Circle Fighting
#41
Posted 12 December 2011 - 02:21 PM
#42
Posted 12 December 2011 - 02:22 PM
Dragorath, on 12 December 2011 - 02:09 PM, said:
Ah, but that's a part of my argument, which I tried to sum up at the bottom of the very post you quote. Perhaps I don't put enough attention to modern missile construction, but I think I have some idea of how a fantasy universe is made.
Some people want to make a relatively light science fiction game. What's the premise? "Climactic, dynamic combat between gigantic, largely humanoid robots". What is needed? "The robots need to be heavily armed and armored ("gigantic"), piloted by a single human ("climactic", gives a nice old-school heroic feel), and fairly agile and able to dodge and shoot with relative impunity ("dynamic")". Like, say, in those crazy Japanese cartoon things.
Does it seem fun? If yes, write some story about how are robots possible. If something looks like it could jeopardize the fun ("why don't people just nuke each other instead" "if it's the future, why don't robots fight by themselves" "why don't the fight from different continents"), you slap on some token explanation ("it's lostech!") why it doesn't work similar to our, thoroughly giant robot-unfriendly method of warfare. Done and done!
Bottom line is, if it's a different universe and the way said robots operate and fight is already well established, then there's even less of a reason to change the way they operate on such a fundamental level as "highly inaccurate on the move, better accuracy when crouching", because it changes the whole dynamics from "robot jousting" to "robot camping/sniping" for no reason... You're basically changing the entire premise with that, without either in-universe or metagame explanation.
Edited by Alex Wolfe, 12 December 2011 - 02:29 PM.
#43
Posted 12 December 2011 - 02:23 PM
Ive done it so many times where you hit them and it throws off their next alpha, making your alpha strike ahead of theirs which is a huge advantage in close quarters.
#44
Posted 12 December 2011 - 02:25 PM
stun, on 12 December 2011 - 02:23 PM, said:
Ive done it so many times where you hit them and it throws off their next alpha, making your alpha strike ahead of theirs which is a huge advantage in close quarters.
I did this trick many times. Just slam your mech into reverse and change the twist direction. Most people don't have mechs that are fast enough to react, although some very fast light mechs can usually pull a turn and twist around to try to avoid the maneuver, but even then they still have a good chance of getting clipped by a few shots.
#45
Posted 12 December 2011 - 08:20 PM
Alex, you seem to be under the illusion that Mechs are giant robots constructed from nothing but mechanical pieces and the Mech jock sitting in that cockpit is kicking back in a nice comfy chair hooked up to some device that translates thought into action..and that just ain't how it works by a long shot.
Mechs have a solid skeletal structure with actual MUSCLES attached to that, which is how a Mech moves. Myomer fibers, developed as an artificial human muscle for use in bionics and cybernetics, they work exactly like a real human muscle..only they are MUCH stronger. So..your Mech isn't instantly responsive to your commands, and it doesn't stand still when you aren't moving, any more then YOU stand perfectly still when you aren't moving.
Neurohelmets do NOT read your mind, they do NOT translate your thoughts into actions. What they DO is monitor your sense of balance and translate that to the gyros and stabilization devices in the Mech to keep it upright while standing still..or moving. Moving the legs and arms requires that YOU move your legs and arms to activate the various control devices to make those things take place, complete with feedback systems, so you have to actually exert yourself to make the Mech do things like walk, pick up something, swing the arms around, jump(without jets) and so on. Usually described as a set of foot pedals used for walking and a set of joysticks to control the arms.
Mech Warriors are NOT fat out of shape arm chair warriors, they are extremely fit, with excellent reflexes and stamina because their job, piloting a Mech, demands it. Even the Inner Sphere stravags are like this It takes years of training and conditioning to be a Mech Warrior, that's a subject canon makes NO exceptions on, NO ONE just jumps into a Mech and is able to use it right away, just putting on a neurohelmet takes getting used to.
So, running around in a giant metal shell that's powered by muscles and with targeting systems using computers that are often hundreds of years old and that NO ONE understands how they work...stable firing platform is NOT what you get
#46
Posted 13 December 2011 - 04:45 AM
#47
Posted 13 December 2011 - 04:55 AM
Circling prevents teammates from clear sightline / save shoots and gets you dangerously near to an enemy that is about to explode.
#48
Posted 13 December 2011 - 06:20 AM
#49
Posted 13 December 2011 - 06:20 AM
#50
Posted 13 December 2011 - 06:22 AM
#51
Posted 13 December 2011 - 09:00 AM
#52
Posted 13 December 2011 - 09:49 AM
Jack Deth, on 08 December 2011 - 12:35 PM, said:
I agree with this. I am extremely happy that there will be less circle strafing because of the confined maps. Its fun to circle strafe but it also gets old and requires less tactical thinking when the maps are wide open.
#53
Posted 13 December 2011 - 10:12 AM
#54
Posted 13 December 2011 - 11:05 AM
Flame on.
(As an aside, there should be a flat, no cover, plains/lunar map that lets everyone just go hog wild...CODs, unrestricted viewing for explosions, clear LOS, zero tactics... let those with the fastest finger rule the day.
It would be a nice XBox-ish way to blow off steam for those too impatient enough to deal with chains of command, scouting, subterfuge... and, well, team play).
#55
Posted 13 December 2011 - 11:34 AM
GrimJim, on 13 December 2011 - 11:05 AM, said:
Flame on.
This would actually be awesome. Catching terrain on fire to reduce the effectiveness of the heatsinks on a mech would just be spectacular. A Flea with flamers in a forest that could catch fire makes my trigger fingers tingle.
#56
Posted 13 December 2011 - 12:56 PM
Skwisgaar Skwigelf, on 08 December 2011 - 12:30 PM, said:
I really would prefer if mechs were not this agile. They're supposed to be lumbering behemoths not Japanese style Mecha. I would be ok with sidestepping as a skill a pilot had to learn before it was available in a mech, and certainly not for straifing.
Mechwarrior is a different style of FPS, too much agility and you lose the style.
#57
Posted 13 December 2011 - 03:55 PM
http://www.usaupload.net/d/p54but1vdqe
The idea behind the calculator is to simply play around with the balance/interplay between certain factors, and seeing how manipulating the numbers affects scenarios.
#58
Posted 13 December 2011 - 03:58 PM
An MW game would, hopefully, offer more tactical (and stragetic) depth.
verybad, on 13 December 2011 - 12:56 PM, said:
Mechwarrior is a different style of FPS, too much agility and you lose the style.
I don't think it's so much that the 'mechs aren't that agile as that the piloting capability to be able to do those maneuvers is/should be rather rare.
Edited by Pht, 13 December 2011 - 04:00 PM.
#59
Posted 13 December 2011 - 04:36 PM
GrimJim, on 13 December 2011 - 11:05 AM, said:
Yeah that would be awesome.
I could care less about CoD, it's like turn fighting (or even a rolling scissor) in a dog fight, and if your on a team then your teammates have to shoot through you. Plus as stated it can be reduced by good map design. What I hate is when you've got a heavy mech jump-sniping from across the map.
#60
Posted 13 December 2011 - 05:09 PM
Long range fire was a skill, and one that took time to master.
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users