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Topic: Directing JumpJet Flight (Read 4056 times)
(TLL)Redwolf
Lance Sergeant
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Posts: 225
Justin "Redwolf" Case
Re: Directing JumpJet Flight
«
Reply #30 on:
July 03, 2008, 11:18:27 PM »
Okay, I see it's time to set the record straight...
Quote from: MaximusPayne on July 03, 2008, 08:34:34 PM
Instead of using physics and BT lore for jumpjet usage, lets use history....
That's just not a great idea there. How about using the BattleTech RULES, instead, which only MW3 ever really stuck to.
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In short: Mw2 jj's = simple controls + little restrictions + vital for survival = fast and tight battles with agile mechs. Gameplay result: woot!
Unrealistic, unfathergameistic, stupid. Gameplay result: You're joking, right?
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The jumpjets in Mw3 weren't as essential on the battlefield as they were in Mw2, but every mech still had the option of being installed with them.
You're right, because Zipper was trying to get people to be MechWarriors as the name of the game infers, not jet jockies.
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The rule of thumb with mech building here was "the faster, the better".
Only if you couldn't play the larger 'Mechs. I was NEVER ineffective in that game with larger 'Mechs, and the speed difference between Light and Assault 'Mechs was not so different -as it is in MW4- as to make it near-impossible to hit a Light 'Mech, whereas the Light 'Mech is squarely capable of kicking the Assault 'Mechs ass just because it can move at utterly ridiculous speeds. In MW3 I could take any stock 'Mech and, 9 times out of 10, knock out 'Mechs up to 15 tons heavier than I was without getting beat up too badly.
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Players didn't have the freedom of flight, as the jets basically gave the mechs the ability to only...well, jump.
That's all they were built for was extra mobility, not so you could jet around all over the place.
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You had one button. You press it to go up, then release it to fall like a rock.
Then feather that button to land gently and keep moving.
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Hopping over terrain was its main purpose, which kept 90% of the battles on the ground.
Yes, so players could be MechWarriors. Oh, am I turning into a broken record, here. My apologies.
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Using jets in a fight only made your legs that much easier of a target, and a one legged mech is a dead mech. And if you didn't land right, your mech toppled over and then a ground pound ensued. The biggest foul was the complete removal of the DFA.
No one removed the ability to DFA, you just had to have real skill to use it. I will agree that most of the time, as in MW4, it was useless to perform that maneuver.
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In short: Mw3 jj's = clumsy, basic controls + too many restrictions + unnecessary for survival = open and flat battles with fast mechs. Gameplay result: meh.
You're right that the controls were clumsy, but you COULD direct your jump not only up, but left or right as well, and you could turn while you were in the air, in accordance with CBT rules. I absolutely agree that they were unnecessary to survival and, used improperly, could get you into a lot of trouble. However, I repeat, the game is MechWarrior, not Flight Simulator 3057.
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The Mw4 devs brought back the DFA but only a certain amount of mechs had the option of equipping jumpjets.
This, in and of itself, along with that ignorant ass pod system, was stupid. They should have allowed players to develop their own designs as they could in accordance with BT rules in the entire MW2 and 3 series'.
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They didn't improve the controls either. A kill by crushing your opponent's cockpit was added but there was no real skill in it. You just had to be in the right place at the right time. The art of the DFA was still lost.
Y'know, I've practiced and practiced to make a DFA happen in MW4, and I've never been able to successfully achieve one. It might be a disparity in controls though, as I only use a mouse and keyboard. Though I find piloting on the ground to be as easy as the other games, I find using the jump system in MW4 is cumbersome and unnecessary.
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And with over-powered long range weapons mounted to mammoth mechs on massive maps, battles basically devolved down to hop-n-pop sniper fights.
We agree on something... YAYYYY!!!!
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In short: Mw4 jj's = basic controls + idiotic restrictions + necessary to level playing field = long and slow battles with stationary but heavily equipped assault mechs. Gameplay result: teh suck!
I never found Jump Jets to be either necessary or helpful in leveling the playing field in MW4. Perhaps if one jump-snipes, which is a cowardly tactic -yeah, I said it-, it could be useful. I actually tried jump-sniping once, and found it to be so distasteful I abandoned pursuit of perfection of it. If a person can't win the fight unless they do the equivalent of cheat, the game isn't worth playing, and MW4 made it so people would desire to cheat in order to survive.
