Grinner, on 12 April 2012 - 06:17 PM, said:
As I said in my post though, I don't really have an issue with targeting the legs, I absolutely agree that it's a viable tactic to slow or incapacitate an enemy. My concern is what happens to a 'mech that has been legged in this way. Again, in the table top it is still able to prop itself up provided it has both arms and return fire up until it loses an arm, or even to attempt to stand though the roll is rather difficult. In short, legging a 'mech should not instantly remove it from the battlefield or make it a non-threat, only hinder it greatly.
I pretty much agree with this, either via prop mechanic or limp mechanic (I've always favored the limp mechanic - I think it's more fun for everyone while still being entirely viable). Legging shouldn't remove the 'mech from the fight entirely and I've never thought it should.
You might be underestimating legged 'mechs in MWLL though - depending on how they fall (a big factor), they can be ludicrously useful. In one-life battles I've seen legged 'mechs kill 2-3 enemies away that wandered into their arc while discounting them as a threat. It can be a nasty surprise.
Grinner, on 12 April 2012 - 06:17 PM, said:
Also, the pin point, instantaneous damage made targeting and destruction of legs, or any location, incredibly easy. Mechwarrior 4 chose to circumvent this by inflating armor values so that repeated hits could be shrugged off what would have cored through mechs in the table top game. MWO will likely inflate the armor values somewhat, but they seem to be coming closer to the table top game's randomness in that multiple factors will likely reduce the amount of direct damage any one location takes at any one time.
Again, we still don't know how leg destruction will be handled, and I eagerly await seeing how they adress this.
Why I'm hoping that lasers will have a burn over time mechanic similar to LL in MWO, because it makes them far harder to damage a single area and almost impossible to discharge entirely into the leg. I will admit MW4 probably allowed for the easiest leg attacks, but at the same time, I do not think they were the best strategy the vast majority of the time. I almost never would target a leg in that game, preferring to hammer a side torso until they exploded - with exceptions, of course.
Grinner, on 12 April 2012 - 06:17 PM, said:
Again, I don't really disagree with jumping from cover to cover, I much prefer mobile jumping mechs sniping from range as opposed to turret-like assault mechs or the simple bruisers. But you're missing the key point, that jumping from cover to cover also imposes penalties on the attacker as well as the defender. It is still an entirely viable tactic, and one I employ often, but I have to contend with that +3 to the target number from using jumping movement. There is a corresponding penalty to my attacks even as my movement and use of cover makes it harder for the enemy to target me.
My contention is that previous 'mech games, MW4 and MW:LL included, have not really reflected this penalty to the attacker. Both have overly floaty jump mechanics that have little to no effect on the ability of the attacker to accurately hit his target. Combined again with instant damage, instant travel, high damage weapons that hit exactly where I aim every time, that makes jumping from cover to cover a tremendous advantage to the attacker with little to no draw back aside from added heat, which is of little concern if you can cool down and recycle your weapons behind a hill.
I think you have something closer to MPBT3025's jump jets in mind, which is actually fine by me - they were a blast to use. It's a shame that MPBT3025 came out when Youtube was in an infancy (or was it even a site yet?) because I can't even find video of them in action to really illustrate the point.
That said, I think MW4's jump jets had the
reverse issue from table top - it's actually kind of interesting that way. I think jumping there gave you a -3 to /get hit/ if you had to convert it; your "hang time" was a death sentence. The more time required to aim the more hang time you'd suffer.
The same thing is true of MWLL to a degree but where I think they really succeeded, though, was in creating vast amounts of waste heat - firing energy weapons while using a large number of jump jets was a shutdown waiting to happen. It'd be interesting to see shut downs in mid-jump resulting with a knockdown in MWO, since MWLL couldn't support knockdowns for technical reasons.
Now if we consider the fact MWO appears to have no coolant button (a change I REALLY
REALLY like), I think the vast heat solution would be a very interesting way to handle them.
Grinner, on 12 April 2012 - 06:17 PM, said:
All I would hope is that "poptarting" impose same penalty to the attacker as it does in the table top, i.e. make the screen shake and rattle, the cross hairs jiggle a little bit to reflect all that tonnage rocketing through the sky. I want to know that when I jump from cover and lay the hurt on someone on the other side of a ridge, it is because I'm a good pilot, not because the game mechanics make it absolutely beneficial for no draw back.
It really is a hard line to walk. MPBT3025's jump jets were so powerful and awesome feeling, yet, you could never even remotely hope to intentionally land a DFA or even pin point a landing to the exact spot you wanted. I think they're a great place to start, though. I wish there was some way to find video of them in action for this discussion, because they were radically different than any previous MW game.
Really, I have no problem with pop tarting as a mechanic but I'm totally supportive of reworking jump jets to make them feel less "glidey" is the size of it. I think we can both agree that they've never felt right in the majority of MechWarrior games. I won't even go into MW2's, which were hilariously insane (allowing for on-a-dime instant turns without even losing speed - I almost never took more than a single jump jet entirely for the purpose of doing 180 spins. Actual
jumping was a rarity compared.)
That said, at the risk of getting even further off topic, I would like the maneuverability aspect (where the 'mech facing isn't linked to the jump jet movement) represented in some capacity. It'd be neat if jump jets allowed you to move in any direction independent of facing, while providing the same kind of rock/thrust of MPBT jump jets, allowing pinpoint landings but also not gliding.
Edited by Victor Morson, 17 April 2012 - 12:25 PM.