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Innovative ways to mitigate the effectiveness of sniping and steep terrain


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#1 GaussDragon

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Posted 09 December 2011 - 07:22 PM

DISCLAIMER: INCOMING WALL OF TEXT. I tried to make this thorough, so I spared nothing. I pick and choose the topics I participate in, so before you ask, no I have not read the thread on jump jets. After all this I was too lazy to make a TL;DR version at the bottom, but please scroll down to download the Excel calculator I made so that you can play around with it and tell me what you think/find the errors. I haven't really proofread it since I had to spend a significant amount of time learning how to use MS Excel. The graphics are ugly and have typos because I formatted recently and haven't gotten around to re-installing Photoshop. Paint sucks, but it was enough. Without further adieu...

EDIT: Also, I don't really have anything against these strategies. I was the worst offender, I know how well they work because I used them all the time in MW4. I'm suggesting these ideas as a 'balance' but no matter how the game turns out, I'll find the most effective strategies, sniping or not.

EDIT: A lot of these suggestions are based off the mechanic of a 10 year old game. It wouldn't surprise me if MWO functioned so differently that a lot of these suggestions were moot anyway. Even still, I think the "Topographical and Physical Dynamics" section is more relevant, and it addresses circle strafing, which is an ongoing discussion.

Premise

We all know how cover+snipe dominated MW4. What I'm proposing here is a few ways we can perhaps 'balance the equation' and to allow players on the wrong side of cover to be able to compete against this strategy. What I propose here are theoretical game mechanics that could possibly (all things permitting) to be able to reduce the effectiveness of these strategies. It almost goes without saying that 3rd-person-view was a major contributor to the effectiveness of these strategies, however, my proposals allow for 3rd-person-view to remain as will be explained. I've broken down my ideas into two major sections; the first one for hill-sniping and the second one for jump-sniping.

The Effectiveness of Hill-Sniping

To address it, we have to look at the fundamentals of MW4 that made it so effective. In my experience, the major factors behind this were 3rd person view, the acceleration/deceleration rates of the mechs, and radar active/passive toggling.
Traditionally what a sniper would do was to use 3rd-person-view and deactivate their radar. Normally, having each other on radar would allow the person in the open to be able to 'track' the target as it moved around behind the hill, allowing them to line up their shot against the sniper as he/she popped from cover and fired a salvo. However, snipers adapted to this by deactivating the radar, moving their position behind the hill and only activating their radar while they were rolling up the hill so they could line up their shot. The target out in the open did not have the advantage of being able to constantly track their target because of the sniper's proximity to the cover. By the time the sniper popped out, it was often too late to make a shot, let alone an accurate one against the sniper. The attacker would be out, firing and then press the button that inverts the throttle intsantly which would drop the mech back into cover lightning-fast.

Mechanics That Could Reduce Hill-Sniping Effectiveness

The first proposal is the most obvious; change the acceleration/deceleration speeds of large mechs. Reducing acceleration alone would not be adequate, because a sniper would just start at a lower point on the hill/cover and use the added distance to get up to speed so that by the time he/she cleared the hill, the mech was moving sufficiently fast to be a difficult target. What needs to be done is to change the reverse-gear speed. Reverse itself could be just as fast as it always has been, but make makes decelerate slower so that throwing the throttle all the way into reverse means the mech takes longer to slow down and thus, being exposed for longer. Further, limit a mechs acceleration and top-speed when going up an incline. These two things in tandem could signifantly negate the advantage of hill-sniping.
Scenario: Sniping mech runs up hill, shoots and throws throttle into reverse. Mech is decelerating but still actually making forward progress as the drivetrain progressively drives into reverse. By virtue of this mechanic, all mechs clearing a hill will end up somewhat over-exposed, giving the target more time to acquire a return-shot. If a sniper takes the alternative route of slowing-down by the time they clear, they'll still take more time to pop up and 'expose' or 'clear' their guns, giving the the the person out in the open more time to get a shot readied as the slowly rising mech gets its actual gun barrels into a line-of-sight shot with its target. If the sniper fires prematurely, he/she will dump a salvo into the hill while being partially exposed to their intended target.

