To counter that...PGI decided to Double Armor early in closed Beta. And as power creep came in, aided and abetted by the easiest targeting system in any shooter I've ever played.... TTK continues to plummet, and PGI keeps looking at "outside the box" fixes to limit damage... all the while buffing armor and structure more and more.... which may help in big fights for focus fire.... but then leaves it silly when you do get the drop on a lone mech so often, as you try to chip through huge layers of Quirk padding.
Here's the thing. Even if one removes the "random Hit Assignment Table" which is a core of the TT game, the simple act of hitting another moving robot was not easy. Even with elite skilled warriors, you missed 2/3 of the time or more, especially against fast/jumpy opponents and/or if you were also the fast jumpy one.
To demonstrate:
I've mapped out your basic combat modifiers on multiple threads in the past.
Assuming one was Natasha frikking Kerensky with a 0 base Gunnery Target:
Running: +2 modifier
Opponent Movement: (we'll let it be a big fat assault) 4-6 hexes +2
Partial cover: +1
Medium Range: +2
so that, which is a very average, normal encounter in MWO, is a 7 pt to hit modifier, on 2d6, where the hit then is randomly determined. And if it was against a running Light? +4, not 2. Intervening terrrain (which includes your own cover)? another +1 minimum. Long range? +4 instead of +2. Jumping? +3 if you are doing it, and another +1 if opponent.
So to hit a Jumping Light, at long range, over cover? +10 before your own movement and any other intervening terrain is added.
So an ELITE warrior would need a 10 on 2d6 to hit that Light.
Mind you am I stumping "for dice and RNG heraderp" like people always fall back on when immersive targeting is mentioned?
No. But I am pointing out that for the flavor and feel of this game, it is entirely too easy, and more to the point to hit exactly where you want, repeatedly. With a better, more believable firing mechanic and functional heatscale (which none of my to hits above factored, but DOES actually matter in TT) we probably could be running stock TT armor values, not this Doubled + Uber Quirked Structures just to vaguely survive.
Simple fact is, a less easily precise form of targeting is exactly what Battltech is supposed ot be built around, with a much more constraining and Heatscale that actualyl impacted your actions BEFORE shutdown, with your targeting and movement being hampered, your ammo running a chance of cooking off if you ran too hot, too long, or even shut down before hitting your threshold.
You want to "fix" TTK? "Skill" folk need to get over their revulsion to limited situational CoF mechanics, and we need a revamped heatscale and affects ( and BTW, we HAD heat that affected targeting in early CB, as well as ammo cookoffs. I don't recall if we had movement affected or not though, been 4 years)
Otherwise, all you can expect is more of the same, and convoluted "fixes" like Ghost Heat, Power Draw, Gauss DeSync and Charge Up, etc. Mind you, I don't actually see it being realistic to see these things happen this far down the rabbit hole.. but if people want to point fingers at what's wrong, let's actually get some perspective of the actual problems in the games base mechanics.
TLDR; In Battletech aiming was actually supposed to be hard, and your heatscale was supposed to matter.
Edited by Bishop Steiner, 14 June 2016 - 11:20 AM.