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My suggestion is to put gameplay ahead of the laws of physics and Battletech. You can still develop a great simulator by taking a few artistic liberties with the science.
Though I agree that the laws of physics should be relaxed in a game such as this, I feel the rules about how jump jets are used in BattleTech is the best way to go. The absolute best representation of that endeavor is found in MW3, hands down.
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I also vote to have the space button control the jet thrust and movement keys (ASDW) control the direction of the thrust. Having the Q and E keys control the rotation and the mouse to control the torso makes sense as well.
I agree with these.
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Each map should have it own gravity setting too. The bigger the planet, the more power it takes to jump your mech, right? Put pilots back in the cockpits and leave the snipers in the infantry.
Y'know, there's gonna be AeroFighters in this mod... if you want to have such loose jets, why don't you fly instead?
I apologize if my vehemence strikes anyone as odd... I've been up since early this morning, I'm tired, and I would absolutely hate to have a mod closing in on beta, hopefully soon, going a wrong direction because someone's idea of gameplay -which does NOT match everyone's, including my own- influences how the game MIGHT run. That being said, I'm certain our devs have already considered and examined all possible positions and solutions to make the game as fun as possible while keeping us fogies in mind.
«
Last Edit: July 03, 2008, 11:30:17 PM by (TLL)Redwolf
»
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SintoX
MechWarrior
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Posts: 61
Re: Directing JumpJet Flight
«
Reply #31 on:
July 04, 2008, 05:22:25 AM »
MW shouldn't be a jump&run.
Just because of the mass in movement you should only jump in the direction you are actually moving with little corrections.
The heavier the 'Mech the slower and lower the jump.
According to MW2 the "fuel" should recharge, but not as fast. Perhaps it could be done that "original" jumping 'Mechs recharge twice as fast as "usual" 'Mech wich
got jump jets by it's owner just because of the differece where the 'Mech is designed and was built for.
A leg may take 50 tons and speed it up, but just take your leg.
You can move up to 20 miles with a weight of let's say 200 punds.
You can jump - no problem. But let someone kick your knee from the side.
It will brake easily because the legs are not made for forces from the side.
And 'Mechs legs will be more inflexible as human legs.
So if you jump and turn the 'Mech into another direction - just the 'Mech but not the jump direction because of the mass in the air - your legs should just brake or get heavy damage depending on jump speed , height and weight of the 'Mech.
For same reasons the "strafing" onto the jumpjets was just horrible. To physics it just feels totaly wrong and it looks like shit.
Those 'Mechs aren't rollerblanding!
Never forget that they are tall like a builing and up to twice as heavy as a actual tank! A Leopard II and the M1 Abrams have a wight of 61 - 62 tons!
Now image they are jumping through the air like little kids and do funny turns ...
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Sorry for my bad english anyway and greetings from germany.
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Mizzri
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Re: Directing JumpJet Flight
«
Reply #32 on:
July 04, 2008, 12:13:24 PM »
Quote from: (TLL)Redwolf
the game is MechWarrior, not Flight Simulator 3057.
OMG! Thanks Red, I needed a good belly laugh to start my day off!
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MaximusPayne
Bondsman
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It's true, I'm the original.
Re: Directing JumpJet Flight
«
Reply #33 on:
July 04, 2008, 01:08:20 PM »
Quote from: (TLL)Redwolf on July 03, 2008, 11:18:27 PM
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In short: Mw2 jj's = simple controls + little restrictions + vital for survival = fast and tight battles with agile mechs. Gameplay result: woot!
Unrealistic, unfathergameistic, stupid. Gameplay result: You're joking, right?
Unrealistc? Sure, but all the great games are. Hell, Battletech in itself is unrealistic.
Unfathergameistic? Wtf?
Stupid? All video games are ( at least thats what my parents always told me ).
Anyway, I hardly doubt I'm the only one to think Mw2 had best multiplayer gameplay of the series. I loved Mw3 too. Gameplay was fast and furious, and the more I died, the more I wanted to get back in the battle. A sign of a great game. I absolutely hated Mw4 and all its expansions with every ounce of my being. A crime against virtual humanity, I say! The more I died in Mw4, the more I headbutted my CRT. I ended up eBaying all my Mw games because of my hatred for Mw4 (and made some decent coin too).