Posted Image

Under this scenario, mechs with weapons placed high on their torsos (Nova Cat) have an advantage. However if tweaked properly, it shouldn't matter that much. Most of the weapons that tend to have a high clearance on a mech are missile pods, and for obvious reasons, they don't work in the same way beam and ballistic weapons do. I believe radar active/passive adds more complexity to the game so simply removing that ability is too crude a measure to reduce the efficacy of sniping. I believe it can actually play a role in bringing an advantage to players in the open as I will explain in the case of jump-sniping.

The Effectiveness of Jump-Sniping and Possible Remedies

Prevent Jump-Crouching

Jump-sniping's efficacy was fundamentally similar to hill-sniping in that deactivating the radar and using 3rd-person-view were huge advantages. Instead of using incredibly fast acceleration/deceleration to his/her advantage, the jump sniper would crouch and jump. The crouching before firing allowed the sniper to 'spring' up, significantly increasing the speed in which they cleared the hill, allowing their guns to clear the hill and lay a shot on their target before the target could adequately place a return-shot. Because the jump-sniper uses jump jets instead of legs to clear the hill, the slope and acceleration/deceleration over terrain mechanics don't quite work the same. However, the concepts applied are easily made to fit the jump-sniper. Again, the most obvious thing to do is to make the acceleration, or the ascent of jump jets, a more gradual process. Second, compensate for the crouching that a mech is doing by making the un-crouching in tandem with jump-jetting a slower process.

Create a Smoke Plume Animation for Jump-Jets

There are other ways of negating the sniping advantage. Because we're using a newer, more sophisicated game engine, why not design a plume animation for mechs that are engaging jumpjets. In this case, a jump-jet mech may be obscured by its cover but the exhaust and smoke/plume billowing up over the ridge can act as a giveaway to a mech's location, therefore giving the pilot out the in open a chance to figure where the mech will be clearing the cover.

Turn Jump-Jetting Into Radar Bait

Another feature that could negate the efficacy of jump-sniping from cover could be that firing jump jets while on passive radar would automatically expose you to enemy radar, effectively making you... not passive. Think about it, a mech blasting a steady stream of thousands of degrees of engine exhaust right out the back should light up thermal sensors like a Christmas tree. I don't have an exact formula but larger mechs should be exposed at greater distances because of assumed greater exhaust emissions, therefore making ranged sniping more of a niche focus for smaller mechs. This way, frustrating passive jump-sniping is more of a harass maneuver than a domination strategy. Smaller mechs have less firepower and hiting moving targets at greater distances is harder so these factors are good compensators for the fact that a jump-jetting passive small mech is attacking you at range.

Certain small mechs not only excelled at this in MW4 becuase of their loadouts, but also because of their designs. Mechs like the Shadow Cat had guns and a cockpit at more or less the same height, therefore it could 'clear the guns' a lot faster. Perhaps the animators coud use artistic license with a practical bent to have most weapons sit a little lower than other parts of the mech. It may not seem like much, but even the fractions of a second that a sniping mech is partially exposed before it clears its guns makes a difference in my experience, especially when the it comes to skilled players.

Topographical and Physical Dynamics

MW4 had topographical design that made for a lot of hills and ridges that functioned more as 'natural barriers'; steep inclines that functioned essentially as walls that made it easy to hill-snipe and even easier to jump-snipe. Instead of a prevalence of steep slopes, make them more rare, and create terrain that has a more gradual, sloping feature to it (if this wasn't already in the playbook, though I suspect it is). Gradual slopes would make it harder to engage in hill sniping because the lower gradient would make the time between initial mech exposure and clearing of the guns take even longer. Gradual slopes put the advantage back with the guy on the low ground. In tandem with the reduced speed and acceleration mechanic on hills, it'd make pilots use terrain in more a selective, tactical manner.

