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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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#321 Vaneshi SnowCrash

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Posted 12 January 2013 - 07:04 PM

View PostDarkstang, on 26 December 2012 - 07:27 PM, said:

I am still in the sim crowd who wants to see more physics based decisions grounded in reality,


You are in command of a 1 - 3 storey high machine that responds (in part) to your brain waves. It is capable of decimating large armies of regular troops without even trying and beyond Inferno rounds those troops and support have nothing that can come close to scratching you, the prototype Atlas was made to do handstands, the regular Atlas can claw its way up the side of a building... jump jets be damned! Battlemech's are more than capable of shooting off your machines arm, picking it up and bludgeoning you to death with it.

It's main motive power is synthetic muscles giving a Mech a very organic movement (the normal kneed units walk like a human does) and all of the energy to feed this machine comes from a very large onboard nuclear fusion reactor. Jump Jets are some of the most environmentally unfriendly things imaginable they are literal jets of boiling mercury super heated by near direct exposure to that very same fusion reactor.

I'm all for 'more sim please' but lets remember what exactly we are trying to simulate, these are the kings of the battlefield in this era NOT the whole of it.

We can start with a simple issue with this simulation: How do I make my HBK-4G beat the snot out of you with its fists or climb that building? It has two arms each with a hand actuator.

More physics, more simulation... more of a Mech's Table Top capabilities.

#322 Kaspirikay

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Posted 12 January 2013 - 07:07 PM

anyone see a table here?








i rest my case.

#323 Pht

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Posted 12 January 2013 - 07:10 PM

View PostIndoorsman, on 12 January 2013 - 06:59 PM, said:

. ---- A list is a list and you have not made a list. ----


Definition of LIST

transitive verb

1
a : to make a list of : enumerate
b : to include on a list : register


Definition of ENUMERATE


1
: to ascertain the number of : count
2
: to specify one after another : list

I listed them. You're equivocating on the definition of the word list in an attempt to win a point that you've already lost.

Quote

If you walk up to a crowd of people and tell them they are doing something wrong, it would be up to you to prove it, not them.


And he made a claim, in this thread - you've just said that it is up to him to prove his claim.

Quote

If you want something changed, you have to prove there's a better way to do it.


I have been for pages and pages in this thread and have been in other threads and even have such arguments in threads linked from my sig line.

Rest of the reply is probably going to have to wait for a few days due to RL stuff.

View PostKaspirikay, on 12 January 2013 - 07:07 PM, said:

anyone see a table here? i rest my case.


Really? That's the best you can do?

#324 Vaneshi SnowCrash

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Posted 12 January 2013 - 07:21 PM

View PostKaspirikay, on 12 January 2013 - 07:07 PM, said:

anyone see a table here?








i rest my case.


Yes, actually, I do. My monitor is sat on it as is my keyboard and mouse. Without it playing this game would be exceptionally difficult. I suspect it is similar for you as well.


I rest my case as well.

#325 Indoorsman

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Posted 12 January 2013 - 08:06 PM

View PostPht, on 12 January 2013 - 07:10 PM, said:


Definition of LIST

transitive verb

1
a : to make a list of : enumerate
b : to include on a list : register


Definition of ENUMERATE


1
: to ascertain the number of : count
2
: to specify one after another : list

I listed them. You're equivocating on the definition of the word list in an attempt to win a point that you've already lost.



And he made a claim, in this thread - you've just said that it is up to him to prove his claim.



I have been for pages and pages in this thread and have been in other threads and even have such arguments in threads linked from my sig line.

Rest of the reply is probably going to have to wait for a few days due to RL stuff.


I asked you to "make a list" not list what's wrong with the game. A list is a noun, to list is a verb. You even quoted me saying you had not made "A LIST" and gave me the verb definition, and then sidestepped to the noun enumerate. Try this very simple thing: go to google and type "define: list". But forget the definition, I even gave you an example.

Your arguments are all variations of the same thing, this aspect of TT is missing from MWO and that's wrong because it should be there because this game has mechs and so did TT.

#326 torgian

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Posted 12 January 2013 - 08:12 PM

*rolls 2d6*

*snakeeyes*

Damn, I can't even make a post in this thread now. Oh well.

In all seriousness... I'm a huge supporter of tabletop and balancing this game more towards it... but seriously, this needs to stop. Even I am getting tired of seeing these arguments.

Please.

Just stop.

It's a dead issue that no one is going to listen to.

#327 Vaneshi SnowCrash

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Posted 13 January 2013 - 04:09 AM

View PostIndoorsman, on 12 January 2013 - 08:06 PM, said:

Your arguments are all variations of the same thing, this aspect of TT is missing from MWO and that's wrong because it should be there because this game has mechs and so did TT.



