Battletech Kickstarter
#701
Posted 02 June 2017 - 11:12 AM
#702
Posted 02 June 2017 - 11:57 AM
Haazheel, on 02 June 2017 - 11:12 AM, said:
Yes, there are a few bugs like the Atlas sprinting as fast as a locust, but not bad for an early beta.
#703
Posted 02 June 2017 - 04:13 PM
#704
Posted 03 June 2017 - 01:21 AM
That's not a complaint.
#705
Posted 03 June 2017 - 05:20 PM
I hope it lives up to my expectations and more!
#707
Posted 03 June 2017 - 08:31 PM
Very much looking forward to the rest of the game. I so want in at the rest of single player stuff and the mechlab
It's a little weird playing builds and mechs that wouldn't touch in mwo... and enjoying using lots of lrms lol
Edited by chucklesMuch, 03 June 2017 - 08:35 PM.
#708
Posted 05 June 2017 - 08:40 AM
#709
Posted 05 June 2017 - 11:29 PM
#710
Posted 06 June 2017 - 01:27 AM
Ed Steele, on 05 June 2017 - 11:29 PM, said:
RNG and no ability to just shoot the hump?
#711
Posted 06 June 2017 - 02:41 AM
#712
Posted 06 June 2017 - 03:18 AM
Ed Steele, on 02 June 2017 - 08:52 AM, said:
A lucky shot could be something like hitting despite a low hit probability. Somethnig with a mangeable impact. A lucky hit being a head shot that removes a pristine mech from the game is not acceptable if you only got 4 mechs to play with.
Why bother with a complex rule system, setting up a battle field, and planning your moves, if the end result is just a result of chance that could negate every decision you made?
Of course there should be random elements - but their impact must be manageable and overall the final sucess must come from the decisions made by the peope playing the game, not the dice rolls.
Edited by MustrumRidcully, 06 June 2017 - 03:21 AM.
#713
Posted 06 June 2017 - 03:40 AM
MustrumRidcully, on 06 June 2017 - 03:18 AM, said:
Why bother with a complex rule system, setting up a battle field, and planning your moves, if the end result is just a result of chance that could negate every decision you made?
Of course there should be random elements - but their impact must be manageable and overall the final sucess must come from the decisions made by the peope playing the game, not the dice rolls.
QFT
Although I feel that is much better manageable compared to the real dice rolling in TT.
When you move to the side arc of a target much more shots will hit that location. In TT it did happen that you suddenly only hit the other flank (luck)
or you did accept risks to get in the rear of a target only to hit legs or arms.
Same with PSR - missed a roll of +4 and you hunchback crumbled got damaged and the ammo went critical.
The main reason I started (to try to convert TT to something else was to get rid of dice rolls - keep the statistic drop the luck)
#714
Posted 06 June 2017 - 04:03 AM
For example, somethnig ike a (deadly) head shot should probably just not be something that happens just because you roll on some hit location table. Too random.
But if you said... "Target must be shut down, prone or unstable, you must be within 3 Hex of the target if you're at low heat and haven't run or jumped this turn. Then you can shoot only one weapon, and then you can roll an attack against the head."
If you are okay with "non-simulationist" rules you could have Pilots with a "Decapitation" special ability that allows them to a head shot once per match. Say, roll a difficult target number if some conditions are met, you fire only one gun this turn. If you succeed, you hit the head, if you fail, you can try again next turn - but of course, you're spending a lot of time where you could have dealt a lot of damage instead of trying to get that magic head shot. If you fight with larger mech groups, this might also be okay.
The point is such a critical event should be something that is based primarily on player decisions that actively lead to the situation, and only secondary due to randomness.
#715
Posted 06 June 2017 - 08:49 AM
It does seem like you are more likely to get devastatingly lucky crits with MGs and SRMs!. Then LRMs and ACs.
Lasers and PPC seem tremendously under powered to me so far. I will say they are great if you knock a mech down with your missiles then the next mech targets with MLs!
All in all it is not overly buggy. I have had a couple matches were at around turn 8-12 the enemy mechs just move and don't attack. I reported it of course.
The exciting thing to me is this is just a small sample of the game and it seems to be pretty well polished. It makes me think the game will be pretty amazing upon final release!
#716
Posted 07 June 2017 - 11:33 PM
MustrumRidcully, on 06 June 2017 - 03:18 AM, said:
Why bother with a complex rule system, setting up a battle field, and planning your moves, if the end result is just a result of chance that could negate every decision you made?
Of course there should be random elements - but their impact must be manageable and overall the final sucess must come from the decisions made by the peope playing the game, not the dice rolls.
This is a recreation of the table top game though and removing critical hits and RNG would essentially involve having a different game - MWO sounds more up your street as thats "skill based".
#717
Posted 17 June 2017 - 06:40 AM
and I found a video that is no
doubt some of you might find mildly
entertaining. It's from a
recent E3 event.
Quote
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