sycocys, on 15 April 2023 - 09:09 PM, said:
Well its a pvp online Mechwarrior (not Battletech) game that equally matches clan vs is and they should have balanced the tech out from the start.
It's actually more of a problem that the tabletop enthusiasts can't concede that this is not a table top iteration - but also pretty interesting that the same tabletop "canon" only types fight tooth and nail that they keep their dual guass and ppc setups which are 100% not functional in canon. 1 guass and a couple medium lasers wouldn't even work without basically restarting your targeting system and completely de-syncing your fire.
I bet canon has some rules for running hot (especially in override) and how that would cook your cooling capacity and all of your computer systems. "Remember to override"
How about free strikes that don't require a piece of equipment to lob out your smoke marker?
"Skills" for your mech that have zero compensation for making your weapons shoot further, pack more ammo, recycle faster, more amor/structure that magically appears for no tonnage cost, speed boosts, mystic anti-targeting computer buffs?
Bet all of that slide right into the tabletop game smooth as butter.
I'm right there with you on most of that. It's been getting crazier and crazier as the years have gone on. This game STARTED by trying to faithfully emulate all of the TT mechanics, and one by one, they all got shouted down by people who didn't appreciate their history, or abandoned by PGI for some glitch or other, rather than fixed to work properly (looking at you, knockdowns, and arm convergence).
The thing people keep dismissing, that should be front-and-center, is that these are all the SAME GAME, just displayed from different perspectives, and with different input controls. A game played on TT, then replayed in HBS BT, and then replayed in MWO, should all start the exact same, and play out relatively similarly. Arguments to the contrary are betrayals of the rich history, lore, and backstory to the game, and a corruption of this variation for their own nefarious ends.
The only PPC/Gauss combos I play are the ones that came that way (MAD-4L or MAD-5S or MAD-6S, etc). If you see me in a build that doesn't match your targeting computer, that's a limitation of PGI's targeting computer, and I'm simply using what I have available to recreate another factory build, or factory field upgrade kit, missing Omnimech configurations, etc. The only place I ever deviate from this is in Solaris, where I held to it for as long as I could, until the builds got so focused that anything stock can't remotely compete, because aiming in this game is too pinpoint, and weapon reload times are too fast, and DPS is elevated WAY too high (and we wonder why TTK is so low, when AC/2's deal 14 times the damage they were EVER meant to).
Cool Shots, in particular, are supposed to be Coolant Pods. They're literally a thing with crit slots and tonnage. The Hero Hellspawn is even supposed to mount three of them, but PGI replaced them with Heat Sinks rather than change their consumable system.
TAG lasers are supposed to be your artillery designators. They spot targets for guidance-equipped Arrow IV Artillery missiles, which could have been a weapon equipped by 'mechs. The "Long Toms" that PGI implemented for Faction Play are more accurately Davey Crocketts. Real Long Toms behave more like our current artillery strikes (though for 10 shells, that means there's a battery of 10 long toms off the field, somewhere).
Ammo and Armor should be consumable, at the very least. That's the tradeoff with ammo based weapons being harder hitting for less heat: they consume ammo. That's also the difference with all the fancy ammo: it works WAY better, but it's MUCH more expensive (some of the best LRMs are 3x the price of standard versions).
Heat penalties should TOTALLY be a thing in MWO. For starters, if you get just a little bit over your heat capacity, your movement speed is reduced. Thereafter, your weapon accuracy is reduced (but that's just your reduced torso movement, so that all folds into the same mechanic). After enough heat buildup, your 'mech tries to shut down, and you have a chance to override (this would be the time interval between being told, and the 'mech actually shutting down). As the heat gets higher, that interval gets shorter (increased difficulty to override) and once you hit the maximum heat threshold (30 pts over the capacity of your heat sinks), it's an automatic shutdown with no chance to override. This cycle repeats every time you pass these heat marks. None of this "turn it on and leave it on" crap. Also, as you go up through the heat scale, you go through increasing chances of an ammo explosion. You actually do NOT take any structure damage, but the fact that you can't move means you're much easier to shoot.
I've been advocating for those heat penalties in MWO for awhile, as they would curb peek-and-poke laservomit. If you step out, run your heat up to 90%, and then can't move to get back to cover, that would certainly emphasize the importance of heat management.
It also bums me out that we don't have realistic recoil in this game. MechWarrior 3 did that one the best. Even an arm-mounted AC/10 turned your entire torso to the side when you fired, and you had to reacquire your target for your next shot. Dual Heavy Gauss should run the risk of knocking you back on your *** unless you're standing perfectly still, and preferably crouching, bracing against the recoil. That's really something only the Fafnir ever managed, and should be a unique capability of that 'mech.
And Clans should never have been mixed with Inner Sphere. You should always have had a separate bucket of Clans, limited to 10 players (or maybe 5, given their performance right at launch) against 12 Inner Sphere. One or two Stars against three Lances. MatchMaking would be whatever two buckets filled up first: IS vs IS, Clan vs Clan, or IS vs Clan. That way, if everyone's playing one or the other tech class, you don't have to wait for the other side to fill up (like you currently do with Faction). If there's multiple same-type teams, they just drop against each other and have at it.
Edited by C337Skymaster, 16 April 2023 - 06:03 AM.