Hardly. But everyone wants simulation and ever more detail poured in to it, I'm all for that. It's keeping in mind WHAT you are trying to simulate that is important. Referencing the table top game, which spawned the whole thing is a good starting point to figure out what the capabilities of a 'BattleMech' actually are and to gauge how good the simulation currently is.

You can't very well go "10/10 excellent in every respect" when the simulation doesn't have working hands now can you?

#328 Pht

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Posted 13 January 2013 - 02:29 PM

View PostIndoorsman, on 12 January 2013 - 06:59 PM, said:

You reiterate that the mech does the aiming and not the mechwarrior. That does not prove that the to-hit tables for TT are reflecting the mechs' ability to aim, and not the capability of the average pilot or the time delay and possibility of miscommunication between the commander and mechwarrior in TT.


Well, first of all, there is no rule for a player to modify the results on the normal and advanced hit-location tables used for resolving weapons fire.

Also, the hit-location mechanic is used for resolving attacks made with cluster rounds - a pilot cannot control where his cluster rounds will actually hit his target - the application of randomized cluster hits can't be a representation of MW skill ... cluster rounds are *designed* to randomly spread in a mostly uncontrollable manner. All you can do is direct the "cone" - not pick what gets hit inside of that cone.

"LB-X Weapons: If an LB-X weapon is fired as a cluster weapon (using cluster munitions, rather than acting as a direct-fire ballistic weapon and using standard munitions), once the actual Damage Value that struck the target is determined, the controlling player makes a different hit location roll for each 1-point Damage Value grouping."

Ditto on missile type attacks; after it's determined if any of them can hit (to hit), it's determined how many of them hit the target (that's the cluster table) you than apply the damage via the use of the hit-location table.

"Missile Weapons: Once the Damage Value that actually struck the target is determined, the division of damage into Damage Value groupings and their assignment to the target depend on weapon type, as described under Weapons and Equipment, p. 113."

Furthermore, as a generic game mechanic, the hit-location represents damage that is applied in a manner that the MechWarrior has no control over... for example:

" For every hex that a ’Mech skids, it suffers damage equal to one-half its normal falling damage, rounded up; after the skid has ended, add up all damage, then apply it in 5-point groups (see Falling, p. 68). Use the column of the ’Mech Hit Location Table determined by the fall (see p. 119 in Combat) to determine the location of this damage."

A fall in the TT only happens when the MechWarrior has *lost control of his 'Mech.*

More:

"Prohibited Terrain: If a unit skids into prohibited terrain—such as a hover vehicle sideslipping into woods or a wheeled vehicle skidding into rough—the unit takes 1 point of damage for every 5 tons it weighs (round fractions up). Group the resulting damage into 5-point groupings, then roll once for each grouping on the appropriate Hit Location Table (always use the Front/Rear column). "

Skids, again, represent when the MechWarrior has lost control of his 'Mech.

And another point: Though the basic mechanic of the hit-location table doesn't change; there are a multitude of them, for many different situations - and with a single lone exception, they don't represent MechWarrior skill... most of the time they represent somewhat unpredictable damage that happens. It would seem odd that they would go to the trouble of adding all of these other hit-location tables and explaining exactly what they're for and what they represent... and yet they wouldn't have done so with the normal and advanced hit-location tables for resolving weapons damage. If they had meant them as a representation of MechWarrior skill, you would expect them to follow their habits and indicate that they represented MW skill (in any way at all, partial or otherwise).

The lone exception I just mentioned is this:

"CALLED SHOTS
A called shot is similar to an aimed shot, though less narrowly targeted. An aimed shot is an attack against a specific hit location and can only be made against an immobile target. An attack “aimed” more generally, representing the pilot’s skill at directing his attack against a desired general area, is a called shot. Called shots can be made against active, mobile targets. Any attack can be a called shot. The player must announce the type of called shot—high, low, right or left—when the attack is declared. All called shots must be made with an additional +3 to-hit modifier. If the attack hits, the hit may be resolved on a different table than the one that would normally be used."

*This* is the only rule anywhere that represents the skill of the MechWarrior in converging his weapons fire onto a desired part of his target - and notice, not only does it make it harder for your 'Mech to hit the target (+3), it also doesn't give you a way to try and get your weapons fire to all hit a single location - or for that matter, it doesn't give the MechWarrior a way to get more shots to hit the LT/CT/RT, either. It only allows for left/right/high/low - there is no called shot "center" or "torso."

