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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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#41 Tarman

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Posted 27 December 2012 - 03:48 AM

View PostMechwarrior Buddah, on 26 December 2012 - 10:15 PM, said:


man I wish my thread I did on this was still retrievable. It disapeared with the new forums -.- but Id said they should drop the table values for the game and was flamed for saying that because if you change that you make it "generic mech shooter" (or "battletech flavored" - to take mecules's quote, referring to maple flavored syrup as opposed to actual maple syrup).



Actually the flavour is the most important part of the IP, too bad you got toasted for saying it. If they don't taste like Battletech robots then the game has failed. Porting the TT ruleset verbatim doesn't necessarily bring the flavour. And do people really forget how far out some of the previous video versions were? They deviated from TT and even more than MWO has gone. I dare anyone to ask how many MW2 pilots ran builds with weapons IN THE FEET. I know personally I moved everything out of the arms into torso slots on quite a number of stock rides to stay viable longer in missions.

The guy they have doing mech designs? THAT is Mechwarrior flavour (real, not from concentrate!), that guy knows how the game is supposed to taste. Big, aggressive, cool robots pounding the carpolala out of each other.

#42 Atlas3060

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Posted 27 December 2012 - 05:20 AM

Even though I love the Table Top game a 1:1 port over just won't work.
Now a balance between MW3 and MW4 wouldn't be too bad and I think that's the current progress so far.

#43 CypherHalo

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Posted 27 December 2012 - 05:43 AM

No no no and no. I was not even aware there was a TT version of this game and neither are lots of people. PGI should feel free to use whatever they think works from the TT but there is no reason to slavishly copy it or be bound by it. This is not Mechwarrior: The Online Table-Top Experience. If you love the TT game, God bless you and I'm happy for you but this is a video game and should be focused only on creating a fun video game experience, not be bound by the rules and conventions of the TT game.

#44 thefinn

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Posted 27 December 2012 - 06:14 AM

Some things dont translate well.

I see at present no point in ECM for instance.

It has turned a Raven into a total killing machine. It cannot be locked, is too fast to fire at and pretty much has to make a huge error to be killed - like just running into an obstacle and standing there for 10 seconds or so.

God forbid you get 2 of them circling you - then you cannot even SRM lock them.

Even TAG's are useless against these guys as they don't mark them for long enough to even get a good SRM lock.

I would imagine most people play this for the fun of pounding the crap out of an enemy across the way - not some huge metagame featureset that we all have to learn to counter with every mech we own.

It completely negates ALL LRMS on the opposing team - every single one of them.

Many maps both teams just miss each other because they cannot find each other on the map and just go cap and waste 5 minutes and earn 25k CBILLS. It's boring as hell.

Every game I have been in, in the past 2 days has had at least an atlas and light mech with it. Everyone is out buying it because it's OP.

In TT it was not this OP.

Either get rid of it or fix it.

Edited by thefinn, 27 December 2012 - 06:15 AM.


#45 siLve00

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Posted 27 December 2012 - 06:28 AM

View Postkeith, on 26 December 2012 - 06:59 PM, said:

pls wait while i turn my mech 60 degrees to get into a firing arc. next let me get out a dice to see if my hand will press the mouse to hit u in the head. an online FPS game should not be balanced towards a broad game. too many different factors play into it, lag and playerskill are the main ones


amen

#46 CDLord HHGD

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Posted 27 December 2012 - 06:35 AM

View PostNauht, on 26 December 2012 - 07:00 PM, said:

You have to remember they started with TT values. Everything thats changed since then has been due to gameplay feedback.

They found out early on that TT armour values don't work. No-one liked being shut out of a match in he first 30 secs due to one alpha, hence double armour values. Weapons have been tweaked due to gameplay balance as well. Otherwise we'd be back where we were in CB with the SL reigning supreme. You never needed (and didn't want ) to run the LL now.

The game has evolved for the better for an online competitive environment.

I was a big supporter for sticking to TT in the early days but realise now that sticking to it strictly doesn't work for a FPS game.

I agree with this though I caution against moving too far from TT. Anything and everything to keep us in the match longer. More armor, more ammo. With the exception of some heat issues, I think the game is nearly there. What they should be doing beyond the occasional map/mech/mode is optimizing the netcode.

#47 Inappropriate1191

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Posted 27 December 2012 - 06:48 AM

I had said something about this some time ago. Wish I could find the post. MWO should take more of the DnD Online: Eberron Unlimited approach to tabletop rules.