Posted Image

For jump-snipers, this makes little difference though. If a jump sniper is far back enough, the time it takes for them to clear their guns is much smaller since they're doing directly up and down, not gradually exposing themselves as they climb up a hill. However, the aformentioned plume graphics and radar exposure mechanic should negate this (in theory).

Knockdown Calculator
Spending all day with a securities book in front of you gets you re-acquainted with math fairly quickly (I'm studying for a securities designation, that's why I'm on here posting at all hours of the day). What I made here is a calculator for knockdown. Why did I make this thing? To illustrate the interplay that the slope of terrain has with other mechanics in contributing to a greater chance of being knocked down, therefore making the player more mindful of where he/she is running around. I made a few key benchmarks and then tweaked the formula from there. There are a few basic criteria that I tried to meet when making this formula (that I've now more or less forgotten now that I actually finished the calculator). The first premise was that 3 LBX 20s would have an arbitrary 'force' value of 135 (3x45), not damage, force. I wanted it so that a 100 ton mech standing still would not get knocked down, but a 45 ton mech standing still, would. I also wanted a 100 ton mech standing still to get knocked down while standing still but on a hill of roughly 40 degrees of incline or greater. From there I spent most of my time calibrating the thing so that 5 variables in the formula worked in fairly balanced way. As you'll see in the formula, the value of 17000 is the treshold for whether a mech gets knocked down or not. The Force of the shot and the final number are relatively immaterial and far more arbitrary. They were used more as guidelines to determine what factors were over or under-represented in the formula. It still isn't perfect.

Link to Excel document: http://www.usaupload.net/d/p54but1vdqe

The formula takes into account 5 variables:

1. Force - An alpha from 3 LBX 20 is equal to 135, it will not knock a 100 ton mech down standing still, but it will knock a 45 ton mech down that is standing still.
2. Mass - The more massive the mech, the less likely it is to be knocked down.
3. Speed - The faster the mech is moving towards you, the shooter, the less likely it is to be knocked down because the force from your shot is countered by its movement towards you. A 45 ton mech moving relatively slowly will no longer worry about having to get knocked down as long as it is moving straight.
4. Strafing angle - I made the strafing angle subordinate to speed so to speak. If a mech is strafing you at an angle within 60 degrees or less, the greater the speed, the less likely it is to get knocked down. However, as the mech strafes at an angle greater than 60 degrees, it is more likely to get knocked down, compounded with speed. That's right, this formula has a built-in penalty for, you guessed it, circle strafing.
5. Terrain slope - This formula treats sloping terrain as a hazard. The greater the slope of terrain after all other factors (except for the force of the incoming shot), the greater the risk of being knocked down. The hazard is greater for smaller mechs because they reach the 17 000 value threshold soooner.

This formula isn't perfect. It assumes that only the strafing mech is at an angle, and that the shooter's shot isn't coming from any offsetting/exacerbating angle. Secondly, if a mech is moving backwards and gets shot in the face, it is more likely to fall down, as it should. However, this formula does not take into account where the shot came from. A shot coming from directly behind a reversing mech would have the exact same effect as a shot coming from directly in front of it according to the formula. This formula isn't perfect and I had to spend a decent amount of my time learning how to use Excel so that people could actually play with the variables themselves. One little bonus that you may notice if you **** the spreadsheet off is that I prevented people from entering in slope and shot angles greater than 0.9.

Posted Image

Edited by GaussDragon, 10 December 2011 - 09:04 AM.


#2 minobu tetsuharu

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Posted 09 December 2011 - 10:45 PM

Quote

We all know how cover+snipe dominated MW4.


THis is my only complaint about your post. A lot of people haven't played MW4. I stopped after 3. For all I know you could be exagerrating the effectiveness of the tactic you railed against.


That said I liked most of the ideas you presented.


