1453 R, on 16 June 2016 - 04:10 PM, said:
MechWarrior should absolutely be a run-and-gun shooter - if you're in a light or fast medium 'Mech. Run-and-gun, or to be more precise in my language here: the ability to fire accurately whilst on the move and actively attempting to outmaneuver the enemy, is a critical component of virtually any non-assault player's skillset, and frankly even 100% dedicated assault players need to learn how to R&G to some extent. As an infamous video game @sshole once said: "Speed is life. if you go slow, you die." Trying to discourage players from engaging in mobile battle is a fantastic way of ensuring this game dies a quick, ignoble death. If both sides are trying to mostly just sit still and wait for the other team to make the explicit error of moving...well, that's going to be a long, boring, really kinda frustrating game.
We seem to have a different understanding of Run'n Gun. I agree with this entire statement. But to me, Run'n Gun is Halo style play, where you bounce around like a mad rabbit trying to one shot people. Which is fine for Halo. I like Halo. But in MWO, even light playstyles tend to be a little more.... reserved, than typical R&G. I definitely don't want to see WoT corner humping become the ONLY playstyle in MWO. It's already too dominant.
1453 R, on 16 June 2016 - 04:10 PM, said:
Predictable Divergence, as I recall, is the gradual deconvergence of your weapons based on multiple external factors to hit near specific regions of an expanding crosshair. It's workable in theory, but also runs into the "this breaks hitreg/HSR" issues that any other dynamic convergence system does, and frankly it's always smacked of committee compromise to me. Levi's a cool guy, don't get me wrong, but having your weapons deconverge, but not deconverge too much, and fire sorta randomly but not actually randomly, but instead at specific regions of your crosshair based on their compass direction from the center of your 'Mech, is...weird. It's an ungainly system in my particular personal view, and once again invokes the issue of the crosshair being a polite request rather than a command. As well, it does the thing most people do with their thing and Predicts the Future(echo, echo, echo....) such that crosshair divergence happens before a large salvo of weapons fire, in order to ensure that accurately putting a large salvo of fire on target is never possible.
I don't think Levi ever mentioned limiting Alpha by preemptive Deconvergence. I know I haven't. It's not intended to prevent Alphas. If you fire off your Alpha while below the threshold, it won't be affected. It's not intended to make accurate fire impossible either. Run at cruising speed, and watch your heat, and convergence won't be an issue. Then open the throttle after firing to get to cover and cool off. It's meant to be a risk/reward balance.
1453 R, on 16 June 2016 - 04:10 PM, said:
As for penalties for pushing the 'Mech...sure. Absolutely, let's see how that falls out. But the penalties need to be commensurate with the rewards (i.e. being able to move quickly, or shoot a lot of stuff all at once), rather than being so enormously punitive that doing the thing which triggers the penalties is pretty much always a mistake, in all circumstances.
Pushing a 'Mech hard and having it complain would be a great addition to the game. Pushing a 'Mech hard and having it just fall completely to pieces under you and lose any and all semblance of being a devastating war machine is...a little much.
As I stated, those were ballpark, or initial, values. They may be a little extreme, yes, but they were an example. The actual figures would be tweaked based on what is best for balance. At the end of the day, it's to balance risk/reward. Unload a 100pt Alpha, and you should be in trouble (and yes, 100pt alphas are a thing. I've been in a lance running 100pt Warhawks. They were terrifying).
Running mechs above 60% or so is meant to make them hard to handle. It's in every novel. It's core to TT. But in MWO, it's irrelevant as long as you're below 99%.
That's what we're after. To add a little risk to the reward.