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Topic: Piloting and Gunnery? (Read 3043 times)
Skydance
Apprentice Dev
MechWarrior
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Posts: 223
Re: Piloting and Gunnery?
«
Reply #30 on:
February 25, 2008, 12:19:06 AM »
In MW4 the weapons don't even do the same
damage
as in CBT (and believe me this is a good thing), so the heat is moot.
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orionthehunter
Bondsman
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Posts: 20
Re: Piloting and Gunnery?
«
Reply #31 on:
February 25, 2008, 12:39:57 AM »
First off, let me say thank you to the dev's for participating in this thread. I am very impressed with the detail that ToeBall outlined is going into the weapon systems, including lock times and such is well beyond what I was figuring would happen, but I have to say that it just makes me all the more confused that you would use a completely unrealistic aiming system when your putting that much detail into your weapons.
Why is it unrealistic? Well because it can not exist in the physical world we occupy, because it has no calculation phase. It's a point and shoot mechanic, not an aim and shoot mechanic. I'm sure that you guys know about things like bullet drop and windage, there's not even an abstraction for these types of things in the fps mech.
I made mention of the Abrams tank in my previous post, and as luck would have it, I caught a show the other night called anatomy of an Abrams. On there they showed a gunner in a sim, he shot around 5-6 targets and everytime the process was the same: Traverse and change elevation until the reticle is on target, followed by about a 1 sec pause, then the screen would white out due to simulated muzzle flash. The pause is the computer making the calc's needed and traversing/elevating the weapon so the shot will actually hit the target. In a mech its even more complicated as the aim point doesn't have any relationship with the weapons systems(not looking down the barrel) and mech's have more weapons to aim.
If you imagine a flat plane, with no terrain in sight, and place a mech on it, all of the weapons will be targeting a point off into infinity. Which means they will almost be parallel to each other. Now if you move the reticle, say left, until you come across a mech at 100m the weapons will instantly be aimed at that point, with no time lost for the calculation needed to adjust the aim of the weapons to the new point and no time lost for the weapons actually moving to their new location. It's simply impossible for it to work like that in a real world. Now I'm not saying you should sim all that, but adding an abstraction would certainly feel more real than what the fps mechanic provides. Crysis even understands that there is a difference between aiming and pointing, at least at the infantry level, that's why they have to different aim mechanics, though I don't believe it would be a very good way of doing it a mech.
Quote
If I remember the fire mode "Alpha Strike" from the table top, it was NOT exactly the same as it is in MechWarrior games, but that was to simulate what was happening. Basically, instead of firing in ripple mode over that 10 second period, ALL weapons were fired simultaneously had a far greater chance to hit since the weapons slight deviation made the strike like a giant shotgun style attack of weaponry (see reference to fighter weapons). Also, the combined simultaneously damage was more powerful than just it's part, due to the massive stresses it would cause. Now, that simultaneous strike also generated MORE heat than just the parts, thus simulating ALL of that heat getting generated at the same time, without the system being able to disperse some of it between shots.
I had no such memory, so I looked it up in the CBT:Total Warfare book (The latest standard and tournament rules for CBT). There is no "alpha strike" rules in it. All weapons fire is done independently, the abstraction doesn't care whether you fired them one at a time or all at once, each is independently targeted, with both separate to-hit rolls and separate damage location rolls. As for MW being more accurate, I would disagree, because in addition to what I discussed above, all mech's are also conducting EW, the ECM equipment in the game is an above and beyond type of thing. What's more is that each weapon has it's own firing system, not one firing system that controlls everything, this is evidenced by the discription given for the minimum range modifier.
pg. 107 of Total Warfare
Quote
Minimum Range Modifier
Some weapons, such as particle projector cannons, autocannons and long-range missiles (LRMs), are designed to be fired at long-range targets. Close-range targets are more difficult to hit. The minimum effective range of each available weapon, the range at which the weapon becomes less effective than normal, appears in the Weapons and Equipment Tables, p. 303.
PPC minimum range used to be explained as: the beam did not coalesce until it reached the minimum range, LRM's used to talk about safeties, but now refers to firing ballistically to achieve their range, but autocannons? There is no other explaination other than targeting to explain it being more difficult to hit something when it gets closer with an autocannon.