Quote

The first proposal is the most obvious; change the acceleration/deceleration speeds of large mechs.


This idea would be even better if expanded a little further so that lighter tonnages felt more responsive in their acceleration/deceleration rates.


Quote

Again, the most obvious thing to do is to make the acceleration, or the ascent of jump jets, a more gradual process.


This idea won't have the effect you want. Slowing down the ascent makes it less stressful to get an accurate shot. This idea would just lower the skill curve needed to shoot in the air and thus allow more players to perform this tactic. It's at best a pyrhic change where players with better eye hand coordination are going to be exposed to return fire they wouldn't have under MW4's system.

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Because we're using a newer, more sophisicated game engine, why not design a plume animation for mechs that are engaging jumpjets.


THis wasn't in MW4 when it existed in past games? Wierd that you guys had to go through that. A better revision to this idea is to have the smoke linger for longer periods of time.


Quote

I don't have an exact formula but larger mechs should be exposed at greater distances because of assumed greater exhaust emissions, therefore making ranged sniping more of a niche focus for smaller mechs.


Can't think of any way to improve on this idea. I like this one the most.


Quote

...
Gradual slopes put the advantage back with the guy on the low ground.

...
MW4 had topographical design that made for a lot of hills and ridges that functioned more as 'natural barriers'; steep inclines that functioned essentially as walls that made it easy to hill-snipe and even easier to jump-snipe. Instead of a prevalence of steep slopes, make them more rare,


You are most likely going to be unhappy with this game because they said urban maps are going to be emphasized over wilderness terrain. There will be even more places to emphasize jump capable designs than before.


I do agree with the idea that the map pool shouldn't emphasize one play style too heavily.


The only possible saving grace is that with buildings you are going to have to deal with sharper angles to make a more difficult shot.


Another thing you won't like are recon drones. This is tech that won't become wide spread for awhile but it will make your misgivings about third person view seem overstated.


Excellent post.

#3 GaussDragon

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Posted 09 December 2011 - 11:17 PM

Quote

This idea would be even better if expanded a little further so that lighter tonnages felt more responsive in their acceleration/deceleration rates.


No argument there.


View Postminobu tetsuharu, on 09 December 2011 - 10:45 PM, said:

For all I know you could be exagerrating the effectiveness of the tactic you railed against.

I'm not, I'm the very person who abused these tactics. (See self-quote below)


Quote

This is tech that won't become wide spread for awhile but it will make your misgivings about third person view seem overstated.


Oh I have no real problem with 3PV, I used it all the time. I was one of the worst offenders :P (again, the self-quote outlines my philosophy) Thank you for reading this thing BTW, I know it's kinda... long.

View PostGaussDragon, on 08 December 2011 - 02:02 PM, said:

I'll come out and say it; I was a laser-boating sniper ***** in MW4:http://mwomercs.com/...-poetry-thread/
Like you said about finding the most efficient ways to blow each other up - I'm a competitor above all else, I gravitate towards what works. It's up to the devs to design, carefully, what works. If sniping works again, you can bet your *** I'm going to do it. Sadly, it'll drive away all the purists and frankly I want to keep them around because we need to find a way to keep everyone happy and that involves (I've been repeating it a lot) compromise and intelligent game design. Also, purists tend to have the sweetest tears of rage, my inner griefer will harvest them the most efficient way possible, sniping or not. <3 you guys.

Edited by GaussDragon, 09 December 2011 - 11:18 PM.


#4 Nik Van Rhijn

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Posted 10 December 2011 - 04:48 AM

Having gone through your post again while more awake I think most of your ideas are excellent. If we only have stock mechs/variants (and only a relatively limited number available at launch) then poptarting will automatically be reduced.if you can't do massive customisation like MW3/4. Take out "g o d radar" and most of the sniping problems will be taken out. In urban settings it seems only light mechs will be able to jump onto rooftops. I feel that from everything they've hinted at so far we are going to have a very different experience from anything we've had so far in MP.

