Rosh87, on 24 June 2019 - 02:40 AM, said:
Interesting concept, Konniving ! They are pretty lightweight too - could be useful in that role. Though, what do some of you guys do to keep them lit up the entire game - or are people just holding a mouse button or something permanently, throughout the fight?
Fire Control or other macro, or someone once said he wedged a penny into holding the #6 key down.
But as horseman said, it's basically advertising where you are (and despite its stated range, that beam is visible as far out as 1,800 meters in whatever direction you point... farther than that a person can see exactly where the laser just abruptly ends from any diagonal or perpendicular angle.)
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* also - a bit random (was going to put this in main Forum, but figured it's still a New Guy sort of question, so worthy of putting here still) - I'm considering one of the Black Jack mechs. I think they look like "baby" Rifleman, that have not yet grown up - lol...and one fascinated me, as I found out it has some nice Dakka Quirks (AC-2).
However...looking them over, I'm now confused, as it seems the specialist AC-2 one is potentially Worse than the "non-specialist" one ? I'll list the Quirks of Interest for the two variants I'm debating below, for comparison purposes:
Black Jack BJ-1:
Ballistic Cooldown 10%, AC-2 Cooldown 10%, Ballistic Range 10%, Range 10%, Ballistic Velocity 10%, Heat -10%
Black Jack BJ-1DC:
Ballistic Cooldown 20%, Ballistic Range 10%, Range 10%, Ballistic Heat -5%, Heat -10%, Laser Duration -10%
BJ-1
AC/2 total benefits: 20% cooldown (10% for any other ballistic [note this doesn't include MGs])., range 20%, velocity 10%, heat -10%.
Comparison.
BJ-1 20% cooldown, range 20%, velocity 10%, heat -10%.
BJ-1DC 20% cooldown. range 20% Velocity 0%, heat -15%.
Comically...these are actually the same mech with one having a second seat for a co-pilot/passenger that can take over when the main pilot loses consciousness.
That's literally it. But MWO was never bright enough to dig into how to really capture the source material. And when they did, they often cited "it didn't sound very fun." When things die like they do in MWO...suppose they're right, it isn't really fun.
Now if it was more like closed beta, where two Atlases can be like battleships and slug it out for almost two minutes, or a fight between a Hunchback and a Centurion with buildings and streets to fiddle with could devolve into a brisk walking slug fest (weapons shot slower, heat mattered a little bit more than it does now, which is a LOT more than it did for almost 5 years, then you had convergence issues and a radar that updated once every 1 second rather than in real time so you had that aliens tracker like effect without the sound or the visual for the scan, blip...blip...blip.. Where did he go? Blip [above you])... it was an all too surreal experience. Back then, there was actuator damage (left leg actuator hit, now you have to make periodic course corrections as your left leg is not moving as fast as the right [not reflected in animations]). Arm actuator hit? Welp, your shots aren't gonna line up right. Etc.
Imagine if they kept evolving the simulation aspect rather than trying to follow Hawken with the Arcade aspect... Potentially losing consciousness or having blackouts would be a much more sensible penalty for excessive rapid heat buildup than ghost heat. And that second pilot could be a godsend. (Also, usually the DC variant has less equipment; for Blackjacks it was the exception. Honestly the BJ1 should have had 4 ballistics or at least 3).
Blackout example (not losing consciousness)
Note the screen keeps fading when using the lasers... This was an actual in game effect (an issue with the burning metal being too bright).. imagine if this was done as a mechanic for excessive laser vomit..and more deliberately.
That simulation feel
Not so simulationy, but note the street is getting pulverized when I'm tripped. <--Also how minimum range works in Battletech... instead of magic no damage ********.
Convergence image/gif below.
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You're preaching to the choir. Quirks was originally made to make up for shortcomings on a mech. For example a Grasshopper has a single missile hardpoint with a single slot available, severely limiting your options. Quirks was supposed to buff that to the point that you'd find it useful, such as a 50% firing rate increase.
Although it existed on mechs before it was even given a name
the quirks were largely done as a presented to the player system with the Clan introduction. When you can choose arms with 12 hardpoints, why would you use the Nova's arm with 1 hardpoint or 3? Simple, the 3 hardpoint arm could fire slightly faster, and the single hardpoint arm was loaded down with quirks.
But players quickly abused this and their high numbers because you could take one arm with a single energy hardpoint and the opposing arm with 12 hardpoints, have so much energy relief that ghost heat could be ignored and then break the game. So rather than lock quirk effects to specific limbs, they got changed to be 5 to 25% with no more 50% bonuses. And even then 25% was rarely applied and quirks were usually done so that at best you could get 25% in total....few exceptions.
These also got applied to literally everything, ultimately defeating the purpose of quirks and changing their purpose to 'flavor'. But then there's problems with that..and it just keeps rolling.
Edited by Koniving, 24 June 2019 - 09:40 AM.