hammerreborn, on 04 January 2013 - 03:05 PM, said:
So we shouldn't have a targeting reticle,
our weapons should have chances to veer off and miss wildly, heat levels should effect accuracy, it should be harder to hit a moving mech (netcode aside) and every shot will happen once every 10 seconds? Sounds like an awesome first person shooter sim.
The 'mechs use reticles in the lore. The weapons virtually never "veer off and miss wildly." Yes, heat levels should affect how well or poorly the 'Mech can bring its weapons to bear - here's the main reason why:
"Incidentally, myomers impose one of the primary limitations on the temperature a BattleMech can operate at, because as the myomers heat up, they become more resistive, less efficient, and less predictable at the same time. The acti-strandular materials in Myomers do not respond well to high temperatures. If Myomers become too hot, they will actually cook themselves, which results in the black smoke seen rising from extremely overheated battlemechs in combat."
http://www.sarna.net...gy#Heat_sources
It depends on what you mean by "harder to hit a moving mech."
No, recycle times don't need to be limited to 10 seconds. If you want a weapon to fire faster, give it more heat, slower, less heat.
A MW video game is not a first person shooter sim; in the vein of UT, or quake.
It is, by by definition, a first-person real time armored combat unit piloting sim - and yes, there are a couple of significant differences.
Kraven Kor, on 04 January 2013 - 03:07 PM, said:
TT mechanics have to be adjusted to fit the real time gameplay.
The real question that everyone's avoiding like the plague is... WHICH mechanics, and WHY.
Atlas3060, on 04 January 2013 - 03:26 PM, said:
The way that PGI is doing this seems like a fair compromise. They're using the TT rules as a basic starting point and adjusting it from there.
Have they? Where is the simulation of the to-hit mechanic that tells you how accurate each weapon is, and how range and other environmental factors affect the 'mech's combat ability? ... Where's the simulation of the fact that a BTU mech can't get multiple weapons to hit a mobile mech sized target on a single armor panel IE, the hit-location tables... you know, the main factor that differentiates MW from any number of anime mecha games and allows for epic gameplay?
I'm very happy that they said they wanted to do so, but somewhat annoyed that virtually the entire combat system got left by the wayside, when all that actually had to be left behind were the piloting and gunnery skill rolls.
Edited by Pht, 04 January 2013 - 04:35 PM.