

"no Aiming Skill Required"
#41
Posted 12 December 2012 - 11:26 AM
Direct fire aiming is great. I put a lot of my attempt to improve myself as a player into lining up my AC/10 shots just right to kill those damn Ravens. But never pretend that it is more difficult or important than playing as a good member of the team.
#42
Posted 12 December 2012 - 11:28 AM
#43
Posted 12 December 2012 - 11:36 AM
xenoglyph, on 11 December 2012 - 11:42 PM, said:
This is why trying to talk to direct-fire counterstrike players is rather useless. Missiles require different skills than direct-fire weapons, and the players who specialize in direct-fire weapons lack these skills. Therefore, to them, they don't exist...hense the idea that missiles required 'no skill', even though it has been proven and pointed out many, many times just how much was stacked against these weapons even before ECM. But, of course, a person won't hear what they don't want to hear.
The most important thing here is that the point about MWO not being a FPS. In no way was this intended or the point of the game, and the players who only see it that way will never understand other modes of combat. MWO is intended to be a tactical and strategic simulation of piloting a battlemech in a semi-modern combat setting. 'Skill at aiming' is only a minor skillset in that type of game, and less important than proper application of indirect support fire, tactics, countertactics, strategic goals, and enemy evaluation. This is why driving a tank in modern militaries does not put 'ability to aim the gun' at the top of the list of needed skills...that is an infantry skill, not an armor driver priority.
However, trying to get this point across to many players of MWO is an effort in futility. They are, after all, only video gamers, and not really interested in a good simulation.
Edited by Jakob Knight, 12 December 2012 - 11:38 AM.
#44
Posted 12 December 2012 - 11:45 AM
#45
Posted 12 December 2012 - 11:46 AM
HybridTheory, on 11 December 2012 - 11:46 PM, said:
Suggestion... fix all the old bugs before introducing new unbalancing mechanics to this game! Stop adding content that hides problems... FIX IT!!!!
See I never understood this complaint about ECM. Every single rant against it can all devolve into one single easy point.
Based solely on who brings more ECM mechs, one team can use streaks, the other cannot.
The streaks are the issue, not the ECM. If streaks weren't considered practically mandatory, I don't think there would be nearly as much complaints as they are right now. If the commando 2D and raven 3L weren't the heaviest missle boaters of their chassis, I don't think people would complain that much about ECM. NOONE cares about the cicada, even though it has the same lagshield, more armor, and roughly the same speed as a raven. You know why? Because it has no streaks.
Why is a Jenner considered a liability in 8 mans now while not even 2 weeks ago people laughed at anyone who didn't have them? Because they can't use streaks (jenners will always end up paired against some light that will disable their SSRMs while being able to use their own).
It's streaks. It's always been streaks, it'll always be streaks. If there weren't 4 streak ravens/streakmandos running around no one would give a **** about them or ECM.
Your suggestion is to allow them to fire indirectly if ECMed. Then they're just SRM2s, and guess what, you could equip those instead! But no, everyone wants their streaks, because streaks have become mandatory in nearly every missle hardpoint because they're so easy to use and they are near guarenteed damage, and that's the ******* issue, not ECM.
#46
Posted 12 December 2012 - 11:53 AM
hammerreborn, on 12 December 2012 - 11:46 AM, said:
See I never understood this complaint about ECM. Every single rant against it can all devolve into one single easy point.
Based solely on who brings more ECM mechs, one team can use streaks, the other cannot.
The streaks are the issue, not the ECM. If streaks weren't considered practically mandatory, I don't think there would be nearly as much complaints as they are right now. If the commando 2D and raven 3L weren't the heaviest missle boaters of their chassis, I don't think people would complain that much about ECM. NOONE cares about the cicada, even though it has the same lagshield, more armor, and roughly the same speed as a raven. You know why? Because it has no streaks.
Why is a Jenner considered a liability in 8 mans now while not even 2 weeks ago people laughed at anyone who didn't have them? Because they can't use streaks (jenners will always end up paired against some light that will disable their SSRMs while being able to use their own).
It's streaks. It's always been streaks, it'll always be streaks. If there weren't 4 streak ravens/streakmandos running around no one would give a **** about them or ECM.
