Kay Wolf, on 20 May 2012 - 07:13 AM, said:
I disagree. There is a way to build physical-hits-over-time into the system, though even I have to admit it would likely be relatively difficult to do. Legging, heading, back-shooting, firing on shut-down/knocked-down 'Mechs, etc. If an individual fires on a location so many times within a certain time-limit, it's considered deliberate by the game, and some manner of penalty is marked.
1. As many have said Zelbrigan goes out the window once the enemy violates it.
2.Punishing a person for being accurate or doing their best to win in a FPS is asinine.
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I'll explain the same thing to you that I explain to all of the MechWarrior's in Armageddon Unlimited who ask me about this: it began back in Mercs-2, not MechWarrior 3, and it's been a staple of the community ever since. With those games, it was super-simple for a twitch-gamer -that term started about MW3 time-frame- to take off an opponents leg, to shoot them in the head, the back, etc. It became dishonorable in the community, on the whole, and the only reason it didn't remain as such in the late Pirate's Moon to MechWarrior IV time-period was because so many whiney baby twitchers cried it down. Starting with the end of MW3 and the advent of Pirate's Moon, the lore of this game, as has been displayed on these very forums, became less and less important, and the only thing that became of importance was being able to bang the hell out of one-another using whatever means were necessary.
So what you're saying is that legging was overpowered in previous editions essentially. Okay. now let's go to the next point.
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Recently, in the Twitter chat, it was expressed that PGI will not just keep it's head in the sand regarding dishonorable battlefield conduct, and have worked to make MWO a close amalgam to the BattleTech board game without sacrificing the fun. Kudos to them for keeping this in mind. However, I will keep the rules of DBC in-mind when this game goes live, and will believe it when I see it.
Why would you think that PGI "addressing the issue" would be to leave an unbalanced/overpowered tactic in the game, but assign penalties for using said tactic? That would be like if they put a golden gun into the game and anyone could use it, but it took 500$ from you everytime you killed someone with it. (In other words, completely silly)
If Legging is overpowered, then PGI will tweak armor/internals for legging until it becomes a viable option. I much prefer the idea that legging -intelligently- could become one of the myriad of options, rather than making it "Well... the mechs have legs but you can't shoot them or we'll give you a fine."
The methods used in previous mechwarrior games were to address the symptoms, not the problem.
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EDIT: Oh, and if you're 'good' enough, read twitch enough, to deliberately shoot an opponents legs, head, back, etc., for an unfair win, then you're probably good enough to win without resorting to those sorts of cowardly tactics.
Possibly, but why would I risk additional damage to myself and my fellow mercs if I can drop an opponent that much quicker? In most games, people will use the best option available to them which results in the most damage to the enemy for the least cost to themselves.
Honestly, I thought maximizing damage and minimizing cost was one of the cores of the clan philosophy. If A clanner could take off a leg and then make his opponent surrender, he ends up with a win and relatively low damage to both his and his opponent's mech.
This sort of thought process just goes back to the previous problem of addressing a symptom instead of a problem. Balance is what we want, not a myriad of complicated systems to try and keep people from realizing that the core game balance is wonky.
Edited by LackofCertainty, 20 May 2012 - 08:14 AM.