

Mwo Is Dooooomed (With Regard To Weapon Balance). Part 2, Continued From Closed Beta.
#321
Posted 21 January 2013 - 10:28 PM
I run a Cicada from time to time, and usually I'm just on single chain fire with four MLs... my heat really doesn't go up fast and I can generally keep it under 10-15%. But every so often I irritate someone into shutting down in front of me.
What do I do? Slam to a stop, carefully line up a shot on their cockpit, and cut loose with the six medium lasers that I have on the mech.
How much would the proposed CoF changes impact this style of play?
Quite a bit. I couldn't be sure of being able to punch all six shots into the cockpit, except maybe at point blank range, so I would have to QUICKLY line up a shot, and cut loose with shots in a rapid but measured fashion, so as to keep the CoF small enough that all the shots hit where intended.
CoF, as outlined, would make it harder for me to pull off the cockpit shot, requiring more skill (not less) to do sucessfully, while not affecting my aim while running around one little bit. This would make successfully pulling it of that much more satisfying.
Fully in favor, let it be done.
#322
Posted 21 January 2013 - 10:31 PM
#323
Posted 21 January 2013 - 10:32 PM
#324
Posted 21 January 2013 - 10:43 PM
Josef Nader, on 21 January 2013 - 10:31 PM, said:
Because the easy head-cap isn't BattleTech? In TT you couldn't intentionally head-cap under most circumstances. Making it difficult, but not impossible seems to me to be the best way to keep the spirit of TT.
And "free easy backshot" is generally punishment enough, or would be if the critical system was fully implemented, I think.
#325
Posted 21 January 2013 - 10:46 PM
#326
Posted 21 January 2013 - 10:50 PM
Afaik in TT (never played it) you rolled for hit location for every weapon, creating the 'cone of fire' so to speak. Now in TT (again afaik) one turn is 10 secs so all the weapon fired in that time once.
So How the MOW has implemented that. At the start of the 10 seconds you fire all the weapons and just roll once for the hit location.
Thinking of TT I think the hit location rolling means that the weapons fire once during the 10 second interval, not at the start of it, so instead of (like it is now in MWO)
|--------- 10 secs ---------||---------- 10 secs---------|
|wpn1,2,3,4----------------||wpn1,2,3,4----------------|
it would be more like
|--------- 10 secs ---------||---------- 10 secs---------|
|wpn1-wpn2-wpn3-wpn4||wpn1-wpn2-wpn3-wpn4|
#327
Posted 21 January 2013 - 11:54 PM
Josef Nader, on 21 January 2013 - 09:45 PM, said:
But it takes skill to compensate for a "drunken reticule waving". You have to learn to time your shot until your reticule is at the correct spot to fire precisely. That takes a lot more skill than pointing your mouse cursor at a target. The difficulty of hitting an Awesome at 200m in its Center Torso is about as high as pressing a button. If you had a system that would "shake" your reticule due to your mech's movement, it would actually be a bit more difficult, and require more skill.
#328
Posted 22 January 2013 - 12:24 AM
#329
Posted 22 January 2013 - 12:32 AM
It wouldn't just be multiples of the same weapon. Fire any combination of weapons, either as group, or chained in a short time, and there would be CoF consequences.
#330
Posted 22 January 2013 - 12:34 AM
#331
Posted 22 January 2013 - 12:44 AM
To me, the hunchback with a bunch of lasers in the torso looks goofy when it fires because all the lasers converge. Leaving aside how goofy it looks:
1) I agree with the OP that weapons should not always automatically converge at the crosshairs. Convergence with radar range detection is not technically difficult, but if mechs were built that way they'd also have some sort of minimal angle to target detection and relative motion calculation for automatic deflection calculation. Then you'd just need to get the crosshairs close and fire and you'd always get a hit. That would be dumb. There'd be no game.
