The Solution To "perfect Damage"
#1
Posted 18 January 2013 - 10:47 AM
RECOIL!
PPCs/gauss/AC shoudl have a good chunk of recoil that pushes your Xhair up a bit or to the side and generally knocks around. Lasers could introduce a bit of "vibration", missiles.. well I guess they wouldnt really have any that i could think of but this would allow us to curb the perfect corings and such that are commonplace in heavier fights while giving a fun skill based mechanic to tangle with. Btech mechs are notoriously difficult to land constant fire in and i think recoil would simulate it best.
#2
Posted 18 January 2013 - 10:51 AM
Edited by Nadia Winson, 18 January 2013 - 10:52 AM.
#3
Posted 18 January 2013 - 10:54 AM
#4
Posted 18 January 2013 - 10:55 AM
This is Battletech, not the next FPS.
If that is what your looking for, your game is that way --->
:/
#5
Posted 18 January 2013 - 10:58 AM
If they want to make fights last longer, they should increase weapon recycle time. Currently they have a base of around 3 seconds, 5 or even 10 would be interesting. But slow.
#6
Posted 18 January 2013 - 11:03 AM
FrupertApricot, on 18 January 2013 - 10:47 AM, said:
Lots of people want a cone of fire or some other mechanism to prevent pinpoint convergence from breaking the weapon/damage/armor model.
I am one of them.
If some method of damage spread isn't implemented, the game will never be balanced, nor will it be BattleTech. And no, I'm not asking for 'dice' or anything like that.
http://mwomercs.com/...75#entry1709875
#7
Posted 18 January 2013 - 12:11 PM
#8
Posted 18 January 2013 - 12:16 PM
HRR Insanity, on 18 January 2013 - 11:03 AM, said:
Lots of people want a cone of fire or some other mechanism to prevent pinpoint convergence from breaking the weapon/damage/armor model.
I am one of them.
If some method of damage spread isn't implemented, the game will never be balanced, nor will it be BattleTech. And no, I'm not asking for 'dice' or anything like that.
http://mwomercs.com/...75#entry1709875
The solution to this is to create a system of manual convergence settings.
Allow the player, in the mechlab, to set the range at which his weapons (by group) will converge. Then it is up to the player to remain at his optimum convergence range. If he gets too close or too far away, his weapons' impact points will be spread.
It solves the problem without using a random number generator, and it also rewards players skilled enough to maintain their range to target.
#9
Posted 18 January 2013 - 12:25 PM
FactorlanP, on 18 January 2013 - 12:16 PM, said:
The solution to this is to create a system of manual convergence settings.
Allow the player, in the mechlab, to set the range at which his weapons (by group) will converge. Then it is up to the player to remain at his optimum convergence range. If he gets too close or too far away, his weapons' impact points will be spread.
It solves the problem without using a random number generator, and it also rewards players skilled enough to maintain their range to target.
Or they could just have weapons converge at the range of whatever mech you are targetting.
#10
Posted 18 January 2013 - 12:28 PM
FactorlanP, on 18 January 2013 - 12:16 PM, said:
It is maybe a good solution, but I don't think it fits in a Mechwarrior game, such settings were also not in previous versions and those games were working fine.
It would be like tuning up your Car in some race game, before you know it, you would want to change the damping of your Leg actuators, or change the gear ratios of your mech accelaration.
#11
Posted 18 January 2013 - 12:28 PM
FactorlanP, on 18 January 2013 - 12:16 PM, said:
And also becomes more of a simulator, since the convergence settings could also be done in real time during the gameplay itself. You know, point at the enemy, use the distance meter and that fat thing on your shoulders and tweak the convergence of the current weapon (you have highlighted, like when setting the gun's group numbers) by some additional keys.
#12
Posted 18 January 2013 - 12:30 PM
FrupertApricot, on 18 January 2013 - 10:47 AM, said:
RECOIL!
PPCs/gauss/AC shoudl have a good chunk of recoil that pushes your Xhair up a bit or to the side and generally knocks around. Lasers could introduce a bit of "vibration", missiles.. well I guess they wouldnt really have any that i could think of but this would allow us to curb the perfect corings and such that are commonplace in heavier fights while giving a fun skill based mechanic to tangle with. Btech mechs are notoriously difficult to land constant fire in and i think recoil would simulate it best.
The 'Mechs can compensate for their own recoil.
All we need to do is ... um ... actually simulate the 'Mechs. It would solve the problem.
From, quite literally, the horse's mouth - in the forum they've setup to officially answer questions just exactly like this from the people who maintain the BT lore:
Quote
http://bg.battletech....html#msg591660
Edited by Pht, 18 January 2013 - 12:34 PM.
#13
Posted 18 January 2013 - 12:32 PM
2. stupid idea.. we have that kind of stuff alrdy in our tanks
3. why ? you want a year 3050 simulation ? Look at point 2
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