Some background.
DDO is based on DnD 3.5 rules. The rules themselves were horribly unbalanced, and while you were offered far more creativity for your character than 4E, the fact was, there was really no reason to play anything other than a spellcaster. It got lame, real quick. DDO had done many things to rebalance the game to make all classes viable. Even if spellcasters are still the most powerful, they aren't utterly, god-tier dominators anymore.

Naturally, the TT purists did nothing but pi.ss and moan about it.

Screw 'em. Let them whine, let them moan. They're morons who don't realize that things don't always translate well to another medium.

However, here's the catch, DDO had pragmatic approach to it. They kept as close to tabletop rules as possible, but had adjusted to make the game balanced and enjoyable. This is what MWO needs to do.

And, of course, not make the god.damn Gauss so damn fragile, and buff all cannons while they're at it, because they keep breaking before armor is even breached.

Edited by Inappropriate1191, 27 December 2012 - 06:48 AM.


#48 MoPo

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Posted 27 December 2012 - 07:06 AM

I was a huge fan of TT for many years. Even played a few games where a form of the "fog of war" that we all experience in MWO was simulated (duplicated maps and a dividing screen, so each side could only see their own mechs and counters for non-LOS enemies. Nice idea in principle, absolute NIGHTMARE to play).

If you look at it from the opposite point of view, if someone asked you to turn MWO into a 10 second per turn board game, what would it look like?

For me, PGI are heading in the right direction with MWO so far. It's giving me all of the aspects of Battletech that aren't feasible in TT because of the type of game it is. I've not noticed it so much when I'm playing (too busy concentrating on surviving) but, watching some of the videos that other players have posted and sticking around after my untimely demise, there's a real cinematic feel to some of the engagements.

So, to cut a long story short (too late, I know), should it try to balance more towards TT?

No, it should concentrate on playing to its own strengths.

#49 Mercules

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Posted 27 December 2012 - 07:11 AM

Here is an issue I have with most people's reaction to holding on to TT rules. They don't understand the Table Top game and so make assumptions about it, usually incorrect assumptions. To address specific arguments against working closer to TT.

1. "To slow. This is a FPS and so weapon fire rates can't be the same as a Turn in TT is 10 seconds."

It could very much work, what is lacking is imagination. Everyone assumes that in that 10 seconds each mech fired each weapon once. So the assumption is 1 bullet came out of a machine gun every 10 seconds? Silly when you think about it that way, right? What people need to understand is that you don't slavishly keep Damage, heat, ammo the same and then change rate of fire. That is just silly.

Instead PGI should have kept it so that weapons average out to TT values over that 10 seconds. I said it in closed Beta, I will say it again.

AC 20 - RoF 5 seconds - Heat 3.5 - Dam. 10 (double amount of "Shots" from a ton)

Med Laser - RoF None (Depress button turns beam on). 10 seconds of firing does 5 damage and generates 3 heat.

PPC - RoF 5 seconds - Heat 4.5 - Dam 5

Now your armor doesn't have to be doubled since values are still the same as TT. In addition forcing weapons to spread damage out between shots means 20 damage won't go to one section from an AC 20 unless they are very good shots. Notice we are still rewarding aiming skills.

2. "You can't randomize shooting, it removes the skill."

No it doesn't. You don't even have to randomize heavily, but you make certain weapon mounts work better than others for convergence. Many, many, many, modern games use randomization to determine where a weapon shoots. Hell, another mech game Hawken does. The longer you depress the firing button the more random it gets.

I am currently playing Borderlands 2 on a regular basis and having recoil drive my gun off target and making my shots less accurate adds a good deal to the game. The weapons are "balanced" by this. I have a character with a rotary barreled mini-gun style rifle with 140 ammo capacity. That gun is perfect for chewing up large heavy health targets because the accuracy isn't so much needed as it continues to fire but the amount of shots it can put out is important. The firing circle goes from pencil eraser sized up to drinking glass sized.

Other weapons work great in bursts. Using that we can "randomize" without using dice. This makes continuous pinpoint shots less likely as bullets and beams sway off target from one moving weapon platform to the other.

3. "TT doesn't properly reflect physics or a FPS experience."

No, but it actually does a better job of roughly representing it than any MW computer game so far. Many of you seem to forget that the mech you are driving around should be bouncing you all over the place. I have yet to see a game that would properly "jiggle" the reticle/cockpit/pilot around. The reason behind the Mechwarrior mythos is that the battlemechs can go where normal combat vehicles can't and act in ways they can't.