Btw, could you please clarify what you mean by torso weapons being hard mounted, as I am not sure if you mean they are completely fixed or just have a more limited traverse mechanism?
Also, for the record, my suggestion for targeting is a compromise between the fps mechanic and a more sim oriented approach and not what I would term as the most accurate way to do it. If complexity to implement wasn't an issue, what I would prefer would be a normal aiming reticle plus a simple geometric shape ghost reticle for each weapon on the mech. The ghost reticles would track the actual aim point for each weapon at all times. When you place the aim reticle on the target and hit the aim button(could be automated but you would still need a way to manually do it for non-standard targets) the ghost reticles would 'snap' (fast traverse) to an oversize circle (actual size would depend on TC or non-TC and game balance issues) around an aim reticle. The exact point they snap to would be determined by a weighted random determination, with the weight given progressively to the outer edge of the circle (its a ball park aim). The aim would revise continuously by moving toward the aim point though not unnecessarily directly at it as this should be influence by whether or not you have a Targeting Comp or not as should how close it will ultimately get to the aim point. The time for revision should vary by range, which would take the quality of optics out of the equation or at least reduce it's effectiveness. This time variance could also be used for minimum range modifiers. I consider this a pie-in-the-sky idea and only bring it up to illustrate that I'm trying to find a realistic comprimise to what I see as a deficiency in the targeting mechanic.
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ToeBall
Code Monkey One
Lead Dev
Star Captain
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Posts: 1160
Re: Piloting and Gunnery?
«
Reply #32 on:
February 25, 2008, 10:19:33 AM »
Keep in mind that the weapons system for mechs hasn't even gone into alpha yet so anything I've posted is subject to change. I'm trying very hard to define the weapons system in as realistic a manner as I can. I actually shoot in real life, not as in a typical deer hunter shooting at 50 yards with a bolt gun (though I do hunt) but a semi competitive shoot 6 eggs at 300 yards in 10 seconds type of thing. I'm not the best by any means (in fact last actual competition I was in I placed second last because I choose to use real world equipment rather than purpose built target rifles) but I'm a fairly experienced and fair shooter. That said, yes I know a little about windage and bullet drop. I also know the effects of barrel temp, ammo load quality, and allot of other variables that go into putting steel on target.
There are a few problems, such as Crysis does not simulate wind. There's a random turbulence for flying the VTOL low and slow, but even that's minimal. There is not way, with this engine, to make the wind even blow in a prevailing direction on a given map, much less be realistically affected by terrain shapes and thermals. It's true that the Abrams uses a very sophisticated sight adjustment system that even measures barrel sag due to temperature, but unlike an Abrams our mechs have a constantly functioning range finder so when your reticle moves onto the target there is no waiting for the target to be laised repeatedly to find the range and calculate bullet drop, the targeting computer probably can do it realistically. To be honest, it was enough of a pain to get the groups to open up realistically from barrel heat as it is. As much as I would love to make the projectile weapons behave as realistically as in the real world, there's allot of limitations in the engine, and for some of the other, it's too expensive in terms of time needed to make it practical for a first release. Besides, this game isn't about sniping simulation, it's about tearing the other team apart in a storm of energy, missiles, and bullets.
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Zeus6S
MechWarrior
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Posts: 240
Re: Piloting and Gunnery?
«
Reply #33 on:
February 25, 2008, 10:01:42 PM »
There was mention that ammunition weapons would cost C-bills to load out, I was wondering what the balance would be on heat weaponry.
Flipping through the technical readouts I note that several of the designs talk about the laser weapons burning out critical components after only 1000 firings, etc, or having their mirrors misalign due to using the laser barrels in hand-to-hand combat. But 1000 shots vs. 45 for an AC/2 seems like a massive bargain even if you do have to replace the entire laser.
If massive heat spikes are the balance, then I hardily endorse them. It's time that the good old AC/5 became the workhorse weapon it was designed to be.
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ToeBall
Code Monkey One
Lead Dev
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Re: Piloting and Gunnery?
