ravion hawk, on 01 February 2012 - 12:24 PM, said:
I guess I missed something here...
I thought this was a FPS/Simulator which requires our own reflexes.
Are we piloting the mechs like Mechwarrior 1, 2, 3, and 4, or are we commanding them like Cresent Hawk's Revenge, Mechcommander, and Mechcommander 2?
I can see some of this working for an RTS like CHR, MC, and MC 2. But if this is a FPS/Simulator like the Mechwarrior series this just makes a mess and ruins the point of a simulator.
Besides, the way this system has been explained, it is already used in either Heavy Gear or Earthsiege/Starsiege/Missionforce Cyberstorm.
I think, in a sense, its a bit more like Elder Scrolls (Oblivion, Skyrim), were technically, you can do whatever you like, and your skill does count.
However, if you use certain weapons more often, you get better effects, more consistently.
For example (again for Oblivion), how you aim your bow is critical since you start the game (if you're blind, you wont ever hit) - but the more you use the bow, you get damage bonuses, range bonuses (i think), bow speed bonuses, and stuff.
For MWO, its a simulation - if you can't pilot and shoot in a mech, you'll be screwed anyway. BUT, if you focus on a given mech, and on a given set of skills, you will get better.
Like, and im speculating here, if you scout alot , your radar range will improve, if you shoot alot, you wont build up heat as fast, if you "command" alot, your arty strikes will be more powerful, and such.
Now, here, we assume that as a scout you don't go head on against an atlas, as a shooter, you actually hit what you're shooting at, and as a commander, you don't call in arty strikes on your own team