All I'm saying is making the game fun to play for everyone broadens the target demographic beyond the BT nerds. It would a be a crime for the dev team to sink this much effort into a project that ends up suffering the same fate as Mw4. If a choice has to be made with the jumpjets to be either more realistic or more beneficial to gameplay, sacrifice the realism. Do what you gotta do to make the game fun.
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(TLL)Redwolf
Lance Sergeant
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Posts: 225
Justin "Redwolf" Case
Re: Directing JumpJet Flight
«
Reply #34 on:
July 04, 2008, 01:57:10 PM »
Quote from: MaximusPayne on July 04, 2008, 01:08:20 PM
Unfathergameistic? Wtf?
WELLL... I had to come up with something unusual.
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It would a be a crime for the dev team to sink this much effort into a project that ends up suffering the same fate as Mw4.
I don't know, that's sure to be a pretty expensive crime; after all, how many copies of MW4, Black Knight, and Mercs did Microstupid sell? I can't find numbers myself, but even though it sold less than MW3, it still made a pretty penny.
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If a choice has to be made with the jumpjets to be either more realistic or more beneficial to gameplay, sacrifice the realism. Do what you gotta do to make the game fun.
Okay, lemme put this another way, then... it is not fun for me, playing on the battlefield, to have some 17 year old with a joystick, foot pedals, mouse, and keyboard -all provided by mommy and daddy- jumping all around me, jump sniping the shit out of me, and winning because he can jackass more than I can. I prefer the level playing field in order to have fun, and extraordinarily loose jump jets do not make for a level playing field. Loose jump jets are boring to those of us who actually care enough to play the game, anything more than a slight arc and a pinch of lateral movement is boorish.
Not no, but hell the f^(& NO!
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MaximusPayne
Bondsman
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It's true, I'm the original.
Re: Directing JumpJet Flight
«
Reply #35 on:
July 04, 2008, 09:43:38 PM »
Quote from: (TLL)Redwolf on July 04, 2008, 01:57:10 PM
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It would a be a crime for the dev team to sink this much effort into a project that ends up suffering the same fate as Mw4.
I don't know, that's sure to be a pretty expensive crime; after all, how many copies of MW4, Black Knight, and
Damn right it was expensive. If Mw4 with all it's crappy expansions would have made the money MS thought they were gonna make, there absolutely would've been a Mw5. But instead they abandoned the whole series and shut down their game lobby. Why? Because the community got sick of their product. MS wasn't trying to please the BT fans when they released Mw4. Hell, they weren't trying to please online gamers in general. They were out to make a quick buck. And when they didn't, they shut down the series and then concentrated on their crappy consoles.
Thats why I'm really looking forward to this mod. Its designed for Mw gamers by Mw gamers. The way oughta be.
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Zeus6S
Lance Sergeant
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Posts: 193
Re: Directing JumpJet Flight
«
Reply #36 on:
July 04, 2008, 10:21:18 PM »
Keep in mind, Microsoft shutdown basically all of their Computer Game Studios and shifted all of their attention to consoles. The reason for this... a little thing called the XBox. Notice how they cancelled MW5 but then churned out MechAssault 1 & 2? That's because the order from up on high was to push all available gaming properties onto the XBox so it could compete with Sony and Nintendo.
As for jump jets, they need to do 3 things.
1.) Give you the mobility that your legs cannot provide (i.e. circumvent obstacles too tall to walk over.) This is almost impossible NOT to put in for the JJs, if you go up, you can go over.
2.) Make your tough to hit while blasting through the air. The ascent should be fast and sudden, and the descent should be jittery as the retros brake your fall to earth.
3.) Make it extremely difficult to hit anything you aim at while jumping Shake the crap out of the mech while it's boosting and as it drops the retro thrusters are firing like crazy to keep the mech from destroying itself. Make the crosshairs jump all over the place, rattle the cockpit around, widen the aiming circle, whatever it takes. Mechs that are accurate jumping = jump snipers.
As for all mechs having the option to install jump jets, show me where in Classic Battletech that a mech can have jump jets installed without a.) the design being a factory made variant or b.) a complete mech overhaul that takes months to perform? Even clan omni mechs cannot install jump jets into pods. You want a jumping heavy clan omni, you've got the Summoner. No jumping Mad Dogs or Mad Cats for you.