«
Reply #34 on:
February 25, 2008, 10:23:36 PM »
I've always, personally been a fan of the autocannons but no, the whole weapon wear thing will probably not be implemented. Definately not on the first release. But yes, ammo will cost. The bigger the caliber the more it'll cost. Missles too. Lasers will heat up so unlimited ammo but limited firing ability by comparison. It's all about balance.
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Zeus6S
MechWarrior
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Re: Piloting and Gunnery?
«
Reply #35 on:
February 26, 2008, 12:07:03 AM »
Pushing this thread back to piloting and gunnery. You guys going to implement charging and pushing as well as a more physically realistic DFA?
Also, I've noticed that in MW games, jumping opponents end up being somewhat easier to hit, but on the tabletop they are harder. Any thoughts on making this so, or will jump jets be used by "pop-tarts", DFAs, and occasional terrain navigation?
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MWLLKeeper
Professional Amature
MWLL DEV
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Re: Piloting and Gunnery?
«
Reply #36 on:
February 26, 2008, 04:22:03 AM »
I'm thinking lower faster jumps are probably the solution (having more forward thrust than MW jump jets did, thus not so much using the current forward motion as the ONLY source of forward velocity while jumping).
Which brings up another point, that perhaps I should ask elsewhere but for now I'll bring it up here. What do you guys think would be better, original MW style jumpjets that had a long burn time but no in flight control and a bit slow, or a shorter burst jump jet system with more midair steering (nothing drastic, burn time wouldn't allow for much more than minor course corrections and tilting forward for more forward speed at the cost of height)?
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PanzerBoxb
Captain Cheese™
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Re: Piloting and Gunnery?
«
Reply #37 on:
February 26, 2008, 08:10:52 AM »
My vote would be for the former. I always saw jumpjets as a mobility enhancer first allowing the Mech to defeat impeding terrain. There use as an attack vector were secondary and dangerous because of the control issues.
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Defender
I like Shiny Things.
MWLL DEV
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Posts: 994
Re: Piloting and Gunnery?
«
Reply #38 on:
February 26, 2008, 11:31:29 AM »
I know it probably isn't on the table, but I always preferred the maneuverability of the MW3 Soft JJ's. They were an integral part of how I played. It wasn't a drastic change in direction, but it made it so you could navigate yourself slightly while in the air and even make evasive maneuvers instead of turning into a poptart because you can only go up and down.
It was entirely situational: Do I override my shutdown by firing my hot weapons while in the air, only to land a moment later and cool off and risk explosion? Can I reverse my thrust and evade that last-second barrage of missiles by jumping backwards? It made it a bit more powerful of an ability to steer but was balanced by the limited amount of bursts you had.
I'd even like to see it optional. No soft jets with recharge to simply go up and down using forward velocity to guide you, or take soft jets into the field and have slight maneuverability at the cost of limited use.
I didn't personally like the recharging JJ's of MW4. Even though they recharged, your burst was smaller and you couldn't navigate as well. You kinda just clunked yourself into the air like a brick of flaming poo and plopped back to the ground. I liked having more control over my jump at the cost of renewable jet fluid.
This is all my opinion on how I feel about Jump Jets.
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Zeus6S
MechWarrior
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Posts: 240
Re: Piloting and Gunnery?
«
Reply #39 on:
February 26, 2008, 02:04:10 PM »
One of the things lacking in all other MW games is Physical Attacks. Let me tell you, I have lost more mechs to having their head punched in or their leg kicked off than by weapons fire.
After watching a few vids of MW:4 gameplay I noticed that there are awesome shots of mechs charging toward one another, weapons blazing, they get closer, closer, machine guns chattering and SRMs fly, and then... they hit each other, abruptly stop as their forward energy is canceled, and then start to awkwardly torso twist and turn in order to get away from the splash damage and get back into a circle of death.
I'm thinking of something similar to the Halo "rifle butt of death" only, obviously not so over powered. Maybe in order to punch you simply swing your torso to the side, then hurl it back toward the enemy and when the arm hits, WHAMMO! Kicking might be too tough to add in and would probably look extremely dumb for all the chicken walkers out there. But punching would give an advantage to mechs with their hand actuators still installed as opposed to the majority of Clan mechs who have gun pods there. It would also make the Kodiak a clan mech that an Atlas wouldn't necessarily want to get too close to.