Your suggestion is to allow them to fire indirectly if ECMed. Then they're just SRM2s, and guess what, you could equip those instead! But no, everyone wants their streaks, because streaks have become mandatory in nearly every missle hardpoint because they're so easy to use and they are near guarenteed damage, and that's the ******* issue, not ECM.
Interesting, considering it's the -ECM- mechs that now can't live without Streaks, and use them exclusively. I guess it's okay when an ECM mech has them.
More to the point, if you actually looked at the comments throughout the Forums, you would find that the majority of concern over ECM has not been the Streaks, but ECM's nullifying of LRMs. That is the issue you seem to purposefully ignore, and has nothing to do with Streaks.
Crooked, on 12 December 2012 - 11:45 AM, said:
Well, unless they were sitting still/afk, then I would call it luck, since nothing you did could allow you to hit a moving, evading mech at a range of greater than 200m. Let's call it was it was, and not claim false credit.
#47
Posted 12 December 2012 - 11:53 AM
Jakob Knight, on 12 December 2012 - 11:36 AM, said:
Edited by Joseph Mallan, 12 December 2012 - 11:55 AM.
#48
Posted 12 December 2012 - 11:55 AM
I wonder how many people have actully played the table top game (Battletech), Mechwarrior is the RPG.
#49
Posted 12 December 2012 - 11:57 AM
Helbourne, on 12 December 2012 - 11:55 AM, said:
I wonder how many people have actully played the table top game (Battletech), Mechwarrior is the RPG.
Did you miss the Nerf SSRMs threads Helborne? There is a group wanting that very thing.
#50
Posted 12 December 2012 - 11:58 AM
Jakob Knight, on 12 December 2012 - 11:52 AM, said:
Interesting, considering it's the -ECM- mechs that now can't live without Streaks, and use them exclusively. I guess it's okay when an ECM mech has them.
More to the point, if you actually looked at the comments throughout the Forums, you would find that the majority of concern over ECM has not been the Streaks, but ECM's nullifying of LRMs. That is the issue you seem to purposefully ignore, and has nothing to do with Streaks.
How is saying streaks are the problem saying that it's okay when an ECM mech has them? I even explicitly stated that if the two missle boat versions of the commando and raven weren't the ECM mechs ECM wouldn't be considered to be as big a problem as it is now.
And I don't mention the LRM argument because those people are stupid. When I run my founders cata I can fire nearly all 4-5 tons of my LRM ammo in 8v8 (in PUGs I get most of my rounds off but I'm less likely to have support so I might get picked off earlier) using my own TAG or a teammates. When TAG goes to 750m anyone who complains about LRMs being useless should go play hello kitty adventure. Stupidity and lack of teamwork isn't ECMs fault.
#51
Posted 12 December 2012 - 12:03 PM
Joseph Mallan, on 12 December 2012 - 11:57 AM, said:
Oh sorry I did miss that, I might have just skimmed right past it. It just annoying as all hell that a good chunk of this player base does not want a game true to the TT game.
#52
Posted 12 December 2012 - 12:03 PM
Sundiver, on 11 December 2012 - 11:35 PM, said:
They do, but they are undeniably easier to use. Sniping with a direct fire weapon is harder....
Also your fighter analogy is BS.....those missiles fly much further (several miles out right?) and move at supersonic speeds... that's why guns are usually a last resort in modern warfare.
Seriously don't try to use an analogy you don't truly get.
#53
Posted 12 December 2012 - 12:11 PM
Right now the battles are 'to the death' which is wrong too. Yes I know you can cap the enemy base too. If your out gunned and your smart you retreat. You save your resources to fight another day. Perhaps sometime they will put that into the game. If you are going to do a proper warfare sim capturing planets and such you should be able to retreat when you know you cannot win the battle.
#54
Posted 12 December 2012 - 12:13 PM
Helbourne, on 12 December 2012 - 12:03 PM, said:
Oh sorry I did miss that, I might have just skimmed right past it. It just annoying as all hell that a good chunk of this player base does not want a game true to the TT game.
it's easy to have missed since ECM hit the game very few people use Streaks. What was wrong with streaks is people were loading up 4-6 of them and the damage was concentrated on the CT. So technically the weapon wasn't broke it was massed and the to-hit area to tight.