... and because I expect you to want to know:

"Aimed Shots: Players may make aimed shots against units that are shut down or whose warrior is unconscious, using any weapons other than missile launchers and LB-X autocannon firing cluster munitions. When firing on an immobile ’Mech, the attacking player can make an aimed shot by naming a target location. Against any hit location except the head, the player makes the to-hit roll using the standard –4 to-hit modifier for firing at an immobile target. If the attack is successful, the player rolls again. On a result of 6, 7 or 8, his shot hits the designated location. For any other result, the player rolls normally on the ’Mech Hit Location Table. (This roll may still result in the attack striking the desired location.)

If the attacker is taking an aimed shot at the target ’Mech’s head, modify the to-hit number by +3 rather than the normal –4. If the shot hits, the player rolls 2D6. On a result of 6, 7 or 8, the shot hits the head. For any other result, roll normally on the ’Mech Hit Location Table. Players cannot use the Aimed Shots rule to make physical attacks.

Targeting Computer: A warrior can use a targeting computer to make an aimed shot against an active target (see Targeting Computer, p. 143). If using a targeting computer to make an aimed shot against an immobile target, the player adds a –1 modifier (representing the targeting computer) to the –4 immobile target modifier. (All other rules remain the same.)"

This is literally the ONLY time a 'MechWarrior is able to target a single section of a target and have a halfway decent chance of getting multiple weapons to hit it... 16.67% or 1 out of 6, those are your chances of rolling a 6 or higher on 2D6 -

"Immobile Target: A unit with an unconscious pilot is an immobile target, and may be targeted by aimed shots as described on page 110."

- and it is only possible against a very specific class of targets, classified as "immobile," and the MechWarrior's Gunnery skill roll in NO WAY affects the "do multiple weapons hit the targeted section" roll - the first roll at is a simple hit/no hit roll - it doesn't tell you where you've hit.

Speaking of the gunnery skill rolls:

"SKILLS
Though warriors possess different skills, for purposes of Classic BattleTech they use only two skills in combat: Piloting/Driving and Gunnery. Skills have a rating; the lower the skill rating, the better the warrior is at the skill.
...

Gunnery Skill helps determine how easy or difficult it is for the warrior to make a successful shot using his unit’s weapons."

Furthermore, we already know for a fact that it's the 'Mech that does the required convergence calculations and the physical aiming of the weapons - I already quoted that source a few pages back; and the Novels and the rest of the lore bear this out, so we know there must be some level of combat capability that the 'Mechs possess. For instance, the Marauder is routinely mentioned as a "deadly design" compared to most other 'Mechs - and there is even a game mechanic for expressing these things "Quirks" (long a house rule, now official).

The aforementioned Marauder might use something like:

"Improved Targeting (3, 4 or 5 Points)
The unit has advanced targeting capabilities in one range bracket. The quirk can be applied up to three times, but can be taken only once per range bracket (the cost of the quirk equals how many range brackets it has been applied to; i.e. 1 range bracket equals 2 points, 2 range brackets equals 3 points and if applied to all 3 range brackets then 4 points). All ranged attack to-hit target numbers at the selected range bracket receive a –1 modifier. A unit with this quirk cannot take Improved Targeting for the Extreme range bracket, nor can this quirk be combined with Variable Range Targeting."

Quote

How is it an invalid standard to take some things from TT and not others?


I didn't post that "it is an invalid standard to take some things from TT and not others," or anything that had that meaning but in different words.

Quote

I think it's an invalid standard to compare an unfinished computer game to a finished board game which has been refined over almost 30 years now. Reminds me of your sentiment that if they don't revert to TT values they would have to endlessly tweak this game. I'm sure TT has been tweaked many times.


I'm not comparing them as if MWO was finished - I'm *only* comparing MWO's basic, foundational, combat mechanics to the basic, foundational, combat mechanics of the TT system... and MWO's very basics are currently unchanging, and there's been no mention of even the possibility of their being changed for at least the last six months. Furthermore, I've only done so in the context of what is, by definition, required to make a game a "MechWarrior" video game.

It is an apples to apples comparison.

No, TT hasn't been tweaked at nearly the rate that MWO is. In fact, once the weapons are into the system, they virtually never change. Furthermore, the basic combat system is well over 90+ % intact from the very first version. The *only* meaningful difference I know of is that they did away with the reaction phase... and that was done a LONG time ago. Most of what you see that wasn't present in the past is expansion.

It's entirely possible to pick up a first-edition copy of "battledroids" and use most of the new stuff in the game, with very little modification.

Quote

You say this game isn't simulating what it's like to pilot a mech from the BTU universe, and the way to do that is by making it like TT. So in otherwords this game should simulate what it's like to pilot a mech from a game simulating what it's like to command a unit of mechs, mechception!


The board game came before the novels and the other source material and the board game has controlled the 'Mech's combat behavior and such in the said source and novels from the very beginning.

