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Table Top Vs Online


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Poll: TT VS Online (599 member(s) have cast votes)

Should the game try to balance more towards the tabletop version

  1. Yes (246 votes [41.07%])

    Percentage of vote: 41.07%

  2. No (286 votes [47.75%])

    Percentage of vote: 47.75%

  3. It is (44 votes [7.35%])

    Percentage of vote: 7.35%

  4. Whats the tabletop version (23 votes [3.84%])

    Percentage of vote: 3.84%

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#181 Pht

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Posted 31 December 2012 - 07:27 PM

View PostIndoorsman, on 31 December 2012 - 07:21 PM, said:


That's not the conclusion. You can make a TT2.0 in realtime, ...


... I thought it was clear that I wanted (and I presume most of the other "don't arbitrarily ignore the TT") guys want is not tt2.0 - we want mechwarrior.

It's just that we realize that you can't have invalid or double standard when you choose what to port over and what not to port over.

You can't grab half the combat system values and none of the combat mechanics built to work with them and expect those numbers to work in a different combat system.

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it's possible and probably as easy as all you people say it would be. But this isn't TT, it's a first person shooter,...


It's not a true first-person shooter.

A MW video game is a first-person armored combat piloting simulator.

In an FPS your avatar carries weapons that your avatar directly controls. In an MW video game ... your avatar directly controls an armored combat unit, and that ACU is what directly physically controls the weapons.

If you just mean by FPS a game where you press a button and something on the screen shoots - that's a giant set, which has almost no bearing on the MW video game should be done.

It seems that most people don't want a video game about piloting battlemechs in combat; they want prettified UT/Q3, slower, with more guns - which is fine, but why they think it's valid to force MW into this classification is beyond me.

I thought 'Mech fans ... you know ... wanted to pilot virtual 'Mechs.


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you are in the minority...


One person + truth = right, regardless of how many other people say otherwise.

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...and choose to ignore the hard evidence of this very poll.


I'm well aware of the fact that most people don't understand what an MW video game should be.

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The conclusion is that those things compounded mean you must balance this game by its own standards independent of TT aside from heirarchy.


A conclusion you cannot demonstrate because it is a false conclusion.

Edited by Pht, 31 December 2012 - 07:30 PM.


#182 Ghogiel

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Posted 31 December 2012 - 07:35 PM

Online would win because TT would still be rolling dice by the time Online vaporised it with it's 3x firing rate increase, non random hit locations, and the double armor. No way TT could stand up to that.

#183 Indoorsman

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Posted 31 December 2012 - 07:37 PM

View PostPht, on 31 December 2012 - 07:27 PM, said:

One person + truth = right, regardless of how many other people say otherwise.


It's not "truth" that this game can be made with direct derivatives of TT values, because it's not "false" that this game can be made the way it's already going. If anything, my "possibility" is more "truth" than yours is because there's evidence that it is working. People pay to play this game and it's still in development. One person + possibility != right

#184 Pht

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Posted 31 December 2012 - 07:37 PM

View PostGhogiel, on 31 December 2012 - 07:35 PM, said:

Online would win because TT would still be rolling dice by the time Online vaporised it with it's 3x firing rate increase, non random hit locations, and the double armor. No way TT could stand up to that.


Gibbledygobboledegook,

... therefore, you loose! :)

#185 Ghogiel

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Posted 31 December 2012 - 07:41 PM

View PostPht, on 31 December 2012 - 07:37 PM, said:


Gibbledygobboledegook,

... therefore, you loose! :)

It is news years after all, so yeah I'm getting loose.

*gups beer*

#186 Pht

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Posted 31 December 2012 - 07:42 PM

View PostIndoorsman, on 31 December 2012 - 07:37 PM, said:

It's not "truth" that this game can be made with direct derivatives of TT values, because it's not "false" that this game can be made the way it's already going.


Your conclusion here is false because your premises don't support it.


Quote

If anything, my "possibility" is more "truth" than yours is because there's evidence that it is working.


When someone says they're making a Mechwarrior video game they mean they're making a game that simulates what it's like, in first person, to pilot a battlemech from the BTUniverse.

