Author Topic: F@#%ING FINALLY  (Read 4728 times)

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Offline =KoS= Tripod

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Re: F@#%ING FINALLY
« Reply #120 on: April 29, 2011, 05:48:41 PM »
The MW5 trailer battle took about as long as most MWLL battles do now (maybe even a little longer if you used the same weapons and armor in MWLL for each mech) and a single PPC shot took out a huge chunk of that Atlas

The drawback to this amazing weaponry is accuracy. Those mechs could barely hit each other at 40 meters (I know there was a lot of shake from enemy hits as well) and from the few things I've read from what people posted about MW books, that's the way it generally should be

MWLL mechs can shoot a fly out of the sky at 800 meters with no issues, and pay for it by being equipped with ER staplers

Higher damage=/= equal shorter fights, something else just has to give, and with the dev's hate of randomness, I'll have to wait for MW5 to get the feeling of power I want from mechs
Both versions (MWLL and MW5) are fun and tactical, but you just can't have high damage in MWLL because of the high accuracy
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Offline «Çß§» Trooper_Thorn

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Re: F@#%ING FINALLY
« Reply #121 on: April 30, 2011, 12:23:03 PM »
The MW5 trailer battle took about as long as most MWLL battles do now (maybe even a little longer if you used the same weapons and armor in MWLL for each mech) and a single PPC shot took out a huge chunk of that Atlas

The drawback to this amazing weaponry is accuracy. Those mechs could barely hit each other at 40 meters (I know there was a lot of shake from enemy hits as well) and from the few things I've read from what people posted about MW books, that's the way it generally should be

MWLL mechs can shoot a fly out of the sky at 800 meters with no issues, and pay for it by being equipped with ER staplers

Higher damage=/= equal shorter fights, something else just has to give, and with the dev's hate of randomness, I'll have to wait for MW5 to get the feeling of power I want from mechs
Both versions (MWLL and MW5) are fun and tactical, but you just can't have high damage in MWLL because of the high accuracy

Yea, I watched the trailer and saw the Warhammer miss at short range and thought to my self, Jeez Louise that dipshit pilot is a lousy shot, how do you miss a friggen Atlas at that short of a range? Well I feel bad for the poor bastards that were in the building behind that got the home or office shot to hell not to mention the dumb turds that got their cars trashed. LOL

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Offline Cloudburst

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Re: F@#%ING FINALLY
« Reply #122 on: April 30, 2011, 05:34:02 PM »
Super-accurate weapons doesn't mean they have to be weak... just look at sniper rifles. Something else giving, sure, like refire rate, but that is slow enough.
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Offline Leeko

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Re: F@#%ING FINALLY
« Reply #123 on: April 30, 2011, 06:50:30 PM »
how do you miss a friggen Atlas at that short of a range?

Required roll: 7 (base gunnery 4 + 2 [ran] + 1 [enemy moved 3 hexes])
Rolls 2: MISS

fuuuuuuuuuuuu
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Offline Deathbane

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Re: F@#%ING FINALLY
« Reply #124 on: April 30, 2011, 06:57:53 PM »
-THE DAMN THING JAMS-


"Arguing about battlemechs off the field of battle is like arguing as a spheroid, even if you win, you're still a freebirth!"

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Offline «Çß§» Trooper_Thorn

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Re: F@#%ING FINALLY
« Reply #125 on: April 30, 2011, 10:46:37 PM »
how do you miss a friggen Atlas at that short of a range?

Required roll: 7 (base gunnery 4 + 2 [ran] + 1 [enemy moved 3 hexes])
Rolls 2: MISS

fuuuuuuuuuuuu

Old saying from WW2 AA gunners "Lead your Target Dammit, Lead your Target!" LOL, Besides I would be shooting not rolling dice, priorities man priorities. LOL ;D ;D

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Offline Flyingdebris

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Re: F@#%ING FINALLY
« Reply #126 on: May 02, 2011, 05:11:41 AM »
well, whats wrong with having more weapons initiate knockback on the targets and have more weapons pack recoil?