Quote

I think they are doing the right thing, take the weapons values which directly relate to the mechs and ignore the to-hit values which are directly related to the commander aspect. To hit values represent that you are not piloting the mech or aiming the mech aiming the guns.

----

Since you are so adamant about the fact that the mech is aiming and not the mechwarrior, then in TT you are telling the person telling the mech to tell the mech to aim the guns. Using tables which are intended to reflect that much detachment from the actual guns would not be a good idea.


No, they aren't - they're taking only a single part of a combat system - the weapons values - that are and were intrinsically designed to work with to-hit modifiers and hit-location tables - and trying to make them work in a combat system that doesn't use a to-hit OR, most importantly, the hit-location tables... and worse, the combat system they're putting these numbers into routinely allows for multiples of these weapons to hit a single section of a mobile target 'Mech. The TT armor values were never intended to absorb that kind of damage, so the TT armor numbers had to get tossed out of the window - but the TT weapons damage values WERE designed to work against the TT armor values, - meaing they HAVE to be tweaked - but because they're using an intrinsically incoherent combat system (not designed as a coherent entity - it is instead a "mashup") they can't predict all of the gameplay results - meaning further tweaking ... and further unpredicted results ... meaning further tweaking ... until at some point down the road, if they keep tweaking, the game looks NOTHING like it started out as, and nothing like the parent game OR lore.



The to-hit values represent more than just what you're saying they do.

They represent 3 major groups -

MechWarrior gunnery skill - which I've already repeatedly said should be, by definition, left out of a MW video game - this is what you've just mentioned...

Accuracy of a given weapon (pulse lasers apply a -2 modifier to the final to-hut number, clan heavy lasers apply +1, most weapons apply no modifier)

How conditions affect your 'Mech's ability to hit what you're indicating with the reticule - I can list a few out, if you're curious. There are a LOT of these.

It is the last two of these to-hit mechanics/modifiers that I'm saying should be used, not the first one, that actually *does* represent MechWarrior skill.

----

Quote

No Mechwarrior game has met your standards apparently, ...


Most of the past games with the name have been fun - I spent nearly 10 years playing MW4, off and on towards the end - but no, they didn't meet the standard implied by their name. I doubt I am alone in thinking that the MW video games have not lived up to their potential yet; it seems even the MWO devs realized this, even though they've not gotten the foundational combat mechanic right.

#329 Pht

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Posted 13 January 2013 - 02:40 PM

View PostIndoorsman, on 12 January 2013 - 08:06 PM, said:

Your arguments are all variations of the same thing, this aspect of TT is missing from MWO and that's wrong because it should be there because this game has mechs and so did TT.


Not the argument I've been making.

Not in any way, shape, or form.

Or did you just not read this post:

http://mwomercs.com/...ost__p__1730709

... especially from the words:

Pht said:

...

Here, I'll even go a step further:


On down?

Or this response:

http://mwomercs.com/...ost__p__1730822

and my reply to the response:

http://mwomercs.com/...ost__p__1730949


...

If you had, you would have realized that I have not been posting the argument you're attributing to me.

#330 Joseph Mallan

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Posted 13 January 2013 - 02:41 PM

View PostPht, on 12 January 2013 - 06:46 PM, said:


MechWarrior the RPG and MechWarrior the battlemech combat simulation video game aren't the same thing and don't have the same gamplay goals - one is about "living in the BTU" - the other one is about a subsection of living in the BTU ... "first person 'Mech combat in the BTU" - overlap does not equate to being the same thing.

MW the video game was practically born with the simulators in the battletech centers (called virtual world these days).

People wanted to "Pilot the battlemechs in combat." This desire is why the MW video games came about.

Wholly besides which, the various pen and paper mechwarrior rpg games were and still are built to interface with the TT ruleset (as you've just mentioned).

So even if we went to the pen and paper rpg implementations and wanted to know how a battlemech behaves/performs in combat and how capable it is in combat... we're right back to the TT.

Just as long as you realize that since this is taking place in the BattleTech Universe and thus should try to emulate the physics of the universe. The TT came before the video game not the other way around, so the ground work for this needs to come from its roots. Which is not the MechWarrior TT game but in fact the BattleTech TT game. Rules that cannot transfer from one medium to the next should of course be changed.

#331 Pht

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Posted 13 January 2013 - 02:51 PM

View PostJoseph Mallan, on 13 January 2013 - 02:41 PM, said:

Just as long as you realize that since this is taking place in the BattleTech Universe and thus should try to emulate the physics of the universe. The TT came before the video game not the other way around, so the ground work for this needs to come from its roots. Which is not the MechWarrior TT game but in fact the BattleTech TT game. Rules that cannot transfer from one medium to the next should of course be changed.