The behavior of the BTU battlemechs is set and defined by the "mechs" in the TT system - EDIT: btw, this is not just my opinion. This is how the IP owners have done things since the days of FASA. To the point that the novelists are annoyed by it. If you don't believe me, ask them at the bt site.

This game is not simulating what it's like to pilot a battlemech from the BTU. It is not working.

Edited by Pht, 31 December 2012 - 07:48 PM.


#187 Robert Corso

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Posted 31 December 2012 - 07:54 PM

I voted yes. And the first thing they need to implement is bringing back hexes to the game map. Without hexes how am I to know how far I just moved? Or if I can't count the hexes how will I know if my guns are in range? Come on PGI you have to keep to the real vision of Battletech.

#188 Indoorsman

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Posted 31 December 2012 - 08:00 PM

View PostPht, on 31 December 2012 - 07:42 PM, said:


Your conclusion here is false because your premises don't support it.




When someone says they're making a Mechwarrior video game they mean they're making a game that simulates what it's like, in first person, to pilot a battlemech from the BTUniverse.

The behavior of the BTU battlemechs is set and defined by the "mechs" in the TT system.

This game is not simulating what it's like to pilot a battlemech from the BTU. It is not working.


What's not working, as I said people pay to play this free to play BETA game. Once again ignoring evidence.

#189 Pht

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Posted 31 December 2012 - 08:04 PM

View PostIndoorsman, on 31 December 2012 - 08:00 PM, said:


What's not working,...


View PostPht, on 31 December 2012 - 07:42 PM, said:

This game is not simulating what it's like to pilot a battlemech from the BTU. It is not working.


If you name your game something that carries a definitive meaning and you've not met that definition than you've not made the game you said you were going to make.

Are you purposefully ignoring the context in my posts?

#190 Indoorsman

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Posted 31 December 2012 - 08:30 PM

As I said, what's not working. You haven't proved it's not simulating what it's like to pilot a battlemech from the BTU. All you've proved is that it's not simulating what it's like to pilot a battlemech from the BTU where medium lasers do x damage over y time and generate z heat. So they changed some variables, I'm guessing no Mechwarrior game to date has met your standards.

#191 Pht

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Posted 31 December 2012 - 08:38 PM

View PostIndoorsman, on 31 December 2012 - 08:30 PM, said:

As I said, what's not working. You haven't proved it's not simulating what it's like to pilot a battlemech from the BTU.


Simply repeating yourself does not make your argument valid or your premises true.

Quote

All you've proved is that it's not simulating what it's like to pilot a battlemech from the BTU where medium lasers do x damage over y time and generate z heat. So they changed some variables, I'm guessing no Mechwarrior game to date has met your standards.


So you think a game can be validly called a Mechwarrior video game where there is NO simulation of the 'Mechs ability to bring it's weapons to bear; and NO simulation of how the external conditions affect the mech's ability to bring it's weapons to bear? Where all that's done is to tie the weapons to the mouse in two groups, one slightly slower than the others, as a replacement of the 'Mech's actual ability to align it's weapons?

... A game where not even running obscenely hot - one of the utterly stupidest things you could ever do in the BTU - deteroriates your 'Mechs ability to converge it's weapons on what the mechwarrior is targeting?



...

Good lord, did you think jar-jar binks was a wonderful character to have in Starwars and that lucas did a wonderful job directing the prequels? :)

Edited by Pht, 31 December 2012 - 08:39 PM.


#192 Indoorsman

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Posted 31 December 2012 - 09:03 PM

View PostPht, on 31 December 2012 - 08:38 PM, said:


Simply repeating yourself does not make your argument valid or your premises true.



So you think a game can be validly called a Mechwarrior video game where there is NO simulation of the 'Mechs ability to bring it's weapons to bear; and NO simulation of how the external conditions affect the mech's ability to bring it's weapons to bear? Where all that's done is to tie the weapons to the mouse in two groups, one slightly slower than the others, as a replacement of the 'Mech's actual ability to align it's weapons?

... A game where not even running obscenely hot - one of the utterly stupidest things you could ever do in the BTU - deteroriates your 'Mechs ability to converge it's weapons on what the mechwarrior is targeting?



