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Speed/engine Base Accuracy

Balance BattleMechs Gameplay

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#61 Quicksilver Aberration

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Posted 07 February 2017 - 12:41 PM

View PostEl Bandito, on 07 February 2017 - 12:56 AM, said:

I am trying to help make this game feel less arcadey. I have Overwatch to fill my arcedey shooty needs.

Overwatch and MWO don't even feel remotely similar (pacing makes a massive difference), so why exactly does it need to be less "arcadey"?

View PostEl Bandito, on 07 February 2017 - 05:15 AM, said:

Those two weapons are already very situational in MWO. LRM requires teamwork, and SSRM requires the target to be smaller than 45 tons. Making them less situational is a bonus.

Nerfing all other weapons doesn't make LRMs or SSRMs any less situational, it just makes all other weapons a bit more situational. Still it is the wrong direction because it doesn't fix the myriad of issues with missile mechanics in this game.

Edited by Quicksilver Kalasa, 07 February 2017 - 12:44 PM.


#62 Big MO

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Posted 07 February 2017 - 12:56 PM

Personally, I think the PPFLD pokefest is a direct result of the repeated nerfing of light mechs. Think about it - you have to be "comfortable" to sit back and snipe, peek; and poke. That wouldn't happen if light mechs were in a stronger position in the game (smaller, had their structure quirks back, etc.). Some of it would still occur, but if you were always worried about getting backstabbed by an Oxide, it would be harder to line up that dual gauss erppc shot.

#63 El Bandito

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Posted 07 February 2017 - 01:27 PM

View PostQuicksilver Kalasa, on 07 February 2017 - 12:41 PM, said:

Overwatch and MWO don't even feel remotely similar (pacing makes a massive difference), so why exactly does it need to be less "arcadey"?


They are both FPS games, and the "pacing" you are pointing out is what I wanted to address with the convergence mechanic. Yes, I want MWO's pacing to be even slower and more deliberate, with the weight of 20-100 tons battlemech. And I want JJ boost value brought back, with some conditions.

Edited by El Bandito, 07 February 2017 - 01:28 PM.


#64 Quicksilver Aberration

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Posted 07 February 2017 - 01:30 PM

View PostEl Bandito, on 07 February 2017 - 01:27 PM, said:

They are both FPS games, and the "pacing" you are pointing out is what I wanted to address with the convergence mechanic.

What pacing are you trying to address? There is a night and day difference between the pace of Overwatch and MWO. They are nowhere near close.

View PostEl Bandito, on 07 February 2017 - 01:27 PM, said:

Yes, I want MWO's pacing to be even slower and more deliberate

To what end? How exactly does that help anything? Don't get me wrong I do think TTK is a smidge too low (I liked it post-rebalance/pre-Kodiak) but not to the point we need convergence (nor would that fix some of the top mechs, aka nothing would really change).

Edited by Quicksilver Kalasa, 07 February 2017 - 01:32 PM.


#65 El Bandito

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Posted 07 February 2017 - 01:50 PM

View PostQuicksilver Kalasa, on 07 February 2017 - 01:30 PM, said:

To what end? How exactly does that help anything? Don't get me wrong I do think TTK is a smidge too low (I liked it post-rebalance/pre-Kodiak) but not to the point we need convergence (nor would that fix some of the top mechs, aka nothing would really change).


To what end? Immersion, of course. Same reason I want an honest to Kerensky Death from Above, and knockdowns. Same reason I want progressive heat penalty. Same reason I want JJs buffed.

I have made peace with this badly optimized, and badly managed, twitch shooting mechwarrior game, compared to many other bittervets, but that doesn't mean I still cannot dream of something greater.

#66 Quicksilver Aberration

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Posted 07 February 2017 - 02:02 PM

View PostEl Bandito, on 07 February 2017 - 01:50 PM, said:

To what end? Immersion, of course. Same reason I want an honest to Kerensky Death from Above, and knockdowns. Same reason I want progressive heat penalty. Same reason I want JJs buffed.

Some of those are for more than just immersion though, because they can heavily impact gameplay, for example knockdowns have a huge impact on gameplay (and if like MW4, makes PPFLD even stronger). Some of those have negative impacts of gameplay as well (JJs being buffed, at least for mediums are one example). You can have immersion without impacting gameplay, but when immersive elements have large impacts on gameplay the consequences must be considered.

View PostEl Bandito, on 07 February 2017 - 01:50 PM, said:

twitch shooting mechwarrior game

If this game is a twitch shooter, then what the hell are CS:GO and Overwatch because MWO isn't even in the same league as those games. Sorry, but this comment is the same hyperbolic nonsense it always has been.

Edited by Quicksilver Kalasa, 07 February 2017 - 02:02 PM.