That also goes for weapons. Omni mechs are different from IS mechs because they are designed to have their weapons easily replaced. An archer is not easily retrofitted with 10 medium lasers in place of its LRM-20s, nor is it even easy to rip the LRM-20s out and install a different missile system. It has taken 300 years for the IS to field the few variants of each mech that they do because those are the ones that work.
Personally I felt that the Color Coded weapon slots in MW4 were awesome. If you see a Catapult, you KNOW that it has missiles and/or lasers. You will not run into a Catapult with an AC/20 or it's missile arms suddenly bristling with Machine Guns. Likewise, if an Argus hits you with some LRMs, you KNOW that those LRMs are in it's left arm because that arm is modeled with all the FRIGGIN MISSILE TUBES.
MWLL is going to try and take it a step further by replacing the modeled weapons as the pilots kit their mechs out. It is a daunting task by any means but will do a lot in reinforcing the role of a mech with it's look.
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(TLL)Redwolf
Lance Sergeant
Offline
Posts: 225
Justin "Redwolf" Case
Re: Directing JumpJet Flight
«
Reply #37 on:
July 04, 2008, 10:38:34 PM »
Quote from: Zeus6S on July 04, 2008, 10:21:18 PM
As for all mechs having the option to install jump jets, show me where in Classic Battletech that a mech can have jump jets installed without a.) the design being a factory made variant or b.) a complete mech overhaul that takes months to perform?
I'm speaking about the basic game rules, where even the most impossible design can have jets added if you pay the right amount of tonnage for them. Before useless MW4, I put Jets on EVERYTHING.
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Personally I felt that the Color Coded weapon slots in MW4 were awesome. If you see a Catapult, you KNOW that it has missiles and/or lasers. You will not run into a Catapult with an AC/20 or it's missile arms suddenly bristling with Machine Guns. Likewise, if an Argus hits you with some LRMs, you KNOW that those LRMs are in it's left arm because that arm is modeled with all the FRIGGIN MISSILE TUBES.
Y'know, that's why I hated MW4 the most, those stupid god damned pods!!! Arrrgggghhhh!!!! Let's just blast BattleTech all to hell and do our own thing, shall we.
Read any of the TROs, especially the original 3025, and you'll see that every single 'Mech has at least one variant, normally 2 or 3, and other 'Mechs, such as the Archer, have so many variants they could fill their own TRO. Bloody damn few of those variants had anything to do with factory production, rather being modded by the individual Houses. The very first set of rules available for BattleTech had custom 'Mech design rules, and the game en-toto is about variations, about the proverbial 'Mech of the Week'. The essence of the game is that there are over 2,000 planets, 75% of them with 'Mechs on them, and there are thousands of battles that have taken place since the Usurper War and, as a result, 'Mechs have been broken down to nothing and rebuilt, have lost weapons and components that had to have battlefield expedient replacements to get the element back in the fight, personalized changes by pilots where they purchased/borrowed help to make changes more to their liking, and the list of reasons for variants could go on forever.
It's funny that I never encountered variant haters until MW4 came out.
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Zeus6S
Lance Sergeant
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Posts: 193
Re: Directing JumpJet Flight
«
Reply #38 on:
July 05, 2008, 02:17:31 AM »
What's the point of having more than 4 heavy mech models in the game if you can swap out weapons, armor, engines, Internal Structure, Actuators, etc?
I know where you are coming from Wolf, I LOVE the battletech design rules, but letting people use rules that were made to make unique NEW mechs, rather than kitbash the hell out of existing designs and basically make their entire asthetic look and feel moot?
An archer has missiles, I don't care if they are long or short, LRM-5's or 6 racks of SRM-6s. If you stuff in a crap ton of medium lasers it's no longer an archer, now it's some new mech that there isn't a model for yet. If you go down the road of putting in everything by the book CBT then you end up with the problem that Battletech 3025 had, medium lasers = victory. A Jenner could alpha strike anything up to half it's weight again and blow it apart with it's 4 medium lasers. Imagine letting players customize that and decide to swap the SRM-4 out for 3 more medium lasers, now the thing is coring Warhammers in a single blast (practically.)
Maybe MWLL can get the art in to support swapping out every piece of gear on a Marauder so that it can be armed with 15 medium lasers and 20 double heat sinks, but honestly, I'm not sure that's the type of GAME PLAY that I would want to participate in.
