Bringing Back Features From The Old Mw's
#1
Posted 30 May 2016 - 07:32 PM
#2
Posted 30 May 2016 - 07:45 PM
They aren't getting rid of Omnipods. There are omnipods on Clan Omnimechs, and not on Clan Battlemechs. This is as it should be. Likewise there will be IS Omnimechs, and IS Battlemechs.
I could go on, but you're uninstalling anyways, so what's the point? *shrugs* But your post is pretty much entirely, flat out, wrong.
#3
Posted 30 May 2016 - 08:23 PM
Edited by Solemnwind, 30 May 2016 - 08:36 PM.
#4
Posted 30 May 2016 - 08:32 PM
Solemnwind, on 30 May 2016 - 08:23 PM, said:
I am very curious to know which light 'mech you think can do this, because I have played (and still own at least one of) every light chassis in the game and I can't think of one that can do it.
#5
Posted 30 May 2016 - 08:36 PM
CyborgDragon, on 30 May 2016 - 08:32 PM, said:
I am very curious to know which light 'mech you think can do this, because I have played (and still own at least one of) every light chassis in the game and I can't think of one that can do it.
My mistake, meant medium, i edited it. Was referring to the hunchback IIC
#7
Posted 30 May 2016 - 08:41 PM
CyborgDragon, on 30 May 2016 - 08:39 PM, said:
But the Hunchback IIC comes stock with 2xUAC/20s + 2xERMLas, so people aren't really breaking the game by running that build.
I didnt say its exploiting by running it, im saying that, that is ridiculous that something that small can deal about 80 damage within a second or 2, when its just a medium
#8
Posted 30 May 2016 - 08:50 PM
Solemnwind, on 30 May 2016 - 08:41 PM, said:
But that's what that 'mech was designed to do, and has to sacrifice either speed, armor, heat efficiency or ammo to do it. So I'm not seeing the issue here. Don't get me wrong, I agree that this game needs a LOT of work done on it's balance, but using a 'mech that people build as it is intended to be built isn't really helping your argument.
#9
Posted 01 June 2016 - 08:57 AM
#10
Posted 01 June 2016 - 03:51 PM
(PS I'm only being half-sarcastic, you decide which half... and go!)
Edited by Max Rickson, 01 June 2016 - 03:52 PM.
#11
Posted 01 June 2016 - 04:48 PM
One of the outstanding issues is the lack of an actual heat scale except when hitting 100+%. Another is many of the heavy hitting weapons cooldown timers are too short.
Each MW game (and MPBT) did things different. For the original MW, EGA MPBT 3025, MPBT Solaris and EA's MPBT 3025 did not have a mech lab and long recycle (cooldown) timers. MW2-4 had varying delays but they were also meant for PVE with some multiplayer abilities. So they came out as complete games with no constant updates. Mektek did have updates to MW4 Mercs, adding mechs and such.
Edited by Tarl Cabot, 01 June 2016 - 04:54 PM.
#12
Posted 11 June 2016 - 03:52 AM
the main issues with MWOs implementation are;
People can place the damage exactly where they want, in Battletech it was random, a dice roll decided where the damage went, a precisely aimed 110 damage alpha strike is likely to kill anything below 70 tons instantly, however that is because of the doubled armor, otherwise anything would go down in a single well aimed hit to that firepower
that the heat scale allows people to perform such a huge alpha, in Battletech 30 heat would cause you to shut down regardless of how many heatsinks you had and you would start suffering heat penalties way before shutdown, in MWO you can setup a a Mech to be able to produce 60+ heat alpha strikes without shutting down or suffering any serious heat penalties
And finally, the weapons in Battletech were designed to do their damage number over a period of 10 seconds, the Pontiac 100 AC20 found on the Victor and Yen-Lo-Wang fired 100 shells over 10 seconds for that 20 damage where as in MWO the AC20 on those Mechs fires a single 20 damage shell every 4.7 seconds.
You can put out all your Mechs damage every 3-6 seconds rather than every 10, in some cases like the AC2 the weapon does 10 or more times the Damage in 10 seconds than its Battletech equivalent did.
#13
Posted 11 June 2016 - 01:21 PM
BT (10sec rounds) a player would have had to fire enough weapons to generate 30 heat + 20 = 50 total heat for shutdown (minimum with 10 DHS - engine). Bad things happened. rolls for ammo explosions, pilot damage, etc. If less than total 50heat, then mech slowed down, hitting things became more difficult.
Solaris (2.5sec rounds) Everything is a multiple of 4, heat scale, weapon and other heat, etc, but heat dissipation was still 1 or 2pts/round. 120 heat scale + 20 (10 DHS in engine) = 140 max heat. Or put in BT HS 30 + 5 = 35.
Solaris also introduced weapon delays (cooldowns). isERLL/LPL/ERppc had a delay of 3 (7.5secs). Fire Rn1, 2, 3, 4, fire Rn5. cERLL/LPL/ERppc had delay of 2 (5secs). Fire Rn1 / 2/3/ fire R4.
All the PC MW/MPBT games have made allowances when transiting from the boardgame to the computer. The ones where players could change their loadout and tweak their builds were primarily a single player campaign game with multiplayer aspects tied into it. This is the first game that is primarily a PVP with continuous updates, which really changes the entire ballgame.
But as Rogue noted, the really critical piece is the ability of most weapons hitting the spot being aimed out at, no CoF/convergence mechanism. While the armor sections, even though pts have been doubled, the sections themselves have not changed either.
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