Leetskeet, on 11 May 2012 - 07:14 AM, said:
Read a couple sentences, saw another post about TT rules and how they're god-tier perfect.
Turn based dice roll hex map game =/= Real time simulation with projectile/missile travel times and real time movement
Sorry, but the rules for taking your turn and doing your damage and movement all during the same turn don't translate well to a game where the other person is moving at the same time as you and you have to actually aim the weapons and wait for them to do damage.
This (that quote up there) is what I have been thinking the whole time. My oldest brother introduced me to Battletech, and I was the only sibling who would ever play with him. I was in love with, and played, every incarnation of the game. Mech Assault MechWarrior 1-4 (and loved mektek for what they did), mech commander, even Dark Age TT, the card game. I loved all these incarnation for what they were, and some more than others. The fast pace simplistic TT of Dark Age even. however, even though MW4 had some huge issues in respects to TT rules, and the camping, spawn raping, long range ridiculousness (I had a shadow cat with 2 Arrow IV artillery, I’m not positive, but that should break some rule, right?)
Anyways…
A dice and hexes world where moving and holding still and shooting at a mech that hasn't taken its turn in the same ritual yet doesn't translate to ANY format perfectly. I would like to see another 100 meters on the LRMs, and yes, my MW4 experience has everything to do with that. But if my beloved catapult can't stand of and annoy the hell out of the big guys, ill adapt. If MW4 taught me anything, it was how to adapt. I will understand perfectly fine if in a year I can’t make a nova cat that can kill ANYTHING in 2 shots.
Edited by El Death Smurf, 11 May 2012 - 09:45 AM.