... You do realize that this is exactly what I've been posting for pages and pages now, right? :rolleyes:

In fact, the last sentence of the chunk you've quoted from me ... says exactly that!

When I say TT I mean the battletech boardgame that's been around since battledroids. Just didn't think anyone thought it could make reference to the pen-and-paper RPGs. I suppose I shall have to try and be more clear about it from now on...

Edited by Pht, 13 January 2013 - 02:52 PM.


#332 Indoorsman

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Posted 13 January 2013 - 03:44 PM

View PostPht, on 13 January 2013 - 02:29 PM, said:


Well, first of all, there is no rule for a player to modify the results on the normal and advanced hit-location tables used for resolving weapons fire.

Also, the hit-location mechanic is used for resolving attacks made with cluster rounds - a pilot cannot control where his cluster rounds will actually hit his target - the application of randomized cluster hits can't be a representation of MW skill ... cluster rounds are *designed* to randomly spread in a mostly uncontrollable manner. All you can do is direct the "cone" - not pick what gets hit inside of that cone.

"LB-X Weapons: If an LB-X weapon is fired as a cluster weapon (using cluster munitions, rather than acting as a direct-fire ballistic weapon and using standard munitions), once the actual Damage Value that struck the target is determined, the controlling player makes a different hit location roll for each 1-point Damage Value grouping."

Ditto on missile type attacks; after it's determined if any of them can hit (to hit), it's determined how many of them hit the target (that's the cluster table) you than apply the damage via the use of the hit-location table.

"Missile Weapons: Once the Damage Value that actually struck the target is determined, the division of damage into Damage Value groupings and their assignment to the target depend on weapon type, as described under Weapons and Equipment, p. 113."

Furthermore, as a generic game mechanic, the hit-location represents damage that is applied in a manner that the MechWarrior has no control over... for example:

" For every hex that a ’Mech skids, it suffers damage equal to one-half its normal falling damage, rounded up; after the skid has ended, add up all damage, then apply it in 5-point groups (see Falling, p. 68). Use the column of the ’Mech Hit Location Table determined by the fall (see p. 119 in Combat) to determine the location of this damage."

A fall in the TT only happens when the MechWarrior has *lost control of his 'Mech.*

More:

"Prohibited Terrain: If a unit skids into prohibited terrain—such as a hover vehicle sideslipping into woods or a wheeled vehicle skidding into rough—the unit takes 1 point of damage for every 5 tons it weighs (round fractions up). Group the resulting damage into 5-point groupings, then roll once for each grouping on the appropriate Hit Location Table (always use the Front/Rear column). "

Skids, again, represent when the MechWarrior has lost control of his 'Mech.

And another point: Though the basic mechanic of the hit-location table doesn't change; there are a multitude of them, for many different situations - and with a single lone exception, they don't represent MechWarrior skill... most of the time they represent somewhat unpredictable damage that happens. It would seem odd that they would go to the trouble of adding all of these other hit-location tables and explaining exactly what they're for and what they represent... and yet they wouldn't have done so with the normal and advanced hit-location tables for resolving weapons damage. If they had meant them as a representation of MechWarrior skill, you would expect them to follow their habits and indicate that they represented MW skill (in any way at all, partial or otherwise).

The lone exception I just mentioned is this:

"CALLED SHOTS
A called shot is similar to an aimed shot, though less narrowly targeted. An aimed shot is an attack against a specific hit location and can only be made against an immobile target. An attack “aimed” more generally, representing the pilot’s skill at directing his attack against a desired general area, is a called shot. Called shots can be made against active, mobile targets. Any attack can be a called shot. The player must announce the type of called shot—high, low, right or left—when the attack is declared. All called shots must be made with an additional +3 to-hit modifier. If the attack hits, the hit may be resolved on a different table than the one that would normally be used."

*This* is the only rule anywhere that represents the skill of the MechWarrior in converging his weapons fire onto a desired part of his target - and notice, not only does it make it harder for your 'Mech to hit the target (+3), it also doesn't give you a way to try and get your weapons fire to all hit a single location - or for that matter, it doesn't give the MechWarrior a way to get more shots to hit the LT/CT/RT, either. It only allows for left/right/high/low - there is no called shot "center" or "torso."

... and because I expect you to want to know:

"Aimed Shots: Players may make aimed shots against units that are shut down or whose warrior is unconscious, using any weapons other than missile launchers and LB-X autocannon firing cluster munitions. When firing on an immobile ’Mech, the attacking player can make an aimed shot by naming a target location. Against any hit location except the head, the player makes the to-hit roll using the standard –4 to-hit modifier for firing at an immobile target. If the attack is successful, the player rolls again. On a result of 6, 7 or 8, his shot hits the designated location. For any other result, the player rolls normally on the ’Mech Hit Location Table. (This roll may still result in the attack striking the desired location.)