Thoughts.
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ToeBall
Code Monkey One
Lead Dev
Star Captain
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Re: Piloting and Gunnery?
«
Reply #40 on:
February 26, 2008, 04:25:53 PM »
Well, a Kodiak isn't a mech the Atlas would want an extended fight with since clan tech is so much better than IS stuff, but yes, punching will be something we'll try very hard to implement in MWLL since it's cool and it really is such an important aspect of the original universe.
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orionthehunter
Bondsman
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Re: Piloting and Gunnery?
«
Reply #41 on:
February 28, 2008, 04:22:01 PM »
Quote from: ToeBall on February 25, 2008, 10:19:33 AM
Keep in mind that the weapons system for mechs hasn't even gone into alpha yet so anything I've posted is subject to change. I'm trying very hard to define the weapons system in as realistic a manner as I can. I actually shoot in real life, not as in a typical deer hunter shooting at 50 yards with a bolt gun (though I do hunt) but a semi competitive shoot 6 eggs at 300 yards in 10 seconds type of thing. I'm not the best by any means (in fact last actual competition I was in I placed second last because I choose to use real world equipment rather than purpose built target rifles) but I'm a fairly experienced and fair shooter. That said, yes I know a little about windage and bullet drop. I also know the effects of barrel temp, ammo load quality, and allot of other variables that go into putting steel on target.
There are a few problems, such as Crysis does not simulate wind. There's a random turbulence for flying the VTOL low and slow, but even that's minimal. There is not way, with this engine, to make the wind even blow in a prevailing direction on a given map, much less be realistically affected by terrain shapes and thermals. It's true that the Abrams uses a very sophisticated sight adjustment system that even measures barrel sag due to temperature, but unlike an Abrams our mechs have a constantly functioning range finder so when your reticle moves onto the target there is no waiting for the target to be laised repeatedly to find the range and calculate bullet drop, the targeting computer probably can do it realistically. To be honest, it was enough of a pain to get the groups to open up realistically from barrel heat as it is. As much as I would love to make the projectile weapons behave as realistically as in the real world, there's allot of limitations in the engine, and for some of the other, it's too expensive in terms of time needed to make it practical for a first release. Besides, this game isn't about sniping simulation, it's about tearing the other team apart in a storm of energy, missiles, and bullets.
As I said, I don't think you should sim those things but instead use some kind of simple abstraction to represent them. Your stated solution would only cause a rolling delay, not eliminate it. I'm not going to get into why, becuase I have got the feeling that even if I were to present an arguement so compelling that it would convince an astronaut, that has walked in space and seen it with his own eyes, that the world was flat, it wouldn't change anything. Btw, beam weapons would be effected too, because they are offset from the aim point.
I don't agree with what you state your game is about, that is I don't think that is what it should be about. As your description implies that the game is about hosing the battlefield down with weapons fire and I believe that battletech is about tactics. Things like piloting, minimum ranges on weapons and even aiming delay create choices that the player must make on the fly. These choices will affect their tactics. Do I move through that rubble and risk falling down and damaging myself in order to get behind that enemy mech or do I go around it and perhaps give up being able to get behind him. Caught at short range by a mech armed with several guass rifles do you extend and make it harder for both of you to hit each other or close inside the minimum range of the guass thereby making it harder for him to hit you but easier for you to hit him (assuming that you don't have any weapons with minimum ranges). Do I take the snap shot knowing that my aim won't be as accurate or do I hold on target until my aim is more accurate? These are the kinds of things I'm talking about.
Also with reguard to the weapons systems, please put some kind of mechanic into the missile system to spread the damage out. The reason I ask this is because without it an LRM 20 becomes and AC 20 that weighs less, has longer range, and generates less heat to fire. I didn't mention the minimum range of this weapon because it only applies to the IS version. Clan LRM's don't have a minimum range.
Quote from: MWLLKeeper on February 26, 2008, 04:22:03 AM
I'm thinking lower faster jumps are probably the solution (having more forward thrust than MW jump jets did, thus not so much using the current forward motion as the ONLY source of forward velocity while jumping).