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overwatch
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Re: Directing JumpJet Flight
«
Reply #39 on:
July 05, 2008, 04:31:56 AM »
I will say that the MechLab was always my favorite place to hang out. In fact, I used to stress to my Unit that "Half of the battle is won in the MechLab". (Sort of my take on G.I.Joe) I encouraged them to field new variants, try unusual combinations, and red line the hell out of every 'Mech chassis to get every last drop of awesomesuace out of it. I loved the flexibility of the old 'Mech games.
Now, that being said, I had no less love for Mech4. We had to work even harder to find each 'Mechs sweet spot. But work harder we did, and we got to know and love various 'Mechs for their strengths and weaknesses. So hard points or no, so long as we have some variation of the different 'Mech chassis, rest assured that we'll make the absolute best of it.
Also... I like jumpets!
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(TLL)Redwolf
Lance Sergeant
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Justin "Redwolf" Case
Re: Directing JumpJet Flight
«
Reply #40 on:
July 05, 2008, 09:19:18 AM »
Quote from: Zeus6S on July 05, 2008, 02:17:31 AM
What's the point of having more than 4 heavy mech models in the game if you can swap out weapons, armor, engines, Internal Structure, Actuators, etc?
20, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, and 100 tons. Variations in speed, armor, and weapons loadout. MW4, Black Knight, and Mercs 4 did NOT represent all of the tonnage values, instead having multiple 'Mechs under single tonnage brackets. MW3 at least allowed an individual to design within all the tonnage brackets, even if you still had to use one of the few models available for the game.
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I know where you are coming from Wolf, I LOVE the battletech design rules, but letting people use rules that were made to make unique NEW mechs, rather than kitbash the hell out of existing designs and basically make their entire asthetic look and feel moot?
I agree with the sentiment, but not the underlying reason. Video games, to this point, have not been made where the avatar changes with the design, and that is unfortunate. It is still very important to have a way to make variants, as it was in the MW2 and 3 series; the MW4 series is the only one that destroyed ALL of the numbers of BattleTech -movement, armor, weapon ranges and damages, all of them- and then decided to limit people to very few chassis and only allowed us to work within those chassis types if we wanted variants. Very dumb on their part.
I would love to see a 'Mech game with a MechLab that allows an individual to put in their base design and then select from rendered parts based on the mass of the 'Mech and what's mounted where. Yes, it would be thousands of pieces, and it would take a while to accomplish, but if a MW5 or BT MMO is built by SnT I hope they make it so we can build our chassis types and variants, and then frankenstein them together if nothing else.
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An archer has missiles, I don't care if they are long or short, LRM-5's or 6 racks of SRM-6s. If you stuff in a crap ton of medium lasers it's no longer an archer, now it's some new mech that there isn't a model for yet.
Tell that to the guys at FASA Corporation, who designed the 'Mech and then, in the fluff text, said the Archer has so many variants it could fill its own TRO.
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If you go down the road of putting in everything by the book CBT then you end up with the problem that Battletech 3025 had, medium lasers = victory. A Jenner could alpha strike anything up to half it's weight again and blow it apart with it's 4 medium lasers. Imagine letting players customize that and decide to swap the SRM-4 out for 3 more medium lasers, now the thing is coring Warhammers in a single blast (practically.)
Only if you continue to play in the utterly idiotic rules set developed for the MW4 series. On the table top, that Jenner is going to be little more effective than its base model, and it was the same in MW3; if I modded a Jenner to take against a Warhammer, I still had to get within range of my medium lasers to work that Warhammer over. Because the movement rules in MW3 were the most correct possible, that Warhammer could remove my entire Center Torso by the time I was within range.
MW4 is ASS, it's always been that way, and no matter how much sweeter the guys at MekTek, MechStorm, and NBT-HC try to make it, the numbers are still NOT right, and never will be, because Cyberlore basically said, "screw the BT players, we're going to make Heavy Gun III with BattleTech names and images".
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Maybe MWLL can get the art in to support swapping out every piece of gear on a Marauder so that it can be armed with 15 medium lasers and 20 double heat sinks, but honestly, I'm not sure that's the type of GAME PLAY that I would want to participate in.
As long as the heat's done correctly, and AoP has already explained that MechWarriors need to look forward to steam in their cockpits and heat blur, which sounds to me as if it will be done correctly, then no matter what manner of variants people come up with, they will work within their classes, and against other classes, as intended.