...

Good lord, did you think jar-jar binks was a wonderful character to have in Starwars and that lucas did a wonderful job directing the prequels? :)


I repeated my question, not my argument. If you can't tell the difference that's not my fault. Let me repeat another question. Has any Mechwarrior game met your standards?

I saw episode 1 at release, episode 2 probably a year after release and I haven't seen episode 3 yet. Maybe jar jar becomes a good character in that one?

#193 Pht

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Posted 31 December 2012 - 09:24 PM

View PostIndoorsman, on 31 December 2012 - 09:03 PM, said:

I repeated my question, not my argument.


You're the one that posted that "it's working" in reference to my post that the game wasn't simulating what it's like to pilot a BTU mech, to which I replied in surprise in my last post.

I've posted, basically, that a first person 'Mech combat game should actually simulate .... how odd... the combat capability of said 'Mech.

... You seem to not mind a first person 'Mech combat game where the combat capability of the 'Mech is not simulated... why not just play quake 3?

Quote

Let me repeat another question. Has any Mechwarrior game met your standards?


No MW video game so far has simulated the 'Mech's ability to bring it's weapons to bear; that would be the non-called shot hit-location tables.

Also, not a single one of them so far has converted over the weapons to-hit percentages to represent those weapons either...

EDIT: Nor how the environmental variables affect Battlemech combat performance ... nor how damage affects Battlemech combat performance ... in fact, I can't think of *any* factors that would affect a 'Mech's combat performance that have been modeled ... It would be hard to do so when you're not even modeling the 'Mech's combat capabilities in the first place!

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I saw episode 1 at release, episode 2 probably a year after release and I haven't seen episode 3 yet. Maybe jar jar becomes a good character in that one?


No, he doesn't, and lucas's directing got ... if possible ... worse.

Edited by Pht, 31 December 2012 - 09:43 PM.


#194 Void Angel

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Posted 01 January 2013 - 01:06 AM

I shall decline to deal with your two-part megapost point-by-point, since that would be even MORE unreadable. I shall instead cover a couple of highlights!

View PostPht, on 31 December 2012 - 07:27 PM, said:

... I thought it was clear that I wanted (and I presume most of the other "don't arbitrarily ignore the TT") guys want is not tt2.0 - we want mechwarrior.

It's just that we realize that you can't have invalid or double standard when you choose what to port over and what not to port over.

You can't grab half the combat system values and none of the combat mechanics built to work with them and expect those numbers to work in a different combat system.

This is precisely what you are asking for, and precisely the objection that has been raised repeatedly by myself and others - since half of "the combat system" is indeed valid for this play format. Mouse-aiming allows targeting in ways that break the tabletop range and movement difficulty system, and this really does destroy game balance if the weapon numbers are slavishly copied. This is what, as you have been repeatedly advised, prompted the devs to embark on the tweaks and adjustments which have led the game to where it is. They started from the very numbers you want them to go back to - and made the adjustments they made for logical reasons they have talked about elsewhere. How can you be surprised when you discard all the real data about how the game worked (and they have real data - you have theorycraft based on a tabletop game) because you tell them they didn't try hard enough? If you were simply bringing up concerns based on actual fact and gameplay

The rules for standard Battletech (the relevant game materials have been quoted to you verbatim) are a generalization of the second-to-second decisions the pilot is making over the course of ten seconds. However, there is a ruleset which, like the double blind rules, is applicable to the second-to-second decision scale we're using here - and it implements the differing rates of fire for the "canon" weapons. So even if you were correct that we could somehow transport only half the rules and somehow have game balance, the item rules which actually apply to the type of Battletech game we are playing still say you're wrong.

No matter how you squirm, no matter how many times you pull partial quotes out of context, misconstrue arguments made against you, or ignore points that have already been made to you and not rebutted; no matter how you wail and beat your breast about this terrible sacreligeagainst the Holy Word of Fasa - you cannot get around the simple fact that your own logic defeats you because it is inconsistent.

This is the point which I made to you pages ago, which you quote in your double-long megapost on page 9 of this thread. You cannot claim, for example, that you are championing the "pure" item lists, then in almost the same breath claim that laser raking is ok (since it's in all the supporting fiction and rulebook vignettes) - because by the same item rules you're asking for, lasers deal all their damage to a single location.