2) I don't agree with his solution of cone of fire, because it makes no sense either. I prefer a later poster's suggestion that torso based weapons all fire parallel to each other, all weapons on each arm fire parallel to each other (or in some cases converge at a fixed distance, probably the weapon's maximum effective range) and the only convergence is between the two arms. That would yield both a more tabletop experience (in a typical alpha, only some weapons would hit) and provide a non-luck based game experience (chain fire plus group selection would allow accurate placement of any given weapon, or all of them if you were good enough.)
#333
Posted 22 January 2013 - 01:01 AM
Josef Nader, on 21 January 2013 - 10:13 PM, said:
God forbid there are those of us that hate how dumbed down and oversimplified modern games are, removing all depth in order to cater to people who want to pick up the game and be good at it within half an hour.
I fail to understand your argument that CoF mechanics reduce the influence of skill in the game. Tracking a giant robot with your mouse counts as skill, but trigger discipline doesn't? Point and shoot is deep gameplay, but managing your weapons spray is shallow?
#334
Posted 22 January 2013 - 01:06 AM
Cone of fire is a bad idea. Aim better.
#335
Posted 22 January 2013 - 01:17 AM
Juicebox12, on 22 January 2013 - 01:06 AM, said:
Cone of fire is a bad idea. Aim better.
If current missiles can strike over several kilometers, wouldn't you expect missiles employed by mechanized robots from the future to do a better job at it?
Forget realism. This is Battletech. Think, however, game balance.
#336
Posted 22 January 2013 - 01:20 AM
Why in 3050 can't a souped up walking version of a modern day tank be able to do the same thing? It's a simple computing calculation, your speed, the target's speed (and relative bearing to you - which can be determined by distance as well), and distance from the target. It's not simple vector mathematics by any means....but it's not exactly high-level theoretical computation either. No reason a computer or some sort of technological piece of equipment in a walking death machine couldnt do that job of auto-adjusting like our tanks do.
#337
Posted 22 January 2013 - 02:11 AM
DegeneratePervert, on 22 January 2013 - 12:34 AM, said:
Might be better to say "Single AC/20 round isn't very dangerous."
Let's face it, a single shot of of anything isn't.
An AC/10 round in TT has a (slight) chance to kill a mech outright. It's tiny, because you have to hit the head and then register at least one crit... then hit the cockpit or blow the section off.
Even with doubled armor an AC/20 should be able to do the same thing... but it can't, because AFAIK a cockpit critical doesn't kill you, or have any effect at all.
A single AC/20 round in TT, if it hits, can absolutely RUIN a light mech. Rip off a leg, blow through a rear torso and core it, things like that.
In MWO? Most lights would take the AC/20 round in stride, even on a leg or in the rear.
#338
Posted 22 January 2013 - 02:52 AM
#339
Posted 22 January 2013 - 03:48 AM
Josef Nader, on 21 January 2013 - 10:13 PM, said:
Probably because X-Com was super dumbed-down and easy as sin? So easy, in fact, that I had to download a pile of mods for it to stop it from being such a total joke.
Seriously, that was your best example?
#340
Posted 22 January 2013 - 03:55 AM
PapajIGC, on 22 January 2013 - 01:20 AM, said:
Because a modern day tank doesn't have its primary weapon system mounted on the end of two flimsy-*** arms that are getting torn to pieces by incoming fire, nor is it stomping around precariously on two FEET with a high center of gravity, and is instead solidly anchored to the ground, nor is it simply stepping on everything in its way be it boulders or buildings, and performs its combat in flat, open environments. But mostly because it's not attached to two flimsy-*** arms being rocked by 40 missiles at a time.
Juicebox12, on 22 January 2013 - 01:06 AM, said:
You are vastly overestimating the accuracy of a modern tank. Even when stationary it's damn hard to get solid hits. There's some documentary out there featuring tanker training, and they manage to score a whopping 33% accuracy.
Edited by Frostiken, 22 January 2013 - 03:56 AM.
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