Mimic aka Viper, on 28 February 2013 - 08:40 AM, said:
this thread reminds me of
The argument in this thread is just flawed and not true. Mechwarrior uses the Crysis engine, it is going to be a shooter at heart. You can't make a Sim without changing to a Sim engine. People with better aim are going to do to more damage, no matter what limitations you are on. People who drive better are going to get hit less, regardless of hit zones or group fire.
Point by point.
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Significant deviations from BattleTech canon for weapons (ML, LL, ACs, LRMs, SRMs, etc) including damage/heat making individual weapons weak relative to armor
This is going to be required to balance the game. Battle tech uses numbers, it does not actually fire missles across the map and there is no projectile speed to consider either. I have never played the Tabletop, like most players here.
Obeying the TT rules is the least of my concerns, and I don't really care if people are offended by that.
Game Balance > Source Material
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Armor doubled exacerbating the individual weapon weakness
Increasing armor just makes the game last longer, in theory. There is currently no respawn.
Longer 2 hit Games > short 1 hit games.
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Hardpoints significantly limiting customization (not ideal, but tolerable)
Agreed. This forces the player to use the mech for a designated role. I think this is for the best, otherwise 'Mechs are purely cosmetic. Again.
Game Balance > Source Material
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Large weapons are not powerful (Single AC20 = not dangerous)
I find they are powerful. Not sure where you are getting this.
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Need groups of small weapons to be effective, single ML or SL is basically worthless vs. doubled armor, especially with heat nerf to MLs
Always have been, in every Mechwarrior game. SL and ML are more less filler if you have some free slots. They are more effective against fast moving targets. They are for light 'Mechs. You can't fill all the hardpoints on an assult mech with SL and have 0 tons remaining. This isn't a balance issue, it's just common sense.
Light weapons for light mechs > light weapons for heavy mechs
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Mechs are generally nerfed because small weapons are nerfed (MGs, SLs, MLs, etc) combined with hardpoints.
Explained "Nerfed'? You mean, stock 'Mechs have a disadvantage against custom, specialized 'Mechs that have an extra 2-3 million C'bills pumped into it?
Yes, obviously.
Spending money on customization > Stock and trial 'Mechs
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Grouped weapons dominate the field (2xGR, 2-4xPPC, 3-6xLL, 9xSL, 2xAC20, 4xAC2, 3xUAC5) because individual weapons are weak compared to groups of weapons and vs. double armor.
Yes, that's how you do the most damage. This arguement is completely flawed though. Firing two guns at once is better than firing one, but chain fire has a faster recharge (once you start firing) and more chances to hit.
If you fire 1 group of missles, and they all miss. They all miss. If you chain fire missiles, you can stop firing and continue to fire when the target is back in range.
But I don't get the point here. Group firing is always better, in every mech game. That's how to play the game. You group weapons together and fire them together at the risk of using all your heat and ammo.
Mechwarrior > Call of Duty
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Constant struggles when implementing and balancing new ‘Mechs/variants/weapons (new ‘Mechs need to be hardpoint nerfed to prevent unbalanced grouped weapon configurations such as 3xGR mechs... though they’re coming via CBT canon). The Stalker with it’s 6LL/6PPC is just the most recent issue.
That's not an "Issue", it's a powerful, unbelievably hot and heavy 'Mech that I probably wouldn't recommend driving on a hot map. If it actually hits something and doesn't shut down, I'd be shocked. I don't see a lot of those. I wouldn't use one myself, there is no way to chase light mechs away.
Strategy > Skill.