If the attacker is taking an aimed shot at the target ’Mech’s head, modify the to-hit number by +3 rather than the normal –4. If the shot hits, the player rolls 2D6. On a result of 6, 7 or 8, the shot hits the head. For any other result, roll normally on the ’Mech Hit Location Table. Players cannot use the Aimed Shots rule to make physical attacks.

Targeting Computer: A warrior can use a targeting computer to make an aimed shot against an active target (see Targeting Computer, p. 143). If using a targeting computer to make an aimed shot against an immobile target, the player adds a –1 modifier (representing the targeting computer) to the –4 immobile target modifier. (All other rules remain the same.)"

This is literally the ONLY time a 'MechWarrior is able to target a single section of a target and have a halfway decent chance of getting multiple weapons to hit it... 16.67% or 1 out of 6, those are your chances of rolling a 6 or higher on 2D6 -

"Immobile Target: A unit with an unconscious pilot is an immobile target, and may be targeted by aimed shots as described on page 110."

- and it is only possible against a very specific class of targets, classified as "immobile," and the MechWarrior's Gunnery skill roll in NO WAY affects the "do multiple weapons hit the targeted section" roll - the first roll at is a simple hit/no hit roll - it doesn't tell you where you've hit.

Speaking of the gunnery skill rolls:

"SKILLS
Though warriors possess different skills, for purposes of Classic BattleTech they use only two skills in combat: Piloting/Driving and Gunnery. Skills have a rating; the lower the skill rating, the better the warrior is at the skill.
...

Gunnery Skill helps determine how easy or difficult it is for the warrior to make a successful shot using his unit’s weapons."

Furthermore, we already know for a fact that it's the 'Mech that does the required convergence calculations and the physical aiming of the weapons - I already quoted that source a few pages back; and the Novels and the rest of the lore bear this out, so we know there must be some level of combat capability that the 'Mechs possess. For instance, the Marauder is routinely mentioned as a "deadly design" compared to most other 'Mechs - and there is even a game mechanic for expressing these things "Quirks" (long a house rule, now official).

The aforementioned Marauder might use something like:

"Improved Targeting (3, 4 or 5 Points)
The unit has advanced targeting capabilities in one range bracket. The quirk can be applied up to three times, but can be taken only once per range bracket (the cost of the quirk equals how many range brackets it has been applied to; i.e. 1 range bracket equals 2 points, 2 range brackets equals 3 points and if applied to all 3 range brackets then 4 points). All ranged attack to-hit target numbers at the selected range bracket receive a –1 modifier. A unit with this quirk cannot take Improved Targeting for the Extreme range bracket, nor can this quirk be combined with Variable Range Targeting."



I didn't post that "it is an invalid standard to take some things from TT and not others," or anything that had that meaning but in different words.



I'm not comparing them as if MWO was finished - I'm *only* comparing MWO's basic, foundational, combat mechanics to the basic, foundational, combat mechanics of the TT system... and MWO's very basics are currently unchanging, and there's been no mention of even the possibility of their being changed for at least the last six months. Furthermore, I've only done so in the context of what is, by definition, required to make a game a "MechWarrior" video game.

It is an apples to apples comparison.

No, TT hasn't been tweaked at nearly the rate that MWO is. In fact, once the weapons are into the system, they virtually never change. Furthermore, the basic combat system is well over 90+ % intact from the very first version. The *only* meaningful difference I know of is that they did away with the reaction phase... and that was done a LONG time ago. Most of what you see that wasn't present in the past is expansion.

It's entirely possible to pick up a first-edition copy of "battledroids" and use most of the new stuff in the game, with very little modification.



The board game came before the novels and the other source material and the board game has controlled the 'Mech's combat behavior and such in the said source and novels from the very beginning.



No, they aren't - they're taking only a single part of a combat system - the weapons values - that are and were intrinsically designed to work with to-hit modifiers and hit-location tables - and trying to make them work in a combat system that doesn't use a to-hit OR, most importantly, the hit-location tables... and worse, the combat system they're putting these numbers into routinely allows for multiples of these weapons to hit a single section of a mobile target 'Mech. The TT armor values were never intended to absorb that kind of damage, so the TT armor numbers had to get tossed out of the window - but the TT weapons damage values WERE designed to work against the TT armor values, - meaing they HAVE to be tweaked - but because they're using an intrinsically incoherent combat system (not designed as a coherent entity - it is instead a "mashup") they can't predict all of the gameplay results - meaning further tweaking ... and further unpredicted results ... meaning further tweaking ... until at some point down the road, if they keep tweaking, the game looks NOTHING like it started out as, and nothing like the parent game OR lore.