Gio, you joke right? I can snipe you with a Gauss at 1000M with No Lock. travel time is no issue, but missiles I have to wait, and wait, and wait till they reach target, and if I loose lock, I lose ammo. Give me missiles that fly at supersonic speed so they reach their targets as fast as a Hypersonic Gauss round then. Seriously you don't want to argue the difficulty of killing with an infantry soldier.
#55
Posted 12 December 2012 - 12:16 PM
Helbourne, on 12 December 2012 - 12:03 PM, said:
Oh sorry I did miss that, I might have just skimmed right past it. It just annoying as all hell that a good chunk of this player base does not want a game true to the TT game.
A true to TT game would have hit checks prior to firing any streak missle rather than being a 100% hit homing missle of death. Streaks would also hit everywhere, not just the torso (though this is the proposed dev change which I wholeheartedly support). The damage values I'm fairly certain are also different that TT, and fire faster than once every 10s.
Joseph Mallan, on 12 December 2012 - 12:13 PM, said:
Gio, you joke right? I can snipe you with a Gauss at 1000M with No Lock. travel time is no issue, but missiles I have to wait, and wait, and wait till they reach target, and if I loose lock, I lose ammo. Give me missiles that fly at supersonic speed so they reach their targets as fast as a Hypersonic Gauss round then. Seriously you don't want to argue the difficulty of killing with an infantry soldier.
I will also argue that LRM flight speed is too slow. I can dodge it too easily in my Jenner even on open terrain by running perpendicular to the flight path.
#56
Posted 12 December 2012 - 12:18 PM
#57
Posted 12 December 2012 - 12:19 PM
Joseph Mallan, on 12 December 2012 - 12:18 PM, said:
I know, just don't like the argument that the game should be "true to TT". It bugs me. Mechwarrior Tactics is that game, I want a balanced mechsim that borrows from TT as starting points.
Edited by hammerreborn, 12 December 2012 - 12:20 PM.
#58
Posted 12 December 2012 - 12:28 PM
#59
Posted 12 December 2012 - 12:49 PM
#60
Posted 12 December 2012 - 12:49 PM
Kaziganthi, on 12 December 2012 - 12:45 AM, said:
This is incorrect. In CBT 'mechs could always act as spotters for indirect fire, units always shared sensor data in double-blind play (unless a pilot was rendered unconscious), and C3 only conferred benefits to direct-fire weapons by reducing range to-hit penalties:
Quote
The C3 computer system can link up to twelve ’Mechs or vehicles together—utilizing a series of C3 Master and C3 Slaves—in a communications network that will share targeting information.
To make an attack using a C3 computer network, calculate the to-hit number using the range to the target from the networked unit nearest the target with line of sight. Use the firing unit’s modifiers for movement, terrain effects, minimum range and so on. A weapon attack using a C3 network must conform to standard LOS restrictions and cannot fire beyond its maximum range, though a well-placed lancemate may allow the firing unit to use his weapon’s short-range to-hit number at long range.
The C3 network itself has no maximum range, but only units actually on the playing area can benefit from the network, and the C3 Master (or C3 Masters if using a company-sized network) must be on the playing area.
TAG: The C3 Master (but not the C3 Slaves) exactly duplicates the function of target acquisition gear (see TAG; p. 142).
LRM Indirect Fire: C3-equipped units spotting targets for or launching an LRM indirect fire attack use the LRM Indirect Fire rules (see p. 111), and gain no benefit from a C3 network.
Minimum Ranges: Minimum range is always determined from the attacking unit to the target.
Variable Damage Weapons: The range, to determine the Damage Value of a Variable Damage Weapon, is always determined from the attacking unit to the target.
Stealth Armor: Armor that inficts range modifiers against attacking units does not confuse a C3 network. While such additional range modifiers apply to the nearest attacking unit, they do not apply to any other units using the network to attack. However, some such systems (notably the Stealth Armor System, p. 142) include their own ECM system; in this case, an attacking unit must be outside the effective range of the ECM mounted on the target unit, or the attacker gets cutoff from the network.
(Total Warfare; p. 131)
Given that we don't have range to-hit penalties in this game, and there's no way to gain improved direct-fire accuracy by having a friendly unit get closer to the target, C3 is impossible.
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