Now, I'm not going to say what I was originally going to say about placing all of one weapon type on a 'Mech, because it's just mean... instead, I'll be constructive and explain that I try to split my weapon tonnage by between 3 and 6, either 1/3rd for each weapon type, laser, ballistic, and missile, or 1 point for smaller weapons, 2 points for medium weapons, and 3 points for larger weapons. Yes, I have my own system, based on range and damage, for determining weapon types. I then purchase lasers or smaller weapons first, missiles or medium weapons second, and ballistic or large weapons last. It depends on my mood and/or the purpose behind the 'Mech.
I like to build 'Mechs that are able to deliver an equal amount of damage at short, medium, and long range so an opponent closing with me, believing my long range weapons will have minimums will try to come closer and then I can continue to drill them. I like to place a number of heat sinks equal to weapons + running movement heat generated on the 'Mech so I cool down well enough.
This formula doesn't always work and I have to go deeper by splitting my 'Mech designs armor, weapons, and movement by 3 or 6 in the same way as weapons. Sometimes even that doesn't work.
What I'm trying to say is a player placing all their eggs in one basket -say 12 Medium Lasers on a Marauder- is ignorant, at best, and they deserve the defeat they will receive at range. Using that type of 'Mech in a team environment, the Marauder will move up to ONE 'Mech, its first, core it, and the pilot for that 'Mech will shout out a warning, and then the Marauder becomes useless unless it supports other friendly pilots by trying to move into range BEHIND an opposing 'Mech already engaged with another. That's still stupid, and ineffective.
__________________________________________________________________________________
Quote from: overwatch
We had to work even harder to find each 'Mechs sweet spot. But work harder we did, and we got to know and love various 'Mechs for their strengths and weaknesses.
But, see, that's where one of the larger problems came in with MW4, IMO. In MW2 and 3 I never, NEVER played against anyone who favored a single weapon type so much that's all they put on their 'Mechs. People were encouraged in those two game series' to use all manner of weight classes and weapon loadouts, and were given the tools to do so.
Not in MW4. If you don't have a Fafnir or Deimos or some big nasty Assault 'Mech with Gauss and ER Large Lasers, and yes the game encourages the use of Assault 'Mechs more heavily than any other weight class, then you're screwed. If you're allowed to bring a variant and you don't have a 'Mech mounted with ER Large Lasers -which kick harder than any other weapon in the game, except perhaps for the AC/2 and Lb/x-2- so that it knocks your opponent around so very badly they cannot recover at all -which is not tactics, it's just crap- then you're going to lose. I took some of my most effective variants of all time -BattleTech, MW2 series, MW3 series, and MW4 single player- on the battlefield and consistently got my tail stomped, and that's when I decided enough was enough.
I came back because I heard Mercs 4 actually changed a lot of that stuff and was closer to CBT rules, but it's not, even with MekTek, MechStorm, and NBT-HCs mods.
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MaximusPayne
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It's true, I'm the original.
Re: Directing JumpJet Flight
«
Reply #41 on:
July 05, 2008, 12:47:33 PM »
It sounds like we share the same viewpoint, Red. Just can't quite agree on the jumpjet control.
What if the jet control was somewhere in between Mw2 and Mw3? Where as you can control the jump in all directions while in midair but strictly for defensive maneuvers. With the jets firing, the accuracy of the weapons is greatly reduced ( thus eliminating the boring hop-n-pop fights ). The jets should also heat up your mech to the point to where if you did fire your weapons once, your mech would be at the point of shutdown. And we all know what a shutdown mech is in the middle of a firefight.
One of my fondest memories of playing Netmech was my first DFA, and I would love relive a bit of that again with MWLL. Don't deny an old mechwarrior his DFA!
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(TLL)Redwolf
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Justin "Redwolf" Case
Re: Directing JumpJet Flight
«
Reply #42 on:
July 05, 2008, 01:46:18 PM »
Quote from: MaximusPayne on July 05, 2008, 12:47:33 PM
What if the jet control was somewhere in between Mw2 and Mw3? Where as you can control the jump in all directions while in midair but strictly for defensive maneuvers. With the jets firing, the accuracy of the weapons is greatly reduced ( thus eliminating the boring hop-n-pop fights ). The jets should also heat up your mech to the point to where if you did fire your weapons once, your mech would be at the point of shutdown. And we all know what a shutdown mech is in the middle of a firefight.