Which brings up another point, that perhaps I should ask elsewhere but for now I'll bring it up here. What do you guys think would be better, original MW style jumpjets that had a long burn time but no in flight control and a bit slow, or a shorter burst jump jet system with more midair steering (nothing drastic, burn time wouldn't allow for much more than minor course corrections and tilting forward for more forward speed at the cost of height)?
Definately faster, as most jump capable mechs can jump as far as they can walk in a turn, but because they must actually travel farther than if the walked (an arc as opposed to a straight line) they would actually be moving faster than if they walked it. As for manuverability, I think that is more reasonable than saying you can't and I personally would find it more enjoyable.
Quote from: ToeBall on February 26, 2008, 04:25:53 PM
Well, a Kodiak isn't a mech the Atlas would want an extended fight with since clan tech is so much better than IS stuff, but yes, punching will be something we'll try very hard to implement in MWLL since it's cool and it really is such an important aspect of the original universe.
Would you mind engauging in some speculation as to how you
might
implement phyiscal attacks?
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ToeBall
Code Monkey One
Lead Dev
Star Captain
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Posts: 1160
Re: Piloting and Gunnery?
«
Reply #42 on:
February 28, 2008, 08:22:51 PM »
Quote from: orionthehunter on February 28, 2008, 04:22:01 PM
As I said, I don't think you should sim those things but instead use some kind of simple abstraction to represent them. Your stated solution would only cause a rolling delay, not eliminate it. I'm not going to get into why, becuase I have got the feeling that even if I were to present an arguement so compelling that it would convince an astronaut, that has walked in space and seen it with his own eyes, that the world was flat, it wouldn't change anything. Btw, beam weapons would be effected too, because they are offset from the aim point.
It's not an unreasonable idea that the weapons system is too realistic for a game, but that's where the minimal aim assist from the small motion of gimble mounting the torso weapons comes in. I could be wrong. Once we start alpha testing these, we'll see what we do and don't like. It's not unreasonable to think I'll be rewriting the code more than once to make it better. I mean I rewrote the mech repair bay three times before I was happy enough to even consider alpha testing. As I said, this is just the current plan. We may try it and find it doesn't work well and redo it.
Quote
I don't agree with what you state your game is about, that is I don't think that is what it should be about. As your description implies that the game is about hosing the battlefield down with weapons fire and I believe that battletech is about tactics. Things like piloting, minimum ranges on weapons and even aiming delay create choices that the player must make on the fly. These choices will affect their tactics. Do I move through that rubble and risk falling down and damaging myself in order to get behind that enemy mech or do I go around it and perhaps give up being able to get behind him. Caught at short range by a mech armed with several guass rifles do you extend and make it harder for both of you to hit each other or close inside the minimum range of the guass thereby making it harder for him to hit you but easier for you to hit him (assuming that you don't have any weapons with minimum ranges). Do I take the snap shot knowing that my aim won't be as accurate or do I hold on target until my aim is more accurate? These are the kinds of things I'm talking about.
I never said, nor intended to imply, that this game was purely about hosing the battlefield with adrenaline, testosterone, and weapons fire. Tactics are going to be a very big part of gameplay, but they will most likely be unlike any ever needed before in a MechWarrior game since not only are you dealing with other mechs, but now there are infantry and vehicles that are not the typical unimaginative AI's that also must be dealt with. It's not unreasonable for a Demolisher to successfully take down a Mad Dog, for example in an urban environment. It is hoped that there will be a balance achieved making all the different types of players necessary to successfully control a battlefield. Of course, with the level or realism that MWLL is hoping to achieve, there will also probably be a very steep learning curve for new players and tactics will evolve through an expected Darwinian process.
Quote
Also with reguard to the weapons systems, please put some kind of mechanic into the missile system to spread the damage out. The reason I ask this is because without it an LRM 20 becomes and AC 20 that weighs less, has longer range, and generates less heat to fire. I didn't mention the minimum range of this weapon because it only applies to the IS version. Clan LRM's don't have a minimum range.
Of course, missiles will do splash damage and penetration damage in differing amounts depending of various conditions.
