, do you really have trouble understanding that, or do you just play the "you darn kids, we used those rules for 25 years and they were FINE how dare you change anything"-card?

Because both are equally dumb. I'm serious here. Your arguments are dumb.

View PostFire for Effect, on 06 July 2012 - 01:23 PM, said:

Invention of a new armor type would be a tremendous change. And Mech by mech comparison is not exactly useful you have to compare forces, seldom you are alone... if you are something went wrong.

All computer BT games had one thing in common: really bad balancing issues. Every single one of them. MWO will not be different. You will cry and moan after launch because the flavour-of-the-month build utterly destroys your carefully though out "canon" variant.

All I can hope is that the devs understand that - they are setting up the whole playerbase up for months and months of more or less useful balancepatches by simply implementing the tabletop rules 1:1.

Edited by nektu, 06 July 2012 - 09:48 PM.


#86 Silent

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Posted 07 July 2012 - 05:44 AM

View PostPht, on 06 July 2012 - 02:52 PM, said:


It's from my last sig link, the one on the far right.

It's meant to be a detailed magnum opus on the topic, for which I will not apologize.


Yeah, well brevity is the soul of wit

Edited by Silent, 07 July 2012 - 05:48 AM.


#87 T Coda

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Posted 07 July 2012 - 05:45 AM

Supraluminal has some pretty good ideas. Anything that promotes a diverse choice of loadouts will with luck make a more in depth and exciting game over MWO being yet another mech game leaning heavily unbalanced towards laser weapons.

On that note don't let a rude, condescending jerk like Fire for Effect keep you down, anyone that thinks 1:1 stat transition from TT to a online real time sim environment has had a few to many beers. So keep on sqwaking.

#88 fil5000

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Posted 07 July 2012 - 11:07 AM

View PostT Coda, on 07 July 2012 - 05:45 AM, said:

Supraluminal has some pretty good ideas. Anything that promotes a diverse choice of loadouts will with luck make a more in depth and exciting game over MWO being yet another mech game leaning heavily unbalanced towards laser weapons.

On that note don't let a rude, condescending jerk like Fire for Effect keep you down, anyone that thinks 1:1 stat transition from TT to a online real time sim environment has had a few to many beers. So keep on sqwaking.


No no, he wasn't being RUDE. He was being GERMAN. Apparently.

#89 Rooster68W

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Posted 07 July 2012 - 08:30 PM

Will weapons damage change based on how close you are from the starting point. As in standing in front of the barrel or being a 1000 meters away? Will ballistic weapons have bullet drop? I know an ac10shoots farther than an ac20, but does the ac20 round get pulled by gravity so it hits the ground or does it just disappear. I would like to see real world physics in the game.

#90 Reoh

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Posted 09 July 2012 - 03:48 AM

View PostRooster68W, on 07 July 2012 - 08:30 PM, said:

Will weapons damage change based on how close you are from the starting point. As in standing in front of the barrel or being a 1000 meters away? Will ballistic weapons have bullet drop? I know an ac10shoots farther than an ac20, but does the ac20 round get pulled by gravity so it hits the ground or does it just disappear. I would like to see real world physics in the game.


The Heavy Assault Gauss the clanners use (much later than launch time) had that mechanic, they had an ideal range and further away the damage dropped off. As for ballistic danmics, NDA mate. Might be able to pick something out of one of the gameplay clips, but most of the combat is fairly close up. :s

#91 Pht

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Posted 10 July 2012 - 02:16 PM

View PostSilent, on 07 July 2012 - 05:44 AM, said:


Yeah, well brevity is the soul of wit



...and the root of confusion! :blink:





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