View PostPht, on 31 December 2012 - 04:53 PM, said:

Complaints of whiplash now replace valid argumentation?

Void Angel said:

People are going from...
... I'm getting dizzy just trying to keep track of which personality is talking from sentence to sentence. Playing semantics about "well, MechCommander is a top-down format, and that's not what we're asking for," is transparently disingenuous.


Funny. I haven't posted anything like what you're attributing to me here. Maybe you could actually refute the content of what I posted?

By the way, semantics is necessary and valid; otherwise, all your posts, as far as anyone should think, mean nothing.


Speaking of disingenuous logic and word games, there is a semantic difference between "semantics" and "playing semantics." One, you see, is a noun, and the other is an idiom. It is semantically incorrect to use the one in place of the other. It is, however, a common tactic of sophistry.

Also on the subject of semantics, unless you are sharing your account and co-writing these posts, a single person. Thus, when I speak of "people," I cannot refer to only you, since I'm using the plural. Therefore it follows, semantically, that any attempt to accuse me of putting words in your mouth (a straw man fallacy) is an exercise in ironic hypocrisy - since I am clearly speaking of multiple viewpoints. The incidental fact that I quoted you specifically in this small section of a post covering the general range of your ideological camp's arguments does not change the semantic value of my word choices. It does seem to indicate that you may not have understood what was said.

What this all boils down to is the Battletech equivalent of these guys. Despite it being pointed out to you that your standards are inconsistent ("you can't import half the TT system and expect it to be balanced," but "we're not asking for a complete conversion, just the equipment stats") and thus invalid; despite demonstrated "canonical" support for many of the changes you disapprove; despite being told that what you want has already been tried, and failed in testing - despite all this, you insist that this one section out of the entire tabletop ruleset is MechWarrior As We Were Meant to Have It. This isn't a logical belief for you guys - I can't speak for your intentions, but the logic is wrong.

View PostIndoorsman, on 31 December 2012 - 09:03 PM, said:

I saw episode 1 at release, episode 2 probably a year after release and I haven't seen episode 3 yet. Maybe jar jar becomes a good character in that one?

Sorry, but no. :) He does not.

#195 Void Angel

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Posted 01 January 2013 - 01:23 AM

PS: Hit location tables are a generalization (already quoted you the canon reference) of overall targetting efficiency. The thing they're actually simulating is the fact that you don't always hit what you're aiming at - computer control or no. Also, if the to-hit numbers were only related to the Battlemech's ability to align the weapons on the target, pilot skill wouldn't reduce the to-hit numbers.

Is it as relatively difficult to hit things at increasing ranges with most weapons as it was in TT? Assuming the target is standing still, no, it's not. But the attenuation of weapon damage at long ranges fulfills the exact same function as target hit probability in regard to weapon balance. Everything on this point comes back to the criteria used to select which rules to follow and which to discard. Most of you guys say you just want the equipment lists, because "the numbers were balanced and all was right, Amen." but the numbers don't balance without the range, movement, and piloting modifiers, and the heat modifiers, and so on. The introduction of mouse aiming and real-time decision-making breaks a true conversion of tabletop numbers.

Things had to be adjusted, and they were - the assertion that "It's not Battletech any more, because these numbers that we don't experience except by inference in a simulation ruin the feel of Battletech" is a completely subjective value judgement which can only be shown to be true if it is properly phrased - as a non-falsifiable claim. If you say "I don't feel like I think a Battlemech simulation would feel like when I play this game," you are absolutely correct and cannot be wrong. If you try to dress up your feelings as an evidentiary, non-falsifiable claim about game balance, you fall flat.

Anyhow, I'm going to bed. Happy New Year!

#196 Shootanoob

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Posted 01 January 2013 - 03:04 AM

Well, I see now, there are many things important, especially the ifs and whys of porting TT to MWO.

But maybe we concentrate on the core of it all: TT was fun and we loved it. The MW videogames were fun and we loved them. The books were great and we loved them (well, most of them, at least).