#67 El Bandito

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Posted 07 February 2017 - 02:12 PM

View PostQuicksilver Kalasa, on 07 February 2017 - 02:02 PM, said:

Some of those are for more than just immersion though, because they can heavily impact gameplay, for example knockdowns have a huge impact on gameplay (and if like MW4, makes PPFLD even stronger). Some of those have negative impacts of gameplay as well (JJs being buffed, at least for mediums are one example). You can have immersion without impacting gameplay, but when immersive elements have large impacts on gameplay the consequences must be considered.


Of course I already considered some of the potential consequences of those immersive features and have planned on how to balance them, some since 2013. It is too much effort to write them in a place where no one cares, and nothing will be done, though. I already sent several tweets to Russ regarding the inclusion and balancing of some of those ideas.


View PostQuicksilver Kalasa, on 07 February 2017 - 02:02 PM, said:

If this game is a twitch shooter, then what the hell are CS:GO and Overwatch because MWO isn't even in the same league as those games. Sorry, but this comment is the same hyperbolic nonsense it always has been.


CS:GO and Overwatch are also twitch shooters. They all require fast reaction time and pin-point accuracy. There is nothing deliberate about mechs alphaing each other in MWO, unlike other slower vehicle combat games. See a tiny bit of the enemy mech, shoot it immediately thanks to instant convergence, with locks not affecting accuracy in the slightest, except for guided missiles.

Edited by El Bandito, 07 February 2017 - 02:17 PM.


#68 Quicksilver Aberration

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Posted 07 February 2017 - 02:16 PM

View PostEl Bandito, on 07 February 2017 - 02:12 PM, said:

They all require fast reaction time and pin-point accuracy.

lolwut, MWO does not require fast reaction time, sure it requires accuracy but it will regardless of convergence "solutions". What defines a twitch shooter is that reaction time, and they just aren't even close to the same requirements for even average level of play.

#69 Gas Guzzler

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Posted 07 February 2017 - 02:19 PM

View PostEl Bandito, on 07 February 2017 - 01:50 PM, said:

twitch shooting mechwarrior game


This isn't a twitch shooter.

#70 El Bandito

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Posted 07 February 2017 - 02:20 PM

View PostQuicksilver Kalasa, on 07 February 2017 - 02:16 PM, said:

lolwut, MWO does not require fast reaction time, sure it requires accuracy but it will regardless of convergence "solutions". What defines a twitch shooter is that reaction time, and they just aren't even close to the same requirements for even average level of play.


Of course MWO requires fast reaction time. It is very apparent in my GQ and CW matches.


View PostGas Guzzler, on 07 February 2017 - 02:19 PM, said:

This isn't a twitch shooter.


Could sure be less twitchy by my preference.

Edited by El Bandito, 07 February 2017 - 02:21 PM.


#71 Gas Guzzler

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Posted 07 February 2017 - 02:23 PM

View PostEl Bandito, on 07 February 2017 - 02:20 PM, said:


Of course MWO requires fast reaction time. It is very apparent in my GQ and CW matches.


You only need fast reaction time if you are consistently putting yourself in bad situations. Battlefield awareness and intuition make up for any lack of quick reactions (to a certain extent, obviously this isn't a turn based game and will never be so some level of reaction time is required).

#72 Quicksilver Aberration

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Posted 07 February 2017 - 02:30 PM

View PostEl Bandito, on 07 February 2017 - 02:20 PM, said:

Of course MWO requires fast reaction time. It is very apparent in my GQ and CW matches.

Don't really know what you are talking about, I can do well in both and I would say I have average to below average reaction times in both Overwatch and CS:GO. Again, if you asked most involved with MWO comp if this was a twitch (since many play one of the two on the side) and they would laugh at you because they aren't even comparable in that regard.

#73 El Bandito

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Posted 07 February 2017 - 02:32 PM

View PostQuicksilver Kalasa, on 07 February 2017 - 02:30 PM, said:

Don't really know what you are talking about, I can do well in both and I would say I have average to below average reaction times in both Overwatch and CS:GO. Again, if you asked most involved with MWO comp if this was a twitch (since many play one of the two on the side) and they would laugh at you because they aren't even comparable in that regard.


Guess my definition of twitch shooter differs from yours, then.

#74 Gas Guzzler

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Posted 07 February 2017 - 02:33 PM

View PostEl Bandito, on 07 February 2017 - 02:32 PM, said:


Guess my definition of twitch shooter differs from the gaming community, then.


FTFY

#75 chucklesMuch

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Posted 07 February 2017 - 04:28 PM

View PostGas Guzzler, on 07 February 2017 - 02:33 PM, said:

FTFY


To be fair, there are a number of people, who do consider this game a twitch shooter... I’m not in that camp. (Some of my enjoyment of MWO is derived from the slower nature of this game, compared to more reaction intensive games).

I would be interested in knowing what % of people saw MWO as a twitch shooter.





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