The to-hit values represent more than just what you're saying they do.

They represent 3 major groups -

MechWarrior gunnery skill - which I've already repeatedly said should be, by definition, left out of a MW video game - this is what you've just mentioned...

Accuracy of a given weapon (pulse lasers apply a -2 modifier to the final to-hut number, clan heavy lasers apply +1, most weapons apply no modifier)

How conditions affect your 'Mech's ability to hit what you're indicating with the reticule - I can list a few out, if you're curious. There are a LOT of these.

It is the last two of these to-hit mechanics/modifiers that I'm saying should be used, not the first one, that actually *does* represent MechWarrior skill.

----



Most of the past games with the name have been fun - I spent nearly 10 years playing MW4, off and on towards the end - but no, they didn't meet the standard implied by their name. I doubt I am alone in thinking that the MW video games have not lived up to their potential yet; it seems even the MWO devs realized this, even though they've not gotten the foundational combat mechanic right.


Well, "what you want" and "the differences between MWO and TT" appear to be basically the same thing. I understand you want Microsoft Mech Combat Simulator, but most of the rest of us want Mechwarrior Online.

#333 Void Angel

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Posted 14 January 2013 - 10:59 AM

View PostMercules, on 11 January 2013 - 02:59 PM, said:

Look people... it is actually pretty simple to explain to the "This isn't a board game don't follow those rules." people.

If LRMs, SSRMs, NARC, TAG, and -=ECM=- were implemented in a way that properly represented TT rules we wouldn't have people complaining about ECM right now. Feel free to tell me I'm wrong, but in the TT ECM doesn't stop LRMs or SSRMs from firing and doesn't cut sensor range by 75%. But... feel free to argue how we shouldn't consider TT when making the game. :)

View PostMercules, on 11 January 2013 - 03:29 PM, said:


*sigh* I am not talking about the rules. I am talking about the feel/universe/fluff/mythos/genre. Obviously the translation is going to be different. Think of it this way.

Battletech the TT game is Maple Syrup. Generic mecha game for TT is Maple Flavored Syrup.
Some of us want Mechwarrior to be made with real Maple Syrup and Butter and not Maple Flavored Syrup and Margarine. It is indeed a different product with it's own considerations but that doesn't mean you shouldn't START with Maple Syrup instead of jumping right to Aunt Jemima claiming something like Maple Syrup has the wrong viscosity to try and make maple butter with it.

Could you possibly at least warn people when you start responding to replies concerning your statements about the rules by talking about the "flavor of the game?" Indoorsman posted an objection to the first quote, and you replied with the second...

Edited by Void Angel, 14 January 2013 - 11:00 AM.


#334 Joseph Mallan

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Posted 14 January 2013 - 11:04 AM

View PostPht, on 13 January 2013 - 02:51 PM, said:


... You do realize that this is exactly what I've been posting for pages and pages now, right? :)

In fact, the last sentence of the chunk you've quoted from me ... says exactly that!

When I say TT I mean the battletech boardgame that's been around since battledroids. Just didn't think anyone thought it could make reference to the pen-and-paper RPGs. I suppose I shall have to try and be more clear about it from now on...

Oh! :)

#335 Helbourne

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Posted 14 January 2013 - 11:34 AM

Now just to confuse people more, Cataylst Game Labs, the company making the TT game got rid of the name Mechwarrior. The current verison is just called Battletech. To be more verbose, they broke it down into two different subtitles. Battletech - Total Warfare and Battletech - A time of War. Total Warfare is the TT battlemech game, and 'A Time of War' is the RPG.

Plus even though the other verison of Mechwarrior were made to work with Battletech, they did it in a very sloppy confusing way. There let me strike that last sentence, cause it really will not advance this conversation at all. :)

Edited by Helbourne, 14 January 2013 - 11:34 AM.


#336 Mechwarrior Buddah

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Posted 14 January 2013 - 12:05 PM

View Posttorgian, on 12 January 2013 - 08:12 PM, said:


It's a dead issue that no one is going to listen to.


this is the problem. the other side of the argument put their fingers in their ears and scream "IM RIGHT" while the TT guys do the same

#337 Lorren Jaffray

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Posted 14 January 2013 - 12:18 PM

We started with table top rules and they didn't work at all, not even close. So we moved away from them and while ECM and lag shield suck, for the most part the game works pretty well. What are we even talking about here? We have our answer. What we currently have (non table top balance) is better than what we had (table top balance) so why are we even talking about this? I'm surprised the vote is as close as it is considering the idea of basing an action game on a board game is counter intuitive AND you can't spend much time on these forums without getting tired of hearing about table top.

