Paigan, on 16 October 2017 - 05:04 AM, said:
If you happily throw every lore detail over board as soon as it seems inconvienient, you're basically creating a completely new game in a new universe. You'd probably also get into legal trouble pretty fast. having revoked the license to use all the original Mech designs, etc.
If you want Battetech Mechs, you have to stay at least roughly inside the Battletech universe.
Yes, which previous all Mechwarrior games did. Brutally, only things that Mechwarrior video games had borrowed from TT/Lore are names. Entire weapons mechanics and stuffs are completely alien if we compare Mechwarrior games and TT/Lore.
Because, any competent game developers would see TRO of Battletech, and would probably say themselves "'Holy ****ing ****!! These rules are incredibly bad for a video game. Let's just make everything from scratch."
So they threw away every lore details as much as possible. So those previous Mechwarrior games
were great video games, but none can be called as great Battletech games. Battletech rules were used as exceptions rather than foundations on previous games.
As far as I concerned, as the development progresses, even HBS's Battetech game begins to keep losing these lore/TT details (despite the fact that it is turn-based game!) It is no secret that they pretty much wrote the entire ballistic weapon stat from scratch, just like the developers of first Mech Commander also did alter ballistic weapon rules.
The main reason why Mechwarrior Online is massively suffering from balance and gameplay design problem is that PGI is using
Battletech rules as foundations rather than exceptions, doing completely opposite from what previous Mechwarrrior game developers did.
Oh, and it is not that PGI actually has actually adhering to rules anyway. Do you know this whole "hardpoints" actually does not exist in TT games at all? The whole concept of having hardpoints was started from Mechwarrior 4. When it was revealed pretty much
everyone hated it.
Well, that was 17 years ago, now with very few people even remember it. I guess PGI does not even realize hardpoints is actually not a part of Battletech from the first place. Actually, entirely throwing the concept of hardpoints would save a lot of underforming IS mechs, but you would have to endure laservomit apocalypse.
dwwolf, on 16 October 2017 - 09:53 AM, said:
This change does increase the (relative) value of pulse lasers for the weight and heat investment that you are forced to take.
Something that I felt pulse lasers had been lacking in for a loooong time.
This is simply false because PGI also nerfed pulse lasers among with normal lasers, so we are back to square one except we are forced to take alpha-damage oriented builds even more.