What we get in all MW games is a tank with extra turrets. This is done for simplicity and I understand, but I REALLY wish the would add the shake of running around in a giant mecha in. If running really wrecked someone's aim the way it does in TT you would require a LOT more skill to pop those shots into the CT of even an Atlas. Standing still makes you a better target but also gives you easier shots.

Instead we all have super shocks that make our ride smooth and our reticle doesn't bounce unless we step on a slight bit of terrain. This is yet another thing that gives us "Super Aim" and makes armor values ridiculous compared to the weapon damages.

4. "Why not just go play TT if you like TT that much."

I do! There are, however, times when I want to do more than just look down at my forces on the table. I want to view it from the cockpit. I still want it to be Mechwarrior though, and not Hawken/Gundam/Shogo. I want my mechs falling apart because 3 generations or more have used them in battle. I want gritty teeth shaking, "Oh no... my heat is too high!" combat. MWO comes close but still lacks a few things.

5. "If they followed TT it would be unbalanced."

I'll point out again. If they followed TT:

* When you ran your aim would be off a bit, so Jenners circling you at 140 KPH would have a hard time hitting you just like you would have a have a hard time hitting them.

* Instead of just blowing you up, heat would affect your Reticle and movement speed. Your accuracy would degrade as you built up more and more heat and your mech systems started to fail under the stress so heat management would be even more important.

* Weapons would be fairly accurate, but not pinpoint accurate. Boating 10 of something would not be any better than firing 10 times with 1 of the same weapons. RNG would not determine if you hit or miss, but might determine how far a shot drifted OR cockpit shake and non-ultra smooth ride would make it harder to hold your reticle on target.

* ECM would not stop LRMs from direct firing all by their lonesome, nor would it stop Streaks from firing, they just wouldn't "Lock On". ECM wouldn't "hide" mechs from "radar"

* Physical attacks would prevent mechs from wanting to "hug" bigger mechs in an attempt to avoid their fire.

*Mechs could fire behind them with backward mounted weapons or "flip arms" if they lacked lower actuators to bring those weapons to fire upon those that are behind them.

* A BV system would determine what types of mechs you faced based off of what mechs were on your side and the skill of who was piloting them.

* Off board artillery could called in on "clumps" of mechs making the "blob up and FF" "tactic" less desirable as well as slow heavily armored mechs.


Some of these probably just haven't arrived like Physical Attacks/Knockdown and artillery, but others are noticeably lacking and would help balanced certain things out without having to go, "Lets give someone boating more heat for no logical reason. ". Sticking "closer" to TT values and rules weeds out some of the issues and causes others, but the TT rules have a lot of balance from the years of playing and it seems silly to throw those out because, "Those don't work in a sim based off of them."

6. "The rules don't matter as long as the flavor is there."

Sorry, the flavor is a direct result of those rules. That flavor came from those core rules. That is the reason certain things were written the way they are. The rules were written and then the reasons for them explained away in the mythos/flavor/fluff/canon. Why can't a battlemech do X? Because it is a machine that has been through countless battles and been patched together by technicians that only basically understand how it works... which means the rules don't let you and that is our excuse for that. :D

I don't care if you change the AC 20. I do care if you make a Large Laser do more damage than an AC 20. I do care if you make the AC 20 not require ammo. Just because I say I want things close to TT doesn't mean I am going to force you all to fire once every 10 seconds and have virtual dice popping up on screen. It means I want a simulation where the AC 20 is the premier short range, big damage, weapon. It means I want a simulation where "Fire Support" means something as does "Recon Lance". NOT "Big stompy robots FPS". Because I can mod the skins in CoD or some other game engine and have "Big stompy robots FPS". without having Mechwarrior/Battletech easily enough.

#50 Mercules

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Posted 27 December 2012 - 07:19 AM

View PostInappropriate1191, on 27 December 2012 - 06:48 AM, said:

I had said something about this some time ago. Wish I could find the post. MWO should take more of the DnD Online: Eberron Unlimited approach to tabletop rules. Some background. DDO is based on DnD 3.5 rules. The rules themselves were horribly unbalanced, and while you were offered far more creativity for your character than 4E, the fact was, there was really no reason to play anything other than a spellcaster. It got lame, real quick. DDO had done many things to rebalance the game to make all classes viable. Even if spellcasters are still the most powerful, they aren't utterly, god-tier dominators anymore. Naturally, the TT purists did nothing but pi.ss and moan about it. Screw 'em. Let them whine, let them moan. They're morons who don't realize that things don't always translate well to another medium. However, here's the catch, DDO had pragmatic approach to it. They kept as close to tabletop rules as possible, but had adjusted to make the game balanced and enjoyable. This is what MWO needs to do. And, of course, not make the god.damn Gauss so damn fragile, and buff all cannons while they're at it, because they keep breaking before armor is even breached.


