Lorcan Lladd, on 02 February 2012 - 03:06 PM, said:
Well, as long as it is easy to achieve, and fun, too, people will resort to legging...
...Either in competitive or casual play.
So, my point is, legging should be made more difficult to achieve.
Now, I clearly remember legging not being such a grave issue in other online mecha games - namely, Starsiege - because, for one thing, the targeting systems, weapons and weapon lock times in those games made it quite a challenge to target any specific location - and though some very skilled gunners actually managed to pick away at weapon hardpoints, such feats required actual skill and did not constitute in a 'cheap kill' or underhanded tactic.
Unless you were standing really close to your target, but, well.
There, I believe that the weapons in MW:O should be made less accurate in general, and the targeting systems of 'Mechs, less responsive; either that, or the apparent or visual speed of 'Mech movement should be increased, thus preventing the overuse of legging.
This all purely from the standpoint of gameplay, because I don't know how accurate or fast those systems should be according to canon.
Oh, and then turn it around and give those Clan targeting computers an upgrade - want to bet the clanners will be legging all the time?
Of course, I'm also assuming that legging is a Terrible Thing and that we are discussing the means to stop players from legging - maybe I'm missing the point of the discussion entirely, so forgive me if that is the case.
Edit, on leg damage, I believe the legs typically receive less armor tonnage than other 'Mech structures, even though the actuators inside them can be destroyed easily by more powerful weapons, not to mention potential damage to myomers, so I would rather have the legs remain vulnerable, and significantly impaired by damage that is dealt to them, when armor is damaged or depleted...
...As per MechWarrior 3, which I played, or 2, which I didn't.
Actually the legs in BattleTech, not the MW computer games, were generally one of the most heavily armored parts of a mech.
The main reason that legging became so popular in the computer games was that it was easy, and general took the mech out of the fight. In TT, the mech could actually stand again, although it risked falling and taking additional damage. It could also use one arm to prop itself up and fire weapons in the other arm and in the torsos. Coupled by the limitation of a +/-60 degree torso twist this meant that legging and running was dangerous to the attacking mech as you ended up turning a back or flank on the prone mech which could then fire at will.
Off the subject a bit, in TT there was also a small arc in the back of a mech from which you could hit the rear armor. Hits from the sides or side rear actually hit the main or frontal armor. That small arc is the only reason that most mechs had such weak back armor.
Bottom line, the closer to the TT rules you stay, the more sense the mech designs make. The farther you stray the less sense certain things make. Which is why some of the "other" non-BT based games sometimes were more cohesive. They weren't taking mech design literally and then changing all the mechanics that affects them.
For those of you that are not aware, in TT general rules, which a couple exceptions, you couldn't target specific parts of an enemy mech. You either hit, or you didn't, and hit location was determined randomly. For instance, on a successful hit you had a 1 in 36 chance of hitting the head. This made certain weapons like SRMs and LRMs, and the LBX autocannons made more sense as you rolled separately for each missile, or group of missiles, which gave you more chances of hitting the head, or a stripped location.
I realize that we are not specifically dealing with TT rules, although I understand that Piranha is trying to stay as close to them as makes sense. But it may help people understand why mechs were designed the way they were.
Edited by Kelthar, 22 June 2012 - 09:45 AM.