Pvt Dancer, on 11 May 2012 - 01:53 AM, said:
1) I never asked to reduce the damage of autocannons. In fact, from a balancing point of view, they would need to have higher DPS or damage per burst than single-shot ACs. That's common sense, really.
2) You dismiss "fluff" as being meaningless, yet you seem to accept the fact that lasers inflict DoT. As far as I know that is something only established through the very thing you disregard. Did they spread their damage over multiple areas in TT? I think not.
What I mean to say is that the TT rules should be obeyed where it makes sense. 640 meters maximum range for LRMs? No prob. But on the other hand, not obeying it where it makes things interesting is a viable design choice as well. That's why I'm okay with DoT lasers. I'm just thinking out loud that the same should be allowed for autocannons.
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Well, for some of us it is closely related to immersion. Sure, you can take that away if you want. In that case I figure we don't need fancy graphics (so no CryEngine 3), high-quality sound effects, joystick support or anything like that. Monochrome graphics with untextured wire models as mechs should be sufficient, I guess.
On a more serious note, immersion really isn't meaningless. You can have the best gameplay mechanics in the world, but without at least some immersion, maybe through some synthesis of both established rules and fluff, a game may be good - but never truly great. It's not a black/white matter between balance and immersion, it's about finding the ideal compromise somewhere in the gray shades that lay inbetween.
Since I assume that PGI are going for a great game as opposed to merely a good one, it just surprised me to see the current implementation of the AC20 look so... bland and boring. Especially compared to spectacular-looking effects such as the PPC trails shown in the latest vids.





