#5 minobu tetsuharu

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Posted 10 December 2011 - 06:22 AM

His ideas would work regardless of whether or not mechs could be fully customized. His ideas address a lot of the soft nuances related to player skill and not character set up.

#6 Raeven

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Posted 10 December 2011 - 09:21 AM

How about this. 'Mechs have Line of Sight radar only unless you are mounting a C3 computer or slave and there is a master unit still alive on the field, or using a top down view drone. This gives C3 a purpose on the battlefield, and all radar is still LoS, but you have the benefit of seeing what C3 slaves/masters see as well. Since you can't really simulate the abilities of C3 without taking away the pilots control of weapon placement, this would be the next best thing in my opinion.

3PV would be eliminated and replaced with top down radar from UAV drones, which allow you to see the mini map in greater detail, but doesn't give you the benefits of looking around corners and over hills like 3PV.

I like the idea of a knockdown formula, as long as the pilot has some input method to counter falling.

#7 Nik Van Rhijn

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Posted 10 December 2011 - 12:10 PM

And light (scout) mechs have the best radar/zoom factor? Although I must admit to liking heavier scouts as well.

#8 Cr0wb4r

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Posted 10 December 2011 - 01:01 PM

View PostGaussDragon, on 09 December 2011 - 11:17 PM, said:

I'm not, I'm the very person who abused these tactics.


It was hard to play and win with out "pop tarting", drove me nuts. I would love to have that done away with.

#9 GaussDragon

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Posted 10 December 2011 - 03:05 PM

View PostRaeven, on 10 December 2011 - 09:21 AM, said:

How about this. 'Mechs have Line of Sight radar only unless you are mounting a C3 computer or slave and there is a master unit still alive on the field, or using a top down view drone. This gives C3 a purpose on the battlefield, and all radar is still LoS, but you have the benefit of seeing what C3 slaves/masters see as well. Since you can't really simulate the abilities of C3 without taking away the pilots control of weapon placement, this would be the next best thing in my opinion.

3PV would be eliminated and replaced with top down radar from UAV drones, which allow you to see the mini map in greater detail, but doesn't give you the benefits of looking around corners and over hills like 3PV.

I like the idea of a knockdown formula, as long as the pilot has some input method to counter falling.


I'm willing to bet money that smaller mechs are going to have unique logistics roles, so at least one person on every lance will need to have the skills for it. I refer to this:

"
Role Warfare:
[color=#CCCCCC]
When it comes down to play style for any given player, we want to make sure that we have as many options as possible to cater to as many player types as possible. This is where things get really interesting. Everything from choosing a BattleMech to how a MechWarrior® is trained, will allow a player to truly customize their own personal game experience. What is a player’s preferred role when playing MechWarrior®? Scout? Attacker? Defender? Commander? Whatever it is, a player will be able to train their MechWarrior to specialize in their style of gameplay. Players are highly encouraged to participate in team based gameplay. The fast manoeuvrable scouts will be able to relay information back to the commander units who in turn relay that information to the attacker and defender units. As players advance their MechWarrior in a role, more skills and abilities related to their role will become available. Remember, a team who plays together will always win together."
[/color]



View PostCr0wb4r, on 10 December 2011 - 01:01 PM, said:


It was hard to play and win with out "pop tarting", drove me nuts. I would love to have that done away with.


Heh, oops. :P Well, at least that's why this thread is here. Out of curiosity, what weight class of mech did you use the most?

#10 MaddMaxx

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Posted 10 December 2011 - 03:51 PM

As to the smoke trail idea, I like it and would take it to even greater lengths. If any Mech stands in place and Jumps multiple times (3 Snipe attempts) the dust or Gas cloud in the immediate area would grow and stay in place longer and longer until the Jumper is forced to move out of the area to clear the cloud.