EHEM! The REASON it was dumb not to play a Spellcaster was because in order to "not make it boring" for Spellcasters they changed the whole spellcasting system. They went to a Spellpoint system but then didn't follow even THOSE rules. Turbine didn't follow the rules in the first place for Spellcasters and thus broke them by NOT FOLLOWING THE TT RULES. It was not the other way around.

The TT Purists were not morons, we told them from the beginning what they were doing with Spellcasters and while it might not matter when everyone was capped at level 10 they would be sorry when they bumped up the level cap. What happened? Level cap went up, Spellcasters became too powerful, things had to be changed. It wasn't the purists complaining, it was the people who thought that was how Spellcasters worked in D&D that complained about losing things they shouldn't have had in the first place.

#51 Mechwarrior Buddah

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Posted 27 December 2012 - 07:32 AM

View PostCypherHalo, on 27 December 2012 - 05:43 AM, said:

No no no and no. I was not even aware there was a TT version of this game and neither are lots of people. PGI should feel free to use whatever they think works from the TT but there is no reason to slavishly copy it or be bound by it. This is not Mechwarrior: The Online Table-Top Experience. If you love the TT game, God bless you and I'm happy for you but this is a video game and should be focused only on creating a fun video game experience, not be bound by the rules and conventions of the TT game.


the mistake they made was saying "we're gonna BASE it off of the TT and work from there" because you then have the TT grognards here freaking out that its not TT (as we did early on) and people screaming at them that a direct TT will never work - because it wont

#52 Mercules

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Posted 27 December 2012 - 07:41 AM

View PostMechwarrior Buddah, on 27 December 2012 - 07:32 AM, said:


the mistake they made was saying "we're gonna BASE it off of the TT and work from there" because you then have the TT grognards here freaking out that its not TT (as we did early on) and people screaming at them that a direct TT will never work - because it wont


Hmmmm.. Back in November you stated I was correct in my stating it would turn into "Battletech Flavored syrup". It has and hasn't. The main problem was in announcing they were going to make a Mechwarrior game and then deciding they wanted to make it "accessible" to people who don't like Mechwarrior. :D

#53 Mechwarrior Buddah

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Posted 27 December 2012 - 07:44 AM

View PostMercules, on 27 December 2012 - 07:11 AM, said:

Here is an issue I have with most people's reaction to holding on to TT rules. They don't understand the Table Top game and so make assumptions about it, usually incorrect assumptions. To address specific arguments against working closer to TT.

1. "To slow. This is a FPS and so weapon fire rates can't be the same as a Turn in TT is 10 seconds."

It could very much work, what is lacking is imagination. Everyone assumes that in that 10 seconds each mech fired each weapon once. So the assumption is 1 bullet came out of a machine gun every 10 seconds? Silly when you think about it that way, right? What people need to understand is that you don't slavishly keep Damage, heat, ammo the same and then change rate of fire. That is just silly.

Instead PGI should have kept it so that weapons average out to TT values over that 10 seconds. I said it in closed Beta, I will say it again.

AC 20 - RoF 5 seconds - Heat 3.5 - Dam. 10 (double amount of "Shots" from a ton)

Med Laser - RoF None (Depress button turns beam on). 10 seconds of firing does 5 damage and generates 3 heat.

PPC - RoF 5 seconds - Heat 4.5 - Dam 5

Now your armor doesn't have to be doubled since values are still the same as TT. In addition forcing weapons to spread damage out between shots means 20 damage won't go to one section from an AC 20 unless they are very good shots. Notice we are still rewarding aiming skills.

agreed

Quote

2. "You can't randomize shooting, it removes the skill."

No it doesn't. You don't even have to randomize heavily, but you make certain weapon mounts work better than others for convergence. Many, many, many, modern games use randomization to determine where a weapon shoots. Hell, another mech game Hawken does. The longer you depress the firing button the more random it gets.

I am currently playing Borderlands 2 on a regular basis and having recoil drive my gun off target and making my shots less accurate adds a good deal to the game. The weapons are "balanced" by this. I have a character with a rotary barreled mini-gun style rifle with 140 ammo capacity. That gun is perfect for chewing up large heavy health targets because the accuracy isn't so much needed as it continues to fire but the amount of shots it can put out is important. The firing circle goes from pencil eraser sized up to drinking glass sized.

