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Tabletop VS Online


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#1 Max OConnor

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Posted 13 April 2012 - 08:56 AM

I thought it would be fun to ask of those who have played both tabletop and online or PC versions of the games; are there weapons or mechs you like to use in one that you can't stand in the other?

Some mechs are great on paper, but when you actually try to use them in a simulator, the fun just isn't the same. For instance I love using missile boats in tabletop, yet when I run the online version of the same mech, I find it frustrating to hold the target lock steady enough to get that tone before I can fire. Also PPCs are very irritating, waiting for them to recycle in game so the feel is different.

I have found that the one thing I love most of all in both tabletop and online are autocannons. I've run my rifleman both online and on the table and found it to be just as much fun both ways.

Are there mechs you will use in one but not the other and which ones will you run in both?
For me its the following.

Tabletop: Rifleman, Panther, Ostroc, Urbanmech, Enforcer, Blackjack, Archer, Jagermech

Online: Marauder, Rifleman, Panther, Blackjack, Stalker, Jagermech

Both: Rifleman, Blackjack, Panther, Jagermech

I guess I have a thing for AC's :)

#2 wwiiogre

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Posted 13 April 2012 - 10:28 AM

I find the difference is that the tabletop is actually more sim like than the computer. Meaning you aren't running around in the table top counting kill to death ratios or wondering where your damage per second ranking is or how high up your pilot is on the overall leaderboards. Generally you are trying to survive the encounter on the table top, complete your mission and contract and hopefully make enough money to put your mech into the next battle. While in most MW pc titles that part of the game is gone and you are doing other things that are not BT or even canon specific. I loved the experience involved with BT/MW and it was slow going. Took a bunch of battles to improve even a single skill. which taught you patience and playing conservatively but sometimes going for broke would work better or quicker. You had to roll with the flow and figure out which tool or mech was best for the situation. You could use ECM, intel, other assets of combined warfare or they could be used on you. You had melee attacks, underwater combat. The variety in TT is so much better than in a computer game because our only limits were imagination and the willingness to try something and work out the kinks if we didn't like how it felt.

As for mechs in a computer game. I always felt mechcommander came closest to the feel of actual BT/MW because you weren't fps'ing but trying to run a unit, while you loved individual pilots gaining skill, completing the mission was more important than kill count. How you killed the enemy was more important because of potential salvage lost if you cored a mech or destroyed his shiny weapon you really wanted, or that mech was loaded with ammo you needed cause you were short. So you would have to take risks in how you took that mech down so you could get the most out of it after the battle.

As for fps MW titles most of them have been very disappointing because of the compromises they made. It never felt quite right. Some have come close and yes waiting for a recycle or cooling between shots to me was actually more sim like to me and closer to the novels than getting to fire whenever I wanted. I always felt that the mech labs allowed to much customization because you could boat and every IS mech became an omni. My favorite timeline is pre clan upto including the first couple of years of clan.

I personally prefer to play in campaigns starting just before 3039 and going upto around 3055. This takes you from 3025 baseline tech mechs to the experimental tech around 3039 which had issues with it and the finalized lostech release around 3048 to clan invasion. Allowing you to slowly learn how to play the basic mechs and get the most out of them. Then slowly experiment with the new tech in its prototype variants with issues. Then finally getting bits of losttech. Usually having to defeat them first before getting to use the tech itself. And eventually thinking we are the real deal and then going out to the periphery and getting our arses handed to us repeatedly by the clan.

As for which mech I liked best in the sim. I have always liked my warhammer or archer. Iconic, long range and nasty or the Raven, sneaky, dirty bringing the rain of others onto the unsuspecting enemy. Or sneaking an assault lance into close range of a base by eccm and good route planning then watching them unleash hell on a base and standing back and spotting for the support lance of lrm boats in concert with the Assault lance overrunning the base.

As for multiplayer online MW I mainly lan 'd with friends upto large amounts of players and did some coop style play. I guess in the end I like House 3025 tech first cause it is the hardest to master. And if you are gonna be clan I hope it is with some serious rules regarding their limitations not just here's the best toys go up your kill counts. Which in the clan that actually matters and they do kill count.

chris

#3 RedHairDave

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Posted 13 April 2012 - 11:07 AM

the biggest thing that tt has over any game is physical attacks, i love the axeman and berserker. also custom mechs, every custom i have ever made has a hatchet. its mandatory.

#4 Max OConnor

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Posted 13 April 2012 - 11:15 AM

I agree on the tech levels Chris. Clan tech is too fancy and too Munchkin for my taste. I like making things work in level 1. It really makes you have to think about your choices. You don't get everything you want. I do enjoy my RAC5's though :)

#5 Thomas Hogarth

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Posted 13 April 2012 - 01:13 PM

The Mauler on TT is nothing like the Mauler in MW4 - even with a canon TRO config. The AC/2 and AC/5 are much more powerful in MW than they are on TT, and it shows.

#6 osito

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Posted 13 April 2012 - 01:15 PM

In tt clan tech is to over the top. I agree on that point. I do enjoy playing the games, but i have never got the same tactical challenge i do in t.t. I hope this new reboot of battletech will change that. I think adding a more tactical feel to the game will help the game alot.

#7 Max OConnor

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Posted 13 April 2012 - 01:48 PM

I remember reading about how the TT Rifleman kept other mechs at bay, chewing them up with rapid fire that just never really played out on the table. When my friend got in a 3025 spec'd Rifleman in MW4, and I tried to close with him, the fluff really played out well. I was chewed to bits before I could even get close. I must say I'm leaning heavily towards playing my Rifleman online as I do in TT.

Of course I will have to see how it functions in this new version before I can render a full opinion.

#8 wwiiogre

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Posted 13 April 2012 - 02:01 PM

just hoping we get the Rifleman and other unseen because they fill such a huge void inthe 3025 era that without them there are voids inthe lineup

chris

#9 Yeach

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Posted 13 April 2012 - 04:55 PM

View Postmaxoconnor, on 13 April 2012 - 01:48 PM, said:

I remember reading about how the TT Rifleman kept other mechs at bay, chewing them up with rapid fire that just never really played out on the table. When my friend got in a 3025 spec'd Rifleman in MW4, and I tried to close with him, the fluff really played out well. I was chewed to bits before I could even get close. I must say I'm leaning heavily towards playing my Rifleman online as I do in TT.

Of course I will have to see how it functions in this new version before I can render a full opinion.


So what you are saying is that MW4 simulated the lore better than TT?

Edited by Yeach, 13 April 2012 - 04:55 PM.


#10 Paul Inouye

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Posted 13 April 2012 - 05:06 PM

Nuh uh...





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