Parappaman, on 05 January 2013 - 07:30 AM, said:
Exactly...
Sorry guys, I was misunderstood. I'm interested in the whole BT universe and am digging info around about the whole background the game fits in, what I don't want is a rigid adherence to the ancient rules that were formed during the dawn of tabletop playing.
The majority of people here couldn't care much if the given weapon fits in the original timeline and acts as it has been conceived some 30 years ago: what the majority of people wants, me included, is that the given weapon fits nicely in the game.
I agree with that, ultimately. What doesn't matter is slavishly adhering to the table top, but making the weapons work. But we are working within constraints that were set by the table top. Stock mech configurations, armour values, damage values, heat values, all that comes from the table top. If we want to understand how to adapt all the stats of items and mechs to a real time mouse aiming game, it helps (IMO) to understand how the constraints have changed.
There are ways to do it without it, but it'S not necessarily easy. For example, you can balance the weapons against each other completely forgetting about the table to. But that doesn't solve the puzzle of the stock configurations.
And there are even topics we haven't really begun to analyze - for example, armour distribution on a mech. In the table top,you couldn't usually select your target location, no matter how good the stats of your pilot. A good pilot in MW:O definitely can. So this might necessitate giving weak spots even more armour than was suggested in the table top, so that there are more reasons to go for arms or legs on a mech rather than center torso and head.
For example, there is a popular idea - to deal with Streak Cats best is to kill off their arms (ears) one by one, rather than going by center torso kills. But is this true?
Max Armour on an arm in a Catapult is 40. That puts its internal armour at 10, for a total of 50. Both arms together so have 100 hit points.
Max Armour on the Center Torso is 84, internal armour 21, total 105, but you have to split between front and rear armor. So a more realistic value for CT armour is 62 on the front, a total of 64+21 = 85.
If you go for the CT, the Streaks can be fired for 100 % damage for the entire time. If you go for the arms (and assuming you hit the arms no less often than you would the CT), you need to fire longer, so you can deal 100 damage total. If you deal x damage per second on average, and the enemy deals 2y damage per second with all streaks intact each turn, in the CT kill scenario, you need 85/x seconds and the enemy deals 85/x * 2y damage. In the arm kill scenario, you need 100/x seconds and the enemy deals 50/x * 2y + 50/x * 1y damage. So you take either 170 (y/x) damage or you take 150 (y/x) damage. So the difference is 20(y/x) damage.
Considering that you may be coordinating with other players, is the 20 (y/x) advantage sufficient? Everyone knows which center torso you mean, but you know how things go with left and right "Target the left ear!" His left or your left or my left?" "His left ear" *pew pew* "No, the
other left!)... Maybe a more decisive advantage would be better for the game?
Edited by MustrumRidcully, 05 January 2013 - 07:59 AM.