Jump Jets actually don't build too much heat, actually, a minimum of 3 points on a scale of 30, +1 point of heat per hex moved, up to the 'Mechs max jump rating. Then again, jets only allow a finite amount of control, as well. When jumping, you can spin the 'Mech like a top, face any heading you want, and you can jump in circles.
My take is that I would like to see...
1) limited jets that allow the 'Mech to move a number of meters equal to it's jump ability in the game, though there would be a little better control than in MW3, though no where near as loose as MW2
2) The jets recharge over the course of 10 seconds, meaning control of jets is locked out during that entire time, and on the battlefield, 10 seconds is an eternity
3) I think I would just like to see what our devs are coming up with for MWLL.
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Zeus6S
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Posts: 193
Re: Directing JumpJet Flight
«
Reply #43 on:
July 05, 2008, 04:18:47 PM »
You have to skew the Battletech numbers in a FPS/Sim because Battletech is based off of a 10 second turn. If you look at Solaris VII they broke that 10 second round into 4 smaller ones and gave weapons their respective recharge/reload rates and a heat system that didn't dump heat all at once, but over the course of the 4 smaller rounds. That is the basis for all the skewed weapon ranges and damage and heat for MW4, except Solaris didn't change the damage, and so weapons like Machine Guns became the ultimate weapons in Solaris: No heat, 0 turn reload, good damage to ton ratio. The range didn't much matter because the poor sod with the two Gauss Rifles could fire once, and then you had 3 turns to get close to him. They even made a few mechs for Solaris to take advantage of this fact, the Juggernaut had 12 machine guns, and the Onslaught (I think), had 7.
If you don't skew the numbers so that they are balanced between faster and slower firing weapons then you end up with the trouble that Battletech 3025 had, Medium Lasers = death. Ton for Ton they had the best of range, damage, heat and recharge. The game took the numbers straight from Battletech and trust me, the Panther, with all of it's PPC goodness, got toasted by the damn Jenner every time, and the Jenner was cheaper.
But, I'm off topic. As long as my 3 points are covered and we don't have mechs skating around like Mobile Suits I'll be happy.
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(TLL)Redwolf
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Justin "Redwolf" Case
Re: Directing JumpJet Flight
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Reply #44 on:
July 05, 2008, 05:54:58 PM »
Quote from: Zeus6S on July 05, 2008, 04:18:47 PM
You have to skew the Battletech numbers in a FPS/Sim because Battletech is based off of a 10 second turn. If you look at Solaris VII they broke that 10 second round into 4 smaller ones and gave weapons their respective recharge/reload rates and a heat system that didn't dump heat all at once, but over the course of the 4 smaller rounds. That is the basis for all the skewed weapon ranges and damage and heat for MW4,
Zeus, that's the biggest crock of crap I've ever heard in my life. I'm sorry, but MW2 did it, MW3 did it, and they got the numbers right. MW4 was made by M$, and they didn't care less about the IP, period. MW4 was NOT BattleTech, it wasn't even MechWarrior, and it wasn't even in the ball park... like I said, names and images only, nothing BattleTech in there in the least.
Any BattleTech based game that doesn't use the numbers in the background where the programming is, really needs to concentrate on putting the frontload where it belongs, with the right numbers. Make a translation algorithm so I, the BT fanboy, can see they're right, that the game does register right within its own framework.
When the primary armor is Ferro-Fibrous, and it's 30 points a ton between Clan and Inner Sphere, rather than 18 for Inner Sphere and 19 for Clan, and when EVERY 'Mech in the game has Endo-Steel II, and when a company introduces Reactive AND Reflective armors at 20 points per ton each, rather than 16 points per ton and no such thing as Reflective -doesn't exist- then there are things massively wrong. When the speed of an Assault 'Mech matches that of a moderately-fast Light 'Mech, there's SOMETHING wrong with that.
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If you don't skew the numbers so that they are balanced between faster and slower firing weapons then you end up with the trouble that Battletech 3025 had, Medium Lasers = death. Ton for Ton they had the best of range, damage, heat and recharge.
That's the way it should be, too. The Medium Laser has almost perpetually been the ultimate workhorse of BattleMech combat.
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But, I'm off topic. As long as my 3 points are covered and we don't have mechs skating around like Mobile Suits I'll be happy.
Ditto
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Last Edit: July 05, 2008, 05:59:10 PM by (TLL)Redwolf
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