Quote
Definately faster, as most jump capable mechs can jump as far as they can walk in a turn, but because they must actually travel farther than if the walked (an arc as opposed to a straight line) they would actually be moving faster than if they walked it. As for manuverability, I think that is more reasonable than saying you can't and I personally would find it more enjoyable.
Would you mind engauging in some speculation as to how you
might
implement phyiscal attacks?
At the very least I'd like the mechs to punch, and step on enemy infantry, but also step over friendlies if possible. Kicking might be possible as well, though we'll have to take into account the possibilty of tripping then too. Of course all such abilities add more tactics that could develop. Just as long as it doesn't turn into mech mortal combat at close range. Anyway, as far as this stuff goes, I've got as big of a wish list as anyone. How much of it we'll be able to pull off is anyone's guess so far.
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orionthehunter
Bondsman
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Re: Piloting and Gunnery?
«
Reply #43 on:
February 29, 2008, 01:47:46 AM »
Quote from: ToeBall on February 28, 2008, 08:22:51 PM
It's not an unreasonable idea that the weapons system is too realistic for a game, but that's where the minimal aim assist from the small motion of gimble mounting the torso weapons comes in. I could be wrong. Once we start alpha testing these, we'll see what we do and don't like. It's not unreasonable to think I'll be rewriting the code more than once to make it better. I mean I rewrote the mech repair bay three times before I was happy enough to even consider alpha testing. As I said, this is just the current plan. We may try it and find it doesn't work well and redo it.
I think we're misunderstanding each other, I was talking about not siming things like bullet drop and windage, as opposed to the lock times and barrel heat that I believe you have already coded. In fact I think those things are all the more needed if you don't take a more realistic approach toward the aim mechanic, but could coexist with it nicely by adjusting the delay in aim so that it 'feels' right. Incidently the pre-alpha state of things is why I started this thread, I hoped to be able to start a dialog about some of the mechanics before they got set in stone. In that way, even if my ideas are not used directly, perhaps the dialog might cause ideas to come about that might not have been thought of otherwise.
Quote
I never said, nor intended to imply, that this game was purely about hosing the battlefield with adrenaline, testosterone, and weapons fire. Tactics are going to be a very big part of gameplay, but they will most likely be unlike any ever needed before in a MechWarrior game since not only are you dealing with other mechs, but now there are infantry and vehicles that are not the typical unimaginative AI's that also must be dealt with. It's not unreasonable for a Demolisher to successfully take down a Mad Dog, for example in an urban environment. It is hoped that there will be a balance achieved making all the different types of players necessary to successfully control a battlefield. Of course, with the level or realism that MWLL is hoping to achieve, there will also probably be a very steep learning curve for new players and tactics will evolve through an expected Darwinian process.
I'm glad to hear that you guys have an eye on tactics while you are creating this mod. As for the Mad Dog/Demolisher engagement, in CBT, just for reference, that exchange would end badly for the Demolisher most of the time, simply because it has fewer armor locations to spread the damage over, while the Mad Dog would be heavily damaged, perhaps even crippled, it would definitely be the expected winner, despite giving up 20 tons. I think I get what your trying to get at by setting it in an urban setting, that good tactics and use of terrain by the Demolisher could nullify some of the mechs advantages, but were I facing that situation in CBT, the best I would hope for would be to prolong the fight until I could get some help in play. I think the steep learning curve is a good thing, after all, it's supposed to be easy to learn to pilot a mech, but very difficult to master.
Quote
Of course, missiles will do splash damage and penetration damage in differing amounts depending of various conditions.
With out knowing the particulars, I still find myself wondering if the damage will end up being too locally grouped, but rather than asking you to explain it, I'll just mention that missile systems are the shotguns of CBT. I know some people think that of the LBX, but they're more like AAA firing proximity fused rounds.
Quote
At the very least I'd like the mechs to punch, and step on enemy infantry, but also step over friendlies if possible. Kicking might be possible as well, though we'll have to take into account the possibilty of tripping then too. Of course all such abilities add more tactics that could develop. Just as long as it doesn't turn into mech mortal combat at close range. Anyway, as far as this stuff goes, I've got as big of a wish list as anyone. How much of it we'll be able to pull off is anyone's guess so far.
