

Only YOU can prevent leg targetting!
#61
Posted 07 January 2012 - 05:00 PM
I think given the want for this to be a simulator we all want it to be realistic in this fashion, right? Honestly it's no different than having an arm blown off or the like. Just a bit harder to fight back with. As it should be.
#62
Posted 07 January 2012 - 06:34 PM
#63
Posted 07 January 2012 - 09:17 PM
Mchawkeye, on 07 January 2012 - 12:25 PM, said:
Uh, what weapons require a lock? streakSRM is the only weapon I know of that cannot be fired without lock....possibly artillery and what not...but otherwise, the majority of weaponry does not require a lock...
I'm going off memory so I apologize if its a bit hazy, MW1 and MPBT:S hazy... I just re-read my thread and figured its only fair I respond to your post, I was going off memory and thought htat medium and long rand weapons needed a lock to fire accurately. What I didnt clarify was that my suggestion was to make certain weapons require a lock and allowing others to free fire. I suppose it was a flawed suggestion, but I thought it would be a decent way to balance legging. Does that clarify my post?
#64
Posted 08 January 2012 - 03:22 AM
A big part of the simulation, from my point of view, is that elements are implemented for reasons of realism, not for arbitrary reasons of game balance. there are many, many other ways of preventing legging or mitigating the results.
The fact is that Mechs, most of them at least, have two legs and they, by their nature, make the mech vulnerable. the solution is not to arbitrarily prevent people from targeting them, just make it harder to gain the desired result....
#65
Posted 08 January 2012 - 04:20 AM
Even if I get to follow my goals and end up playing as a Clan mechwarrior I would do the same. It's just the way it is.
Of course if I get back armour and am packing a Gauss rifle then.. why bother shooting legs?
Semyon
#67
Posted 10 January 2012 - 08:27 AM
LOOK AT MW:4 MY FRIENDS... WHERE LEGGING NETS YOU AN x2 HARDER KILL IF THE GUY PUTS PROPER ARMOR ON THERE!
Oops, caps.
Anyways, just follow the same concept as MW:4, and we should be more than fine.
That or make legs even tougher... (which I don't think you can)
Leg Shavers hating em getting nailed for their clean and shiny internal structure is sticking out?
THEN DON'T SHAVE YOUR LEGS AND LET ARMOR GROW ON IT LIKE A TRUE MAN!
Ahem....
Bai.
#68
Posted 10 January 2012 - 08:37 AM
Aiming centre-mass is a high percentage shot but that area tends to be better armoured. Shooting an individual component (legs) travelling in a quickly moving target, when that component is also moving back and forth, is a high risk / high return option. If the target isn't moving (more fool it) then you're only aiming at an individual component so that'll become a low risk / high return option.
If someone is wandering about with light leg armour - either because they removed it in mechlab (to min/max) or because they've already taken hits there - then I'd fully expect many people to target those legs. Personally, if I lose my leg (or CT) armour I'll be withdrawing from the fight.
#69
Posted 10 January 2012 - 09:06 AM
Its the Heavy Gause or AC-20 I would be more worried about.
Edited by T0RC4ED, 10 January 2012 - 09:06 AM.
#71
Posted 10 January 2012 - 08:00 PM
#72
Posted 10 January 2012 - 08:22 PM
Petroff Northrup, on 10 January 2012 - 08:00 PM, said:
Umm... how is balancing leg armor hard? Take it off the torso/arms if you want your legs better armored. Or reduce your armament. Or reduce the maximum speed of your mech.
It's called a tradeoff.
#73
Posted 11 January 2012 - 02:10 AM
Vulpesveritas, on 10 January 2012 - 08:22 PM, said:
It's called a tradeoff.
From the perspective of overall balance in the game, and there is still a limit to how much armor you can put there
#74
Posted 11 January 2012 - 03:09 AM
As a simple example, leg armor could be tuned up by 200% and every 100% lost reduces the mech's speed by 33%. It can even be more gradual by reducing speed every XX% of damage taken.
#75
Posted 11 January 2012 - 04:20 AM
#76
Posted 11 January 2012 - 05:03 AM
Leg armor is reduced to 0, 'Mech limps around.
Maybe add in that if both legs are reduced to 0, 'Mech cannot move at all but can still torso twist and shoot.
You want to not get legged? Don't run around with no leg armor.
#77
Posted 11 January 2012 - 06:13 AM
No one ever said piloting a mech is easy. Instead of whining about the tactics your opponents are using, improve and adapt your own so you can beat them. Seriously, it seems like some people want to turn this game into "MechGentlemen". Pretty soon we'll just all pilot mechs with hands and no weapons and march around giving each other fancy handshakes.
#78
Posted 11 January 2012 - 05:19 PM
#79
Posted 11 January 2012 - 05:31 PM
Petroff Northrup, on 11 January 2012 - 02:10 AM, said:
From the perspective of overall balance in the game, and there is still a limit to how much armor you can put there
Yeah. Kinda the point. Just like there's a limit to how much armor you can put on your arms and torso. Or there's a limit to how heavy your mech can be. And there's a limit to how many weapons you can have on your mech.
you know, a balance thing.
#80
Posted 11 January 2012 - 07:26 PM
Vulpesveritas, on 11 January 2012 - 05:31 PM, said:
you know, a balance thing.
taking out a side torso or arm will not leave your mech flat on it's back and unable to provide any real aid in battle, taking out a leg can do that far too easily, especially when dealing with close to canon armor levels.
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