Archangel Dino, on 25 August 2016 - 07:13 PM, said:
I totally get the OP.
I never understood MWO players that always recycled the same lousy propaganda: "you can't use TT principles and apply them to a real-time shooter."
Yes you can! PGI is just incompetent.
The crowd that plays the game today is vastly different, IMHO, from the original founders group circa 2012. The time to have tried a hardcore TT based ruleset would have been right then, in closed beta or shortly after. I believe that PGI was not incompetent -- they wanted to create a mass-market robot shooter. Adopting more of the TT rules, such as heat-penalties, would have shifted the flavor of FPS combat quite far from the action-oriented to the complicated-tactical sim type of experience.
PGI can make a legitimate business case for the design decisions taken in alpha, CB and beyond trying to appeal to a broader market. What is unfortunate is that they did it off the hopes and dreams of the Founders for a real MPBT type game.
I recall a thread in the closed beta forum where PGI discussed the decisions taken along this line that haunt us to this day:
1) Vastly accelerated weapon recycle times so that there would be more action and less staring at screen waiting for something to happen
2) No TT heat penalties for same reason
3) Allowing perfect convergence AND perfect aim (emphasizing "skill", leading to the eventual confession by PGI of certain e-sport aspirations)
and many others.
From the very beginning PGI wanted to make something that was originally inspired by TT and its TROs, but geared towards the "Action" side of the action vs sim slider. I don't really blame them for this.
What I do blame them for is the profound apathy to the lore when creating CW, and failing to give us a strategic game to play taking inspiration from what actually worked back in 1992 and would have worked in 2001.