Agreed on the mortal combat thing not being good. DFA(Death from Above) and Charge attacks seem like they would be the easiest to implement, but without falls and their associated damage, the former would probably be used to often (it's supposed to be a high risk/desperation move) and the latter would lose some of its effectiveness. Are there plans for mechs to fall over? If so, will getting back up be automatic?
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Arch Dreary
Bondsman
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Re: Piloting and Gunnery?
«
Reply #44 on:
February 29, 2008, 05:51:34 AM »
Hi, I'm new hear but I know for sure the harshness of the DFA tactic and why it doesn't work in MW4, not all the time. I had alot of trial and error with my Shadow Cat. In order to be successful in pulling off a DFA you need to drop your Mech at a fast speed on your opponent. You can't re-use your jump jets because it will slow you down and ruin your chances on knocking down your opponent. When you knock down your opponent you are also knock down but the game doesn't show this because your in the air even if you jump jet after you'll only be prolonging your falling to the ground face first. Your opponent will be able to get up first before you can get up, even if you have fallen right after you knock your opponent down. Hopefully your opponent got up facing away from you giving you enough time to get up. You and your opponent will be suffering damege from the DFA Your legs will be half damege if your a Shadow Cat, and your opponent should have a crit head and damege to there torso. If your a good shot shoot um in the head and hope you don't miss or bye bye legs.... A DFA isn't a drastic tactic it rarely has a situation that takes place that it needs to have in order to be performed. If your opponent sees you trying to DFA it will most likely fail to happen because your opponent would simply walk out of the way. The opponent needs to be destracted so you can DFA them. Them over heating then shuting down to cool off, shooting at another mech, or there already knock down is a good situation to try to DFA them. Also for Light and Meduim mechs a DFA is most likely there only way to knock down heavy or assult mechs.
Things I don't understand about DFA's:
1.Why is my mech knock Down after I DFA them?
Wouldn't my jump jets have the ability to self right my self before I topple over after the DFA. Would be nice to see if there was a short time limit after a DFA to press your Jump jets so you can stop your self from falling after. Make the time limit very short for more difficulty.
2.Why does my legs take half damege on my Shadow Cat? Arnt My legs capable of asorbing a fall to the ground with out taking damege from the speed I land on it before. In life any Machine would take some ware and tare damege from falling but mechwarrior4 you don't have to use your jets to coushin the landing. Legs of Jump Jetting Mechs should be able to absorb some of the falling speed of a DFA. Almost enough that it wont be half damege of your legs. Your legs get shot up in the air easy any way.
Fuel Based Jump jets would be cool.
ToeBall Can the elemental, Light, Meduim, Heavy, and Assult, have 5 Different ways of useing Jump Jets in the game?
Like the elemental would have a fast vertical take off because it's so small and light but less fuel to use.
Light would have more fuel, it would be a little bit slower then the elementals in vertical take off but can use it's jets for short term boosts of added speed, and it would have nice maneuvering with it's jets.
Meduim could have more fuel, would go slower in all useage of the jump jets that the light has.
Heavy could have more fuel, but it won't be able to boost speed, slower then meduim jump jet usage.
Assult could have more fuel, but it won't be able to boost speed, slower then heavy jump jet usage.
You see where i'm going with this? The more heavyer the mech gets the less maneuvering ability they get from jump jets. Too activate the speed boost of jump jets it could be a double press on the jump jets key.
In space you probaly don't have to worry about weight effecting jump jets.
Now What would happen if you were about to DFA another mech, but that mech used it's jump jets to fly straight into your mech that is DFA'ing?
By the way theres a atlas punching another mech in this youtube vid
http://pl.youtube.com/watch?v=WMsHYeW8Szs&feature=related
AFTER 22 Secs into the vid or slideshow.
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Last Edit: February 29, 2008, 09:10:49 AM by Arch Dreary
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I'm that guy that loved to launch his Shadow Cat into the air, then get shot up into peices, and whatch the wreckage fall from the sky on to your daishi's head. "Death From Above" my favorite from MW4. I also loved to aim my Ejecting Pod at you. SCAT Forever!
ARCH DREARY A.K.A. AR.ARY
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