So why not just enjoying MWO, let it also be fun and get our love?

True enough, compared to other weapons in the game, the PPC could really get a bit of an upgrade, but hey, they are on it, they just have upgraded it a bit and if thats not enough, they'll do more, I'm pretty much sure.

Most of the things that happen in regards of balancing are (hopefully) based on statistics they draw from their servers, maybe a little like that WoT-guys. You do not understand every buff or nerf, but in the end they come up with a package worth to be played.

Sure, it would be nice if the stock variants of the mechs were competitive, but then again, what would be the point of having a mechlab at all? If you already get the optimum, there is no need to optimize, and if not, well, it is obvious that optimized stuff beats regular stuff - and not only in MWO. And to be honest, the stock Jenner is no asskicker in TT either.

So I can say from my very own point of view I like to play this game at the moment, and I liked to play it some month ago and probably will like it some months (given the chance, years!) more - even if they need to balance this or that over and over again.

After all, it is nearly impossible to ht the spot were everyone of us would agree that a SRM feels like SRM should feel or that PPCs are just right - that's something I never heared in any PVP video game - everything needs balancing all the time, and hey, that is not that bad after all, because it keeps the eyes on what is important to us all: a fair and nice game with big battlemechs carrying impressive guns...

Happy new year to all.

Edited by BigPuma, 01 January 2013 - 03:06 AM.


#197 MustrumRidcully

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Posted 01 January 2013 - 03:34 AM

View PostVoid Angel, on 31 December 2012 - 03:13 PM, said:

All the answers to your questions have been given to you - you simply close your ears and mind to that which you do not wish to hear. Only one of numerous arguments and rebuttals of your and others' reasoning has anything to do with whether "the game designers thought this worked better." And there is a world of difference between "we already tried this and it didn't work" and "the game designers thought..." Or, perhaps closer to the point there is only one word for the difference: sophistry.

You've been given rules that justify heat spiking and heat as a limiting factor in a weapon's effective rate of fire (as opposed to its maximum rate.) You've ignored it.

I point out that most ballistics weapons d not have heat as limiting their rate of fire, yet they received similar (or higher) rate of fire increases as energy weapons did.

Quote


You've had it pointed out to you by myself and many others that the balance of even the game rules you insist upon depends on rules such as hit probabilities which simply do not translate to a mouse-aim interface. You ignored all that, too.

No, I don't ignore that.
These factors influence weapon statistics based on the unique properties of the table top game mechanics: Single Hit Location damage is a factor that tends to make a weapon heavier than it would just based on weapon configurations with similar total damage potential but more weapons to achieve it. (Say, an AC/20 with heat sinks and ammo is heavier than 4 Medium Lasers with Heat Sinks, despite both dealing the same damage of 20 potentially, the AC/20 is designed to be heavier to account for the advantage of single hit location damage.)
The advantage of the AC/20 does not exist with convergence.
The other factor is range - this affects hit probabilities in Battletech. This meant that long range weapons were usually designed heavier and hotter than lower range weapons. 2 Medium Lasers with heat sinks weigh a lot less than 1 PPC with heat sinks.
But in MW:O, weapon range affects hit probability a lot less - it is equally difficult t aim with a Large Laser at a target within 250m range as it is with a Medium Laser.
So range would naturally also mean less in MW:O, and would necessitate some compensation for longer range weapons.

Did this happen? I don't think so. It seems the changes that were done were at best irrelevant to these changes in balance assumptions, at worst, counter-productive.


Let's take another example
AC/5 vs 1 PPC
Table Top:
For the same damage output, the PPC weighs 17 tons, the AC/5 would weigh around 22 tons with ammo and heat sinks. The AC/5 is obviously weaker in TT, an example of an pre-existing imbalance, something I would hope to see fixed in MW:O. (I am not sure, now, but it may be that having the AC/5 as an AC/6 or AC/8 would have worked better mathematicaly in TT.)
MW:O:
One AC/5 has a DPS of roughly 3, a PPC has a DPS of roughly 3.33.
What do you need to spend to get these values?
AC/5: 16 tons for the weapon, since it has a rate of fire of 2.5, you need to bring 4 heat sinks, and let's say we double the ammo tonnage (from 2 to 4 per AC/5) to compensate for double armour values, and we get to 16 tons.
The PPC costs you 37 tons to reach its DPS of 3.33.