Then said Jump cloud would obscure/effect the visibility any near by allies, anyone directly behind the Jumper or any true Long Range builds. That would discourage doing it in tight areas such that the Cloud might **** off your Team mates.

Adjusting Mech designs because of weapons placement may be a bit harsh but perhaps apply a Build restriction to those high mounted weapons slots that allow only smaller versions of whatever weapons pod is there and attribute it to Weight vs Balance related design issues.

The best solution to Hill sniping is to disallow a Mech to run up a slope over 65% (arbitrary #) and if they Jump forward, they basically dig their toes into the hillside and have a very precarious hold on the hill and it doesn't always stay there (back slides or falls down).

Not a huge fan of knock down per say but if they do Heat right, then any knock down mechanic would have to be "soft" or otherwise a Mech would require the ability to get up quickly or face the same fate as a Shut-down Mech.

Edited by MaddMaxx, 10 December 2011 - 03:57 PM.


#11 Cr0wb4r

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Posted 10 December 2011 - 06:05 PM

View PostGaussDragon, on 10 December 2011 - 03:05 PM, said:

Heh, oops. :lol: Well, at least that's why this thread is here. Out of curiosity, what weight class of mech did you use the most?


Heavy. Black Knight with Jump jets and 4 ppc's, just perfect for poptarting. I am just as guilty as you of that. :P

#12 GaussDragon

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Posted 10 December 2011 - 08:22 PM

View PostMaddMaxx, on 10 December 2011 - 03:51 PM, said:

Adjusting Mech designs because of weapons placement may be a bit harsh but perhaps apply a Build restriction to those high mounted weapons slots that allow only smaller versions of whatever weapons pod is there and attribute it to Weight vs Balance related design issues.


That's a pretty interesting suggestion, however, if an arm is mounted high, then all the weapons fired from are high too. Breaking the slots down into overly small sections in any one part of the mech may over-nerf it.

Quote

Not a huge fan of knock down per say but if they do Heat right, then any knock down mechanic would have to be "soft" or otherwise a Mech would require the ability to get up quickly or face the same fate as a Shut-down Mech.


Fair enough. Try playing around with the calculator though, I tried making it 'fair' in a broad sense.



View PostCr0wb4r, on 10 December 2011 - 06:05 PM, said:


Heavy. Black Knight with Jump jets and 4 ppc's, just perfect for poptarting. I am just as guilty as you of that. :P


:lol:

#13 Gaizokubanou

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Posted 10 December 2011 - 09:17 PM

Wait, what's wrong with using covers and shooting from tactically superior position?

#14 Nik Van Rhijn

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Posted 11 December 2011 - 04:00 AM

Everything when it resulted in a one shot kill at max range.

#15 Oderint dum Metuant

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Posted 11 December 2011 - 06:02 AM

View PostNik Van Rhijn, on 11 December 2011 - 04:00 AM, said:

Everything when it resulted in a one shot kill at max range.


3rd Person view in MW4 and Coolant flush was possibly the worst offenders for making any of this possible, FFP made it harder has you had to be able to view the target as well as get your weapons clear (Nova Cats excelled at doing just this and getting back into cover because of their profiles).

However If someone is using cover and pops up in time to catch you in the open or mid air, and hits you that's part of a risk/reward system.
You risked the jump/snipe/movement and got hit for it.

Honestly the only natural barrier to sniping at least with energy weapons, is Heat remove coolant flush and make alpha's of Energy weapons too hot to consistently use.

Another question if customization is in the game, perhaps and this is a left field idea Internal parts to the mechs are locked, Engine Heat Sinks, Electronics etc.
The Weapons loadouts are variable so you could stack up on energy based weapons but your unable to increase the HS loadout to compensate.

Not really Battletech and i don't think i like the idea, but rather than tailor the maps and mechanics to prevent it, make it a high risk/high gain option.

#16 GaussDragon

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Posted 11 December 2011 - 10:26 AM

View PostGaizokubanou, on 10 December 2011 - 09:17 PM, said:

Wait, what's wrong with using covers and shooting from tactically superior position?