Other weapons work great in bursts. Using that we can "randomize" without using dice. This makes continuous pinpoint shots less likely as bullets and beams sway off target from one moving weapon platform to the other.

woo BL2 and agreed

Quote

3. "TT doesn't properly reflect physics or a FPS experience."

No, but it actually does a better job of roughly representing it than any MW computer game so far. Many of you seem to forget that the mech you are driving around should be bouncing you all over the place. I have yet to see a game that would properly "jiggle" the reticle/cockpit/pilot around. The reason behind the Mechwarrior mythos is that the battlemechs can go where normal combat vehicles can't and act in ways they can't.

What we get in all MW games is a tank with extra turrets. This is done for simplicity and I understand, but I REALLY wish the would add the shake of running around in a giant mecha in. If running really wrecked someone's aim the way it does in TT you would require a LOT more skill to pop those shots into the CT of even an Atlas. Standing still makes you a better target but also gives you easier shots.

Instead we all have super shocks that make our ride smooth and our reticle doesn't bounce unless we step on a slight bit of terrain. This is yet another thing that gives us "Super Aim" and makes armor values ridiculous compared to the weapon damages.

agreed

Quote

4. "Why not just go play TT if you like TT that much."

I do! There are, however, times when I want to do more than just look down at my forces on the table. I want to view it from the cockpit. I still want it to be Mechwarrior though, and not Hawken/Gundam/Shogo. I want my mechs falling apart because 3 generations or more have used them in battle. I want gritty teeth shaking, "Oh no... my heat is too high!" combat. MWO comes close but still lacks a few things.

agreed

Quote

5. "If they followed TT it would be unbalanced."

I'll point out again. If they followed TT:

* When you ran your aim would be off a bit, so Jenners circling you at 140 KPH would have a hard time hitting you just like you would have a have a hard time hitting them.

* Instead of just blowing you up, heat would affect your Reticle and movement speed. Your accuracy would degrade as you built up more and more heat and your mech systems started to fail under the stress so heat management would be even more important.

* Weapons would be fairly accurate, but not pinpoint accurate. Boating 10 of something would not be any better than firing 10 times with 1 of the same weapons. RNG would not determine if you hit or miss, but might determine how far a shot drifted OR cockpit shake and non-ultra smooth ride would make it harder to hold your reticle on target.

* ECM would not stop LRMs from direct firing all by their lonesome, nor would it stop Streaks from firing, they just wouldn't "Lock On". ECM wouldn't "hide" mechs from "radar"

* Physical attacks would prevent mechs from wanting to "hug" bigger mechs in an attempt to avoid their fire.

*Mechs could fire behind them with backward mounted weapons or "flip arms" if they lacked lower actuators to bring those weapons to fire upon those that are behind them.

* A BV system would determine what types of mechs you faced based off of what mechs were on your side and the skill of who was piloting them.

* Off board artillery could called in on "clumps" of mechs making the "blob up and FF" "tactic" less desirable as well as slow heavily armored mechs.


Some of these probably just haven't arrived like Physical Attacks/Knockdown and artillery, but others are noticeably lacking and would help balanced certain things out without having to go, "Lets give someone boating more heat for no logical reason. ". Sticking "closer" to TT values and rules weeds out some of the issues and causes others, but the TT rules have a lot of balance from the years of playing and it seems silly to throw those out because, "Those don't work in a sim based off of them."

agreed - also the Jenners/Ravens would have a chance to fall over every time they turned if they tried to circle strafe a target at full speed

Quote

6. "The rules don't matter as long as the flavor is there."

Sorry, the flavor is a direct result of those rules. That flavor came from those core rules. That is the reason certain things were written the way they are. The rules were written and then the reasons for them explained away in the mythos/flavor/fluff/canon. Why can't a battlemech do X? Because it is a machine that has been through countless battles and been patched together by technicians that only basically understand how it works... which means the rules don't let you and that is our excuse for that. :D

I don't care if you change the AC 20. I do care if you make a Large Laser do more damage than an AC 20. I do care if you make the AC 20 not require ammo. Just because I say I want things close to TT doesn't mean I am going to force you all to fire once every 10 seconds and have virtual dice popping up on screen. It means I want a simulation where the AC 20 is the premier short range, big damage, weapon. It means I want a simulation where "Fire Support" means something as does "Recon Lance". NOT "Big stompy robots FPS". Because I can mod the skins in CoD or some other game engine and have "Big stompy robots FPS". without having Mechwarrior/Battletech easily enough.


agreed to a degree. Theyve all but already thrown out most OF those table values or modified them, ECM for example, is two pieces of equipment, as Ive read, one not due to be in the game for two years in game time. Making the stuff completely wonky, IE AC/20 doing less than a large laser or something to that effect would still be bad, but they already HAVE made it less battle effective. An AC/20 build is nowhere near as worrysome in the game as a build based around large lasers.