What if you don't worry about heat neutrality? Well, if you, say, invest 10 tons less in heat sinks, the PPC would gain 10 heat over 10 seconds, which would have it overheat in 50 seconds. That's still a 27 ton weapon system, however, and if you take two AC/5 with no heat sinks, you have a DPS of about 6, and you would also overheat in 50 seconds. You can still take 2 extra of ammo for the weight.

Okay, that's now all with single heat sinks.
WIth Double Heat Sinks, 30 the equivalent of 30 single heat sinks is 10 Engine DHS and 14 External DHS, so 31 tons instead of 37 for the single heat neutral PPC.

So still not favorable. Now, we can also try to calculate that engine heat sinks come for free. If you wish to do that, just follow my thread on weapon balance. Id id the math as well, including for builds that are decidedly not heat neutral in case you're bothered by the possibility that someone somewhere might have a heat neutral config.

Battletech Math is not that difficult. I know games that are much more complicated (most MMOs are, they have buffs, debuffs, area effects, crowd control effects, and all that sh*t to deal with, I wouldn't even know where to begin with there). The consequences of their changes were predictable and that they were often counter-productive can be relatively easily shown.

But I am eagerly waiting for their tweaks. Maybe they all fix it. We still haven't looked into stock mech math, but well, I kinda gave up on them anyway.

Quote

Since you did ignore all the previous reasoning, you think you can hand-wave away the very valid objections to your argument which are made on the grounds that weapons are still being tweaked and modified - witness the projectile speed increases of the PPC. The fact that weapon balance is still being hashed out doesn't magically mean that the weapon balance we already found didn't work... will work. You're trying to play this game:
And you suck at it. That about covers everything you just claimed you haven't been given anything on.

Your sole tactic of debate now seems to consist of summarizing opposing viewpoints incorrectly, then dismissing those viewpoints in order to claim that you're "still waiting" for answers to your insightful questions and unassailable logic. Enough. Go back and read the numerous explanations of all your questions on this and other threads; frankly, I tire of repeating myself.

I and others have done a lot of analysis in the math of the game. A lot was written there already that you seem to have missed - or ignored. Just do your own analysis that shows me how things are better balanced now and that certain decisions that were made in the past were obviously leading to better balance than table top stats (possibly adjusted for rate of fire as suggested elsewhere).

Edited by MustrumRidcully, 01 January 2013 - 03:39 AM.


#198 Shootanoob

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Posted 01 January 2013 - 04:12 AM

Don't want to mess with that discussion, but on the point of longer range weapons needing compensation for being as easy hitters in say 200m as shorter ranged weapons:

I'd like to point out, that they already got it in their bigger range. While it is as easy to deal damage on a target within 200 m with a Medlaser as it is with a LargeLaser, try the same with a target at 350m. There you got the compensation.

#199 MustrumRidcully

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Posted 01 January 2013 - 02:36 PM

View PostBigPuma, on 01 January 2013 - 04:12 AM, said:

Don't want to mess with that discussion, but on the point of longer range weapons needing compensation for being as easy hitters in say 200m as shorter ranged weapons:

I'd like to point out, that they already got it in their bigger range. While it is as easy to deal damage on a target within 200 m with a Medlaser as it is with a LargeLaser, try the same with a target at 350m. There you got the compensation.

No, that is not the same.

Long range in Battletech gave you two perks
1) You could start firing earlier, and have more turns firing at your enemy.
2) ONce you get closer, you also were able to hit more often than a shorter range weapon.

So at 450m, you were allowed to fire your LLs already while the Medium Laser was still useless.
But at 270m, your Large Lasers would still be able to fire and hit much more often at this range than the guy with the Medium Laser that just could start opening fire.

THe only benefit that is retained in MW:O is the first part - you can start firing at your target earlier. But your Large Laser at 270m hits just as well as a Medium Laser at 270m.