Nothing per se. A lot of people took issue with it so I'm suggesting alternatives.


View PostDV^McKenna, on 11 December 2011 - 06:02 AM, said:


3rd Person view in MW4 and Coolant flush was possibly the worst offenders for making any of this possible


Shutdown/override, cat napping.

Quote

Another question if customization is in the game, perhaps and this is a left field idea Internal parts to the mechs are locked, Engine Heat Sinks, Electronics etc. The Weapons loadouts are variable so you could stack up on energy based weapons but your unable to increase the HS loadout to compensate.

Not really Battletech and i don't think i like the idea, but rather than tailor the maps and mechanics to prevent it, make it a high risk/high gain option.


The TRO 3025/3050 warriors on these forums would probably lose their collective minds if that ever made it in, lol. I know what you mean though, I'm for more customization rather than less.

Edited by GaussDragon, 11 December 2011 - 11:40 AM.


#17 Oderint dum Metuant

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Posted 11 December 2011 - 10:31 AM

View PostGaussDragon, on 11 December 2011 - 10:26 AM, said:

Shutdown/override, cat napping.
The TRO 3025/3050 warriors on these forums would probably lose their collective minds if that ever made it in, lol. I know what you mean though, I'm for more customization rather than less.


Shutdown/Override not something that can be got rid off, and yea your right about the customization, i would just rather see it made harder a definitive skill, rather than trying to eliminate it all together.

#18 Tilley

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Posted 27 December 2011 - 05:56 PM

Gauss, I just went through a flashback of my MW:4 life..thanks for the awesome post! I love the radar idea with jump jets, as it makes perfect logical sense. I think the argument about hill sniping/jump sniping is one that could go on for awhile...However, the most they could do to assist with these problems is use the new graphics engine and put MORE cover in. Essentially, mechs are just a bigger version of the human pilot. Your not going to want to be in the open, ever, when battling outside of a mech...so the same stands for when your in a mech. The only time feasible to be in the open is when you have an assault versus a scout mech and your wanting to end him quickly. I think movement response time should take tonnage into account, so it takes an assault mech a second or two more than a lightweight to turn torso, switch between forward and reverse..etc.

#19 GaussDragon

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Posted 28 December 2011 - 11:12 AM

View PostTilley, on 27 December 2011 - 05:56 PM, said:

Gauss, I just went through a flashback of my MW:4 life..thanks for the awesome post! I love the radar idea with jump jets, as it makes perfect logical sense. I think the argument about hill sniping/jump sniping is one that could go on for awhile...However, the most they could do to assist with these problems is use the new graphics engine and put MORE cover in. Essentially, mechs are just a bigger version of the human pilot. Your not going to want to be in the open, ever, when battling outside of a mech...so the same stands for when your in a mech. The only time feasible to be in the open is when you have an assault versus a scout mech and your wanting to end him quickly. I think movement response time should take tonnage into account, so it takes an assault mech a second or two more than a lightweight to turn torso, switch between forward and reverse..etc.


Thanks MM. Generally speaking, I think it'd be neato that more effects than just their overt/intended use (I.E, radar spikes caused by jjets). It'd add to complexity in a good way. Making the acceleration vary more heavily with the type of mech could make the pilot more selective of the terrain they used because they could be caught with their pants down if they're scaling something that drastically reduces their speed.

#20 Rhinehart

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Posted 28 December 2011 - 05:38 PM

I don't think this will be a problem. In MW4 Jumping, especially from a stopped position took no skill whatsoever, there were no changes to the terrain after tons of falling battlemech should have torn up the ground making for a less stable jumping platform and taking hits while in the air did not physically affect the attitude of a mech at all or it's ability to land perfectly. I'm betting both jumping and damage taken while in flight will work a lot differently in MWO.

Edited by Rhinehart, 28 December 2011 - 05:40 PM.






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