View PostMercules, on 27 December 2012 - 07:41 AM, said:


Hmmmm.. Back in November you stated I was correct in my stating it would turn into "Battletech Flavored syrup". It has and hasn't. The main problem was in announcing they were going to make a Mechwarrior game and then deciding they wanted to make it "accessible" to people who don't like Mechwarrior. :P

also true lol

#54 The Cheese

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Posted 27 December 2012 - 08:05 AM

I didn't read the whole thread, because I don't need to.

This isn't tabletop battletech. If you want that, play that.

It has been stated many times that the game's base is the tabletop's figures, but those figures will be tweaked as necessary to make this game playable and enjoyable for as many people as possible. So far and overall, I think the team has done a pretty damn good job with it.

If you honestly think that a direct translation from TT values is a good idea, you need to do some more thinking. I typed that out in a much more socially acceptable way than what is going through my head.

Mechwarrior is NOT tabletop Battletech. How do people not understand that?

#55 TigrisMorte

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Posted 27 December 2012 - 08:11 AM

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

The tabletop has weapons firing once every 10 seconds, ...


The assumption that "adherence to TT requires fire only once every 10 seconds is simply wrong".
math 101; if you divide or multiply one side of an equation you must apply the same factor to the other side.

#56 AlexWildeagle

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Posted 27 December 2012 - 08:14 AM

Thanks. Some of you guys gave me a good chuckle.

No, a 1:1 translation wouldn't work. On that I agree.....but

"I don't have to pick up my dice" ....ummmm....thats cause the computer does it for you.
"waiting to get into my firing arc" yes, you have to pilot your mech into it's firing arc

Things like you are firing from first person so you have direct control over shot placement works great, hit location dice just wouldn't translate well from tabletop.
The only thing I would like to see them change/improve is mech balance on loadouts. That has gotten way out of balanced and lead to things like whacky working ECM.

oh yeah, and just cause you didn't know the TT existed is not a valid reason for the game not to try and use parts of it.

Edited by AlexWildeagle, 27 December 2012 - 08:15 AM.


#57 Pr8Dator

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Posted 27 December 2012 - 08:17 AM

I believe the TT rules were full of compromises to make it work as a TT game so trying to keep 100% to it will only detract from the realism required of a real time game.

#58 Baliel

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Posted 27 December 2012 - 08:22 AM

I like TT and I like MWO. However I realize that they are two separate entities, as it should be. TT rules and the mechwarrior universe should be a template from which to deviate in order to create an enjoyable game.

#59 Mercules

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Posted 27 December 2012 - 08:36 AM

View PostThe Cheese, on 27 December 2012 - 08:05 AM, said:

I didn't read the whole thread, because I don't need to.

This isn't tabletop battletech. If you want that, play that.

It has been stated many times that the game's base is the tabletop's figures, but those figures will be tweaked as necessary to make this game playable and enjoyable for as many people as possible. So far and overall, I think the team has done a pretty damn good job with it.

If you honestly think that a direct translation from TT values is a good idea, you need to do some more thinking. I typed that out in a much more socially acceptable way than what is going through my head.

Mechwarrior is NOT tabletop Battletech. How do people not understand that?


You didn't bother to read any of the arguments for keeping certain things close to TT but want to comment? Good job, way to contribute to the discussion. Let's ignore the fact that you use the same old platitudes of, "If you want to play TT go play TT." and brilliant observation that, "This isn't TT." ;)

#60 Carnivoris

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Posted 27 December 2012 - 08:41 AM

Yes and no. The thing is, the tabletop game is a turn-based game, this is a real-time game. TT numbers are balanced for turn-based play. They're not really going to translate well to MWO in all cases. I think it's a more complicated issue than most realize. I think they should balance the numbers based on the performance they're seeing in game while trying to keep them as close to TT as possible. I do not, however, think that it will be possible to carbon-copy all the numbers from TT. It just won't work in a real-time combat simulation.





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