One could argue that this is something that currently mostly exists for lasers, as currently long range ballistics have faster projectiles. THis is a good point, but I am not sure it boils down to the same hit probabilities. But then, as long as we have lag shield and convergence ruining attempts to leading, I am not sure we can get any data on this.

If they significantly change beam durations, they may also be able to address this aspect, but again, I am not sure if the variations that we have will resemble in any way the range trade-offs that were typical for the table top.

#200 Pht

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Posted 01 January 2013 - 05:28 PM

View PostVoid Angel, on 01 January 2013 - 01:06 AM, said:

I shall decline to deal with your two-part megapost point-by-point, since that would be even MORE unreadable. I shall instead cover a couple of highlights!


... I guess that's one way to cover one's backside when you can't find a valid way to answer objections in detail :)

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This is precisely what you are asking for, and precisely the objection that has been raised repeatedly by myself and others - since half of "the combat system" is indeed valid for this play format.

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Mouse-aiming allows targeting in ways that break the tabletop range and movement difficulty system, and this really does destroy game balance if the weapon numbers are slavishly copied.

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This is what, as you have been repeatedly advised, prompted the devs to embark on the tweaks and adjustments which have led the game to where it is. They started from the very numbers you want them to go back to - and made the adjustments they made for logical reasons they have talked about elsewhere.

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How can you be surprised when you discard all the real data about how the game worked (and they have real data - you have theorycraft based on a tabletop game) because you tell them they didn't try hard enough? If you were simply bringing up concerns based on actual fact and gameplay



"This" what? What, exactly, are you trying to attribute to me here? "This" that you just quoted from my post or something else that you're presuming and not actually putting on the forums?


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I've posted nothing that says or means that mouse aiming doesn't break things. What you (and many others) appear to be completely missing is that the current (and past) MW video games allow the players to do things that are impossible to do in a BattleMech.

All of the MW video games have, instead of simulating the 'Mech's ability to calculate where to actually physically aim the weapons and than use its various mechanical and computer systems to align the weapons to hit what the Mechwarrior is aiming at... No, instead of simulating the 'Mechs from the BT lore ... in a game that's supposed to be about piloting 'Mechs from the BT lore ... we've been given anything but.

It's not mouse aiming that breaks the system; it's that the hit location tables -

(which, again, simulate the 'Mech's ultimate ability to get multiple weapons to align on a mobile 'Mech sized target, not Mechwarrior aiming skill)

- haven't been ported over - in any form at all. This lack of porting the hit location tables over plus pixel-perfect aiming means the entire TT damage assessment system will not work; thus we see, say, double armor, and endless weapons damage tweaks.

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You seem to have a habit of thinking that attaching abusive ad-hominems to me will somehow stand in for valid argument from true premises. "Theorycraft." ;)

So, what's the meaningful difference between the data that makes up the TT combat system and the data that makes up the MWO implementation? ... Or will this be another of those details you choose to ignore?

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The rules for standard Battletech (the relevant game materials have been quoted to you verbatim)...

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....are a generalization of the second-to-second decisions the pilot is making over the course of ten seconds.

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However, there is a ruleset which, like the double blind rules, is applicable to the second-to-second decision scale we're using here - and it implements the differing rates of fire for the "canon" weapons.

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So even if you were correct that we could somehow transport only half the rules and somehow have game balance, the item rules which actually apply to the type of Battletech game we are playing still say you're wrong.


They have? Where? Or are you confusing me with someone else?

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No, they aren't, not in any meaningful sense at all. I suppose if you decide to abuse the english language, you could make an attempt to make them such, though.

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I'll presume you're making reference to the solaris box set (which I suspect you've never even skimmed; it's not an easy set to find) - it does not allow for the weapons to be fired on a different set of recycle times. It simply allows them to be fired every 2.5 instead of 10 seconds; nothing else was changed, as far as weapons numbers, besides the quicker recycle times.

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You really aren't reading my posts, are you? ... I was *complaining* that only half of the combat system was ported over, instead of the whole thing (minus the piloting dice rolls and the pilots gunnery skill rolls).


