Zyllos, on 27 February 2013 - 01:17 PM, said:
Thank you, I see progress here.
In regards to the first question, yes, I agree that it was changed due to it being a FPS. But that is still the same system of distribution of armor relating to CBT (just doubled) while having all weapons hit a single point.
Like I said, they changed what they needed to in order to make it work properly for an FPS. The current system works fine. I don't see anyone dying too quick to any single mech. You should die quickly if you get focus-fired by a lot of mechs. There's nothing wrong with that.
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It's like this, they doubled armor to compensate for MUCH higher damage output to a single location at any given shooting. As you can tell, people are still dealing WAY too much damage to these single locations. There is no reason to aim for arms because it takes you 1 or 2 extra alphas to just destroy a torso section (removing the arm with it) or killing the mech outright.
And that all works fine. Sure, maybe they need to tweak armor distribution a bit to make arms (for example) a more desirable target. There's nothing here though that demonstrates any kind of need to scrap the whole aiming/firing system and put in something that does little except homogenize weapons and take the potential for player skill out of the equation.
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So, if you decide more armor is needed to keep this from happening, it will reinforce this behavior more. If you redistribute the amount of allowed armor more to the torso sections, away from the limbs, then the limbs will just be instant removal from alpha strikes. There is no way to fix this because all the weapons can hit the same location at any given firing.
I don't see a problem with that at all. If a mech builds for that kind of alpha strike, he's leaving himself with other kinds of gaping weaknesses. You're also giving PPC snipers way too much credit.
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Relating to the second question, yes, it is logical in how armor was distributed. Yes, the CT means you lose your mech, but the CT is also the location where you hit the most. And that distribution of tonnage of armor allowed is exactly to the distribution of chance to hit a specific location.
Duh. Of course it is. That's because the chance to hit table is supposed to represent a human pilot with human error attempting to shoot the center torso, because that's where the quick kill is. Neither the chance to hit nor armor distribution is based off the other. They're both based off the simple logic of shooting at a machine designed to resemble a human. There's no mystery there.
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The third question, is 100% true, and I agree. But it really did not answer the question asked, in respect to the first two questions. A location will receive disportionally more damage than the distribution confers to portray. I am ok with letting the player converge some of the weaponry onto a location they aim, but some of the other weaponry also need to be extremely hard to hit the same location without taking time to aim the weapon, thus making it impossible to converge all those weapons onto the same location.
You asked a bunch of loaded questions. I'm not going to give you a simple yes/no answer like you were trying to force, because that's not the kind of answer your question deserved. I gave you the best answer.
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And the last question, I think this is the game, because PGI said they played CBT and they are trying to draw as much as possible from CBT. They want many of the aspects from CBT to be translated into MWO. The issue is that they thought just splitting the aiming between arms/torsos is enough of splitting the convergence of weaponry so that people can't just alpha strike all their weapons.
It doesn't matter what PGI said at this point, because what we have is a shooter, not a mech sim. You're looking for a mech sim. This game is not what you're looking for. It's that simple. Did they lie to you? Probably.
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Their solution was not enough. And this is especially true when your movement is stopped, thus both arms and torso weaponry converge onto the same single point, which is WAY too much firepower for the current distribution of armor.
Their solution is perfect for a shooter. You don't want a shooter. I get that. You want an in-depth tactical Mech sim where 1 on 1 fights take a minute or more, and depend on the skills of the mech as much as the pilot.
This is not that game. You may as well take your head out of the sand and face up to it. You'll be a lot happier if you do.
Edited by Doc Holliday, 27 February 2013 - 01:37 PM.