Pilot skill or probabilistic hit locations?
#181
Posted 05 March 2012 - 08:28 PM
#182
Posted 05 March 2012 - 09:50 PM
#183
Posted 05 March 2012 - 11:51 PM
#184
Posted 07 March 2012 - 03:00 PM
as for locations, aim at them
Edited by Dirk Le Daring, 07 March 2012 - 03:01 PM.
#185
Posted 07 March 2012 - 03:34 PM
'Nuf said!
#186
Posted 07 March 2012 - 08:42 PM
#187
Posted 07 March 2012 - 10:03 PM
Anything else would be an attempt to cripple good players instead of learning to shoot straighter.
#188
Posted 08 March 2012 - 02:18 AM
#189
Posted 08 March 2012 - 04:13 AM
- Computer based targeting -> you have a good chance to hit the target - works best with laser - for bringing a full salvo of AC-shells into the target you need a better target and tracking systems (no Targeting Computer)
- Manual targeting -> you're calculating the movement of the target the computer try to point all weapons towards your aim-point...should work best with arm mounted AC - torso mounted weapons should be really inaccurate
- something between ???
#190
Posted 08 March 2012 - 09:49 AM
#191
Posted 08 March 2012 - 10:53 AM
GaussDragon, on 08 March 2012 - 09:49 AM, said:
Battletech was never supposed to be a twitch aim sort of game. Its really a half measure between the way it probably should be, and catering to the folks who want to play quake in robots.
#192
Posted 08 March 2012 - 01:25 PM
TheRulesLawyer, on 08 March 2012 - 10:53 AM, said:
Battletech was never supposed to be a twitch aim sort of game.
Yes, and MechWarrior has been a long-running PC game based on twitch aim. I think the dual-reticle is quite innovative and it creates for more dynamic gameplay (I.E., less alpha-striking, less light mech insta-popping). But what convergence does is punish people who know how to shoot well. An alternative way to handle this is to change the recycle times on weapons, but at least with faster-firing weapons, those you can react quickly can still do so. I'll have to actually play the game and see how it works in practice to really get a feel for it, but on paper it looks punitive.
Edited by GaussDragon, 08 March 2012 - 01:32 PM.
#196
Posted 08 March 2012 - 07:01 PM
TheRulesLawyer, on 08 March 2012 - 06:58 PM, said:
It doesn't follow the lore for the world its in. It was implemented incorrectly. You can argue that it makes it a better game, but you can't really argue its right for the battletech universe.
This is where our philosophies fundamentally differ:
Better gameplay > universe
#197
Posted 08 March 2012 - 10:59 PM
GaussDragon, on 08 March 2012 - 01:25 PM, said:
Who has more skill? The one that is able to point with the mouse on a target and hit the Mouse Button, or the one that has to recognize all facts that are necessary to hit a target. Point and klick an Laser Weapons are nobrainer - sry they where nobrainer in MW3 and MW4 was in general nobrainer.
#198
Posted 09 March 2012 - 01:07 AM
point and factor in split weapon alignment and the kind of weapon being used and how it behaves in addition to where you want to hit in spite of potentially dozens of simultaneous things happening at the same time and adjusting appropriately for those things BEFORE you click, however does.
#199
Posted 09 March 2012 - 09:50 AM
GaussDragon, on 08 March 2012 - 07:01 PM, said:
This is where our philosophies fundamentally differ:
Better gameplay > universe
See, now there is an argument worth having, that maybe its better gameplay. I tend not to agree, at least with the armor location system as is. Maybe with some of the complete hit location retoolings that were purposed early on it might work. I would agree that the BTU hit system is fundamentally not the best choice for a real time game.
#200
Posted 09 March 2012 - 10:41 AM
7 user(s) are reading this topic
0 members, 7 guests, 0 anonymous users