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No matter how you squirm, no matter how many times you pull partial quotes out of context, misconstrue arguments made against you, or ignore points that have already been made to you and not rebutted;


There is a quote function. You can use it when you make these sorts of accusations; but I expect that you won't, because once you finally bother read my posts, you'll realize that I've not pulled anything you've posted out of context, that I've not misconstrued anything you've posted, or ignored anything you've posted, either.

It's fun to bluster. It's not so fun to show everyone that there's something more than bluster to you.

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you cannot get around the simple fact that your own logic defeats you because it is inconsistent.


Again, ... got quote? Got name of fallacy? ... or just fast fingers?

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This is the point which I made to you pages ago, which you quote in your double-long megapost on page 9 of this thread. You cannot claim, for example, that you are championing the "pure" item lists, then in almost the same breath claim that laser raking is ok (since it's in all the supporting fiction and rulebook vignettes) - because by the same item rules you're asking for, lasers deal all their damage to a single location.


Yes, the lasers rake - just enough to cross a single location. :rolleyes:

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Also on the subject of semantics, unless you are sharing your account and co-writing these posts, a single person. Thus, when I speak of "people," I cannot refer to only you, since I'm using the plural.


Your attaching the plural before a string of quotes from only one person - me - and than replies directly to what I had posted - will not get you off of the hook.

No honest person would think you were referring to a group of people instead of only me with your string of quotes and replies to them.

Furthermore, you did not do anything in the language of your post to indicate that you had changed your discussion to someone else with your mention of mechcommander. Furthermore, the very next sentence was in reference to my comment about MW:tactics. In fact, nowhere in your post is there any indication in your language that you were replying to someone else.

You were replying to me, not to someone else, and not to a group; and if you're going to say that you really were, but your couldn't get your language straight ... I'm not going to presume you're that ignorant.

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Despite it being pointed out to you that your standards are inconsistent ("you can't import half the TT system and expect it to be balanced," but "we're not asking for a complete conversion, just the equipment stats")


You won't ever find me posting anywhere that we should just port over the equipment stats. This includes at mektek and everywhere else I've discussed how to convert TT to MW.

View PostVoid Angel, on 01 January 2013 - 01:23 AM, said:

PS: Hit location tables are a generalization (already quoted you the canon reference) of overall targetting efficiency.

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The thing they're actually simulating is the fact that you don't always hit what you're aiming at - computer control or no.

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Also, if the to-hit numbers were only related to the Battlemech's ability to align the weapons on the target, pilot skill wouldn't reduce the to-hit numbers.


Even if I fully granted you this point it would still not mean they should not be used in the MW video game format and it would still not mean that the hit location tables do not describe a BattleMech's ultimate ability to get it's weapons to concentrate under the reticule vs a mobile 'Mech sized target.

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They're not simulating what you're saying they are; and even if they were, it still wouldn't matter, because they're not simulating the 'Mechs ability to bring it's weapons to bear to hit what the Mechwarrior is indicating.

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I should have been more clear: I was referring to the +/- modifers that the individual weapons have attached to them.

A Mechwarrior can't make a pulse laser -3 instead of -2; a pulse laser is always and only -2; nor can a MechWarrior make a clan heavy laser not be +1.

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Is it as relatively difficult to hit things at increasing ranges with most weapons as it was in TT? Assuming the target is standing still, no, it's not.

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But the attenuation of weapon damage at long ranges fulfills the exact same function as target hit probability in regard to weapon balance.

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Everything on this point comes back to the criteria used to select which rules to follow and which to discard. Most of you guys say you just want the equipment lists, because "the numbers were balanced and all was right, Amen." but the numbers don't balance without the range, movement, and piloting modifiers, and the heat modifiers, and so on. The introduction of mouse aiming and real-time decision-making breaks a true conversion of tabletop numbers.



Battletech (the lore, the tabletop, the video games, etc) and "reality," never shall the two be joined.

False comparison.

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Weapons damage attenuation is the same thing as hit percentages and does not fulfill the same function in a game's damage resolution system.

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You really *haven't* been reading my posts, have you? I've been complaining on these forums from nearly the first day these forums were online that you can't use the damage numbers without the to-hit numbers mechanics (minus the pilots gunnery and piloting rolls) and the hit location tables mechanic.

Edited by Pht, 01 January 2013 - 05:31 PM.






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