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Battletech Update


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#21 SQW

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Posted 17 November 2017 - 04:07 PM

View PostRusharn, on 17 November 2017 - 03:36 PM, said:


In the HBS Battletech game the AC10 does the equivalent of 15 points of damage in the TT, so there is no check for a 1 in 6 cockpit hit, it destroys the head out right exceeding both armor and structure in a single attack. This makes an IS AC10 as powerful as a Gauss rifle or a Clan ERppc.

From what I have read in the HBS forums this was an intentional decision to make the AC10 more useful, however with how frequent head shots occur I honestly would see a huge amount of frustration in the campaign mode of losing pilots to the relatively common AC10 that is mounted as a mainstay weapon on several battle tanks, as well as common armament on mechs such as the Urbie. Instant kill head shots were bad enough in the TT with weapons like the AC20, Gauss and Clan ERppc, but at least you paid for that decapitation power with a heavy weapon that either has the chance to explode when hit, has short range, or runs very hot.


They did some tweaking with head-hit probability and downgraded the weapon dmg a bit I think. In any case, these issues are easily changed in the files it'll be modded by the community in no time if it does become a major issue.

What I'm looking at is the overall game mechanics (shooting, melee, heat, damage) and campaign sandbox event system (discussed in detail in their last Q&A) and both factors are very solid. Anything else such as music, voice acting and whether or not weapon A has 2 pts too many ammo etc are a non-issue for me. As for mission design, that was probably the first mission to ease people who never touched a TB game or battletech into the game; do you remember how utterly dull the first 5 missions of any RTS game in history have been?

If you think HBS can't do mission design, I hate to see your reaction with PGI's MW5. Posted Image

#22 Rusharn

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Posted 20 November 2017 - 07:43 AM

I just hope they minimize the effect of RNG on the life of your pilots. It is one thing to lose a pilot to a mistake, it is another to lose it to a bad RNG roll, and entirely another if every other battle you lose a pilot because that is how they designed the game. So far pilots have a massive effect on how the mech preforms. More so in single player computer games, unless the computer has a limited stable of pilots as well, such mechanics only hurt the player. The computer with it's infinite legions of mechs and pilots is not affected if one of it's pilots is killed. The player on the other hand, should they play through without loading a saved game, will most certainly feel the effect of losing a pilot adversely.

#23 MeiSooHaityu

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Posted 20 November 2017 - 08:11 AM

View PostRusharn, on 17 November 2017 - 03:36 PM, said:


In the HBS Battletech game the AC10 does the equivalent of 15 points of damage in the TT, so there is no check for a 1 in 6 cockpit hit, it destroys the head out right exceeding both armor and structure in a single attack. This makes an IS AC10 as powerful as a Gauss rifle or a Clan ERppc.

From what I have read in the HBS forums this was an intentional decision to make the AC10 more useful, however with how frequent head shots occur I honestly would see a huge amount of frustration in the campaign mode of losing pilots to the relatively common AC10 that is mounted as a mainstay weapon on several battle tanks, as well as common armament on mechs such as the Urbie. Instant kill head shots were bad enough in the TT with weapons like the AC20, Gauss and Clan ERppc, but at least you paid for that decapitation power with a heavy weapon that either has the chance to explode when hit, has short range, or runs very hot.


A lot of the values used in the Beta were for testing.

As for the A/C10 one shot headshot issue... They did reduce the A/C10 damage a bit. The current value sits at 12 dmg instead of the initial 15. I believe they also up'd the internal structure as well in all the mech's heads by a very small margin (although it might have been removed when the A/C10 damage was lowered...not sure.

The game is still in Beta and values are still in flux. As of their last Kickstarter post, they are still working on balance as the game nears completion.

#24 SQW

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Posted 20 November 2017 - 03:28 PM

View PostRusharn, on 20 November 2017 - 07:43 AM, said:

I just hope they minimize the effect of RNG on the life of your pilots. It is one thing to lose a pilot to a mistake, it is another to lose it to a bad RNG roll, and entirely another if every other battle you lose a pilot because that is how they designed the game. So far pilots have a massive effect on how the mech preforms. More so in single player computer games, unless the computer has a limited stable of pilots as well, such mechanics only hurt the player. The computer with it's infinite legions of mechs and pilots is not affected if one of it's pilots is killed. The player on the other hand, should they play through without loading a saved game, will most certainly feel the effect of losing a pilot adversely.


This is part of life for all rogue games and the popular XCOM franchise. Too many modern games are designed to give players constant 'ups' without any genuine feeling of accomplishment from overcoming actual adversities. While having your star pilot killed by a lucky headshot is rage-quit inducing, crawling your way back up again by the skin of your teeth is exactly what gamers like me are looking for in a sim game.

#25 davoodoo

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Posted 20 November 2017 - 03:34 PM

You know what i miss the most, missiles which dont look like... well whatever mwo got.
Actuall ******* artillery with indirect fire.

View PostRusharn, on 20 November 2017 - 07:43 AM, said:

I just hope they minimize the effect of RNG on the life of your pilots. It is one thing to lose a pilot to a mistake, it is another to lose it to a bad RNG roll, and entirely another if every other battle you lose a pilot because that is how they designed the game. So far pilots have a massive effect on how the mech preforms. More so in single player computer games, unless the computer has a limited stable of pilots as well, such mechanics only hurt the player. The computer with it's infinite legions of mechs and pilots is not affected if one of it's pilots is killed. The player on the other hand, should they play through without loading a saved game, will most certainly feel the effect of losing a pilot adversely.

You can always save scum, i did before i got used to xcom.

But even then i didnt really need that much and stopped completely after some point.

Edited by davoodoo, 20 November 2017 - 03:37 PM.






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