Give heavier mechs a recoil/knockback dampening bonus to offset their slower speed.  Lighter mechs, the opposite.

When everyone is fighting to control their aim in a fight rather than keeping it ultra steady all the time, you can crank damage higher and still have long fights.
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Offline shyrkonflex

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Re: F@#%ING FINALLY
« Reply #127 on: May 02, 2011, 04:33:47 PM »
well, whats wrong with having more weapons initiate knockback on the targets and have more weapons pack recoil?

Give heavier mechs a recoil/knockback dampening bonus to offset their slower speed.  Lighter mechs, the opposite.

When everyone is fighting to control their aim in a fight rather than keeping it ultra steady all the time, you can crank damage higher and still have long fights.

GTFO my brain.
Thats actually is how I'd love a Mechwarrior to be finally, I was actually coming here to post just that. I understand it might not be the big think thing for MWLL, but god, a gameplay like that (a bit shooter-like) would rock.
Dynamic and fast (I mean, not Quake, but you get the point) but still delivering the feel and immersion of gigantic fighting mechs ... I think it can be done.

Offline ~SJ~ Lobo

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Re: F@#%ING FINALLY
« Reply #128 on: May 02, 2011, 04:37:03 PM »
well, whats wrong with having more weapons initiate knockback on the targets and have more weapons pack recoil?

Give heavier mechs a recoil/knockback dampening bonus to offset their slower speed.  Lighter mechs, the opposite.

When everyone is fighting to control their aim in a fight rather than keeping it ultra steady all the time, you can crank damage higher and still have long fights.

The more I play the more I tend to agree with this line of thinking. Weapon convergence makes turns MWLL into Whack-A-Mech. Since the mod cannot move away from this system due to engine limitations factors like these will go a long way to actually creating some skill based shooting.

Offline shyrkonflex

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Re: F@#%ING FINALLY
« Reply #129 on: May 02, 2011, 04:43:37 PM »
If atleast the reticule would move with speed/JJ'ing or tuning it would already give the gameplay more strategy, make poptarding less effective and close combat more usefull, leading away from the sniper-contest style that sometimes comes thru.
Its all really a matter of taste though, I bet a lot of people (sadly) favor gameplay this way.

Offline 7.[WD]Ragor

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Re: F@#%ING FINALLY
« Reply #130 on: May 02, 2011, 04:46:36 PM »
(...) leading away from the sniper-contest style that sometimes comes thru.
Its all really a matter of taste though, I bet a lot of people (sadly) favor gameplay this way.

QFT.
And when the deciding persons prefer this as well (because it sounds all fine in theory by the pure numbers) nothing will change anyway...


BTW, isn't this a thread about the game 'Hawken' and it just gets toasted?

Offline ~SJ~ Lobo

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Re: F@#%ING FINALLY
« Reply #131 on: May 02, 2011, 04:49:47 PM »
(...) leading away from the sniper-contest style that sometimes comes thru.
Its all really a matter of taste though, I bet a lot of people (sadly) favor gameplay this way.

QFT.
And when the deciding persons prefer this as well (because it sounds all fine in theory by the pure numbers) nothing will change anyway...


BTW, isn't this a thread about the game 'Hawken' and it just gets toasted?

This thread was about a game??

Online Spooky

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Re: F@#%ING FINALLY
« Reply #132 on: May 02, 2011, 04:52:04 PM »
If atleast the reticule would move with speed/JJ'ing or tuning it would already give the gameplay more strategy, make poptarding less effective and close combat more usefull, leading away from the sniper-contest style that sometimes comes thru.
Its all really a matter of taste though, I bet a lot of people (sadly) favor gameplay this way.

What do you mean by "the reticule would move with speed/JJ'ing"?

Offline Flyingdebris

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Re: F@#%ING FINALLY
« Reply #133 on: May 02, 2011, 11:43:56 PM »
reticle already moves when jumpjetting
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Re: F@#%ING FINALLY
« Reply #134 on: March 02, 2012, 12:48:47 PM »