#338 Mechwarrior Buddah

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Posted 14 January 2013 - 12:23 PM

View PostLorren Jaffray, on 14 January 2013 - 12:18 PM, said:

We started with table top rules and they didn't work at all, not even close. So we moved away from them and while ECM and lag shield suck,


Ironically if they went with the TT version of the ECM there wouldnt BE an issue as the missile blocking Angel ECM doesnt come along for two years

View PostLorren Jaffray, on 14 January 2013 - 12:18 PM, said:

AND you can't spend much time on these forums without getting tired of hearing about table top.


Yeah well if they decided to make a chess based game, realized it wasnt gonna work and then moved away from that chess basis Im betting their forums would be filled with raving chess trolls.

#339 Void Angel

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Posted 14 January 2013 - 04:47 PM

View PostIndoorsman, on 12 January 2013 - 08:06 PM, said:


I asked you to "make a list" not list what's wrong with the game. A list is a noun, to list is a verb. You even quoted me saying you had not made "A LIST" and gave me the verb definition, and then sidestepped to the noun enumerate. Try this very simple thing: go to google and type "define: list". But forget the definition, I even gave you an example.

Your arguments are all variations of the same thing, this aspect of TT is missing from MWO and that's wrong because it should be there because this game has mechs and so did TT.


And that is why I'm checking out of this conversation. Basically you have three general opinions here: Tabletop is the key to game balance; Tabletop has to be followed in order for this to be a "real" Battletech game; and "put down the rulebook for the other game and stop hitting."

The first opinion is not terribly defensible - even its advocates (with the possible exception of the Black Knight up there) admit that the rules can't be slavishly copied. But if you don't copy all the rules (accepting for the sake of argument that Tabletop was perfectly balanced,) you have to demonstrate why some specific rules (typically the weapon stats) are balanced without the random hit tables and range to-hit modifiers. That's a difficult proposition, given that we've been told that they tried a direct conversion in closed beta and discarded it as unworkable. So this option boils down to either a belief that they could have "gotten it right" if they'd just tried harder or been less incompetent (I have seen the exact word used) - or else it's just a back door to the second opinion:

The second opinion is that somehow the artistic flavor of the Battletech universe, which encompasses reams of fiction, background data, and visual art, is (often irretrievably) compromised by not slavishly copying some or all of the tabletop game rules. This opinion presents even more difficulty to its proponents, since they're attempting to enforce an artistic impression as the only reasonable belief on the subject. No amount of argumentation will "prove" a subjective, non-falsifiable claim that just boils down to "but it doesn't feel like real Battletech because ECM didn't work that way in the board game."

The third opinion, and of course my own is: stop hitting me with the rulebook for the other game! This opinion holds that the other two viewpoints are invalid for the reasons I've explained above (and possibly others as well.) We (or at least myself, certainly) find that arguments which talk down to the devs and engage in magical thinking are invalid, especially when your objection is subjectively artistic, as in opinion two. Similarly, waving around a rulebook for a different game and demanding that the devs revert to a past stage in development because you claim they didn't do their jobs right isn't going to produce valuable feedback for improving the game we have now.

Debating these opinions has been an exercise in frustration, since proponents of one of the first two opinions would commonly respond to posts which concerned the other - or conflate their opinions and argue whichever side of the issue they thought gave them the strongest "rebuttal" to a given post. This muddied the waters and led to confusion, on all sides, as to who was responding to or advocating what position.

In short, if you have an artistic objection to the game, you're welcome to it - just don't pretend the rulebook for that other game "proves" your subjective opinion, or expect me to lend your position credence. If by contrast you feel that the game isn't balanced, or that there is a problem with certain systems - well, the devs know they're not done yet, this is still beta, and the best way to improve the game is to provide feedback that stands on its own merits without appealing to a rulebook for another game.

#340 Shumabot

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Posted 14 January 2013 - 05:10 PM

Quote

With 30+ years of existence, the Tabletop verion Battle Tech has become a very balanced and fun experience in gaming, been playtested by thousands of players, and has won awards in design.


I can copy paste this and replace battletech with 40k and it would still be true. It would also be laughable since 40ks balance is awful, just as battletechs is. BT is a customizeable semi RPG battle system. Chargers exist, spiders exist, urbanmechs exist. These mechs are all utterly worthless and hugely imbalanced. Clan weapons exist, these are plainly imbalanced.

Presuming the tabletop game can be converted into a balanced arena based game is laughable, it's a horrifically bad template that would make an unplayable game composed entirely of Daishis loaded up with light gauss rifles.





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