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All these comparisons to World of Tanks scare me


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#21 MagnusEffect

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Posted 09 November 2011 - 03:40 AM

View PostAmro_One, on 05 November 2011 - 06:39 PM, said:

[/list]Maybe you should read the guides before playing.

Light tanks are the eyes and ears of the team. Use your superior maneuverability to spot the enemy, radio to your team and duck back quickly under cover before your opponents even know what happened.

- Always keep moving! Your armor is weak, but you’re meant to be a hard target to hit.
- Be patient. Just because you’re fast doesn’t mean you’re untouchable. Sometimes it’s best to wait for your heavier armored teammates to clear out enemies before you make your move.


Goes the same for light mechs.


read the "guides". I'm not an dumbass. It was still bullshit annoying to deal zero damage to bigger targets and NOT HAVE ANY CHOICE OTHERWISE until i grinded through a couple more tiers. Maybe it was historically accurate, but is it historically accurate for a Stuart to honestly face off against a Tiger with any *real* chance of winning? The matchmaking in that game was my biggest gripe. I didn't mind facing a Tiger in an inferior tank, but facing 5 Tigers was NOT FUN AT ALL. I stand by my previous statement; Battlemechs >>> WW2 tanks :) Spotting is nice, but that is only as good as people are willing to pay attention.

Not meaning to brag, but since my "skills" have come into question:
In EVERY MW game up to this point, I have REPEATEDLY enjoyed taking out much larger mechs in my preferred lighter mechs; like a vicious wasp you can't quite reach to kill. Hell, I've been known to win against 4:1 odds (yes, against actual players, and yes, no exaggeration)... WoT never gave me that pleasure. I'm sure you understand what I'm getting at.

Edited by MagnusEffect, 09 November 2011 - 04:10 AM.


#22 Black Sunder

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Posted 09 November 2011 - 05:20 AM

I think the thing people are saying abut WoT is that there are some good features to it but there is also alot of bad ones too.

#23 AgonyColumn

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Posted 09 November 2011 - 07:39 AM

I agree with Woodstock and BlackSunder.... Wot is a great game.. But I realy hate the way some features work .
For example the way there match maker works. Thats a good way to play the game and get an instant match.
But it makes it difficult for teams to break off and have clan battles whenever they want. The team i play with in WOT
sits around and wishes we could be doin a clan match with 3 or 4 guys half the time. Our option is only to wait a week
for the ingame clan war setup to find a match for us. I think the mech devs should include a way for clan v clan battles
to be able to happen .

#24 Smoked

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Posted 05 December 2011 - 07:17 AM

I for one play WoT and I think it has some very good ideas.

Your mech pilot for one should have some kind of skill/proficiency system that can improve either through a pay or grind system and reach the same cap as someone that does spend money on the game or not. I believe one of the MW games did have merc stats but I can't remember.

Also someone with only one battle in shouldn't be piloting an Atlas. They should be going through the ropes re: starting off with a Commando or Firefly with just flamers etc and moving up the different classes, Light -> Medium -> Heavy -> Assault.

One thing is that this game will need an engine with physics to invoke some of the rules from MechWarrior. One favorite tactic of mine with a mech that has jump jets is DFA (Death from Above). That is so fun and pwning unsuspecting mechs that are nearly dead with a Locust or Phoenix would be great. Also ramming should be incorporated to make use of different speeds as well.

One idea that MechWarrior can borrow from WoT is the dispersion effect of different types of guns (less accurate over distance) and view/radar range of different mechs and line of sights/radio system found in world of tanks. I think part of a mech's ability to power down to stay hidden is important in battle strategy.

To balance the teams, I think it should equal them out by tonnage, probably within 15 tons would be fair.

One thing I didn't read in these forums is the heat sink. Not sure if any of the developers played any of the old muses/mucks/muds back in the 90's but I believe BattleTech 3052 was a great adaptation of this game for online play.

Also salvage should be part of the random plunder after the battle and allow whatever was salvaged, including possibly other mechs, to be distributed by chance to all members or converted into c notes and distributed evenly.

Ah, I haven't read about aiming for salvage yet either such as shooting legs off of mechs etc to maximize salvage.

But I think that a lot of the maps on WoT would be great for MWO as well, other than scaling since the trees, bushes etc would be much smaller and some of the planets would be different as well.

Ah which brings up another point, environmental effects for heat sinks/heat generation. Are all border planets going to be the same temperature or are some going to be ice cold or some incredibly hot?

Also mech corps should be based off of one planet within a house cluster of planets. Let's say your mech corp hq was on a border planet that was taken over by House Steiner, you would lose your "guild bank" etc. Would give people more reason to log on and fight if another house was encroaching on your planet.

Also votable house leaders would be great as well. They could give orders for which planets need to be taken etc and can use diplomacy etc which can be a big factor in the game as well.

But anyways, I was a bit off the topic, but WoT uses some very good ideas, although some of it isn't to everyone's liking or acceptable levels.

#25 Smoked

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Posted 05 December 2011 - 07:23 AM

Also is the domination map going to be plant by planet or would it be control of areas on a planet, like each planet has like 12 squares and you have to conquer 7 of them to have collective resources given to all pilots within the house for controlling planets? Not sure if in game economy would be advanced etc to promote planet domination and advanced strategies as well.

#26 Smoked

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Posted 05 December 2011 - 07:33 AM

Oh, also, I dislike the idea of having random pickup games. Force people to fight on maps by having them actually on different planets within a system. So if an enemy house attacks that planet, they are caught up in battle. Obviously the home planets are unattackable but no mech corp hq can be located on the home planet. Also have a max limit of like 12 mech corps (active - meaning you need at least 5 members in your mech corp to declare a hq) per planet. Also having home planets for mech corps would give the home field advantage to those corps in case the planet was invaded.

No matchmaking system like WoT but perhaps a battle front generator so you're actually on the map fighting to earn exp, c bills and/or salvage.

Also the mech corps hq could be a way for players to buy stuff to make their compounds larger as well such as "garage" slots for mechs, Auto cannons for mech corps hq defense, etc.

From what I've read, is this game is primarily focused on just random mech vs mech fighting or immersing the player into the MechWarrior universe? I would hope the latter. I can't wait to see what the final product is like.

Oh also let's say battles are sparsely populated on some planets. Would the server add in mech bots to even out the sides? Just an idea.

#27 Dlardrageth

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Posted 05 December 2011 - 03:08 PM

View PostMagnusEffect, on 03 November 2011 - 09:42 PM, said:

Not that I'm saying it is a bad game and not that I'm saying there aren't some valid comparisons, but it scares me that some people are looking for a game similar to WoT. Other than both games featuring mobile armored vehicles with big guns and *maybe some* hit mechanics, I REALLY think we should aim a little higher.
[...]


Actually I am. Saying it is a bad game. It had lots of potential and the dev team there drove the car against the wall. Repeatedly. If you look at the current numbers of players online on the north american server, it's pretty pathetic. So yeah, every step away from what WoT did and did wrong is one in the right direction prolly.
(Speaking as someone who has been with WoT since early Closed Beta testing I think I know a thing or three about how it developed to its current "state". Just saying before some rabid WoT fanboy tries to hatebomb me herein. :P )

#28 That Guy

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Posted 05 December 2011 - 06:56 PM

I am completely against any sort of tier system for MWO.

its probably what i hate most about WOT. that and the crew stats thing. i hate being stuck in some puny ww1 era light tank with some novice crew fighting T3 panzer 3 with expert crews. yeah alot of the design choices make scene in a realistic context, but just dont cut it in the context of a competitive online game. there essentially is no player skill involved, its all determined by your tank, your gear, and your crew (again makes sense in a realistic way). victory will go to the team who has played the longest, seconded by the team who communicates. not good for a COMPETITIVE online game. its like if you play unreal tournament for a year and your reward is you can see through walls and all weapons do x2 damage. not a good idea

I really want MWO to be like past MW games, where its YOU, the human pilot, not some numbers in the game, that determine your success. if there is a cone of fire, then EVERYONE should have that same cone. mine should not be smaller just because i played longer

if i must, id say they should look at battlefield heroes as an example. the core of the game is running around shooting the other player, and cap'ing flags. you have a couple of additional abilities that flavor how you operate, but dont over power the running and gunning.
its possible for lvl 1 characters to beat level 30s if they know how to play shooters. and honestly, i really hope any "character skills" are much more subtle in MWO than in BFH. MUCH MORE





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