LarkinVB, I apologize if I offended you in any way. That was certainly not my intention. I was not and am not demanding anything from this computer game. The truth is that I consider
Titans of Steel: Warring Suns to be one of the 6 best 'Mech (or mecha)-genre computer games that I have EVER played (the others being
MechCommander,
MechCommander 2,
MechWarrior,
MechWarrior 4: Vengeance and its expansion
Black Knight, and
MechWarrior 4: Mercenaries). However, what distinguishes this computer game from all of those others is that all of those other games (with the exception of
MechWarrior) end as soon as the player finishes the campaign in the game, whereas
Titans of Steel: Warring Suns is an endless game because the game can generate random battles, and players continue to post new scenarios and campaigns up in this forum over time.
LarkinVB, I appreciate immensely the amount of work that you have been doing and the number of changes that you have been making in v1.2.2 of the game! I realize that you have been making these changes to satisfy only yourself and your friends who you play the game with. I wish that I had the aptitude to be able to program my own computer games. I am currently creating my own scenario for this game, but I won't post it up until I finish playing everybody else's scenarios and campaigns to make sure that mine isn't similar to somebody else's.
I am just offering player feedback, and expressing my constructive opinions. That's what game forums are supposed to be for.
88. Primary/seconday attributes calculation of skill max values changed from (p*10 + s*5)/3 to (p*9 + s*6)/3
That formula can be simplified to 3*p + 2*s
Personally, I think that the "Mod2 (AS)" values of the 6 different grades of E.C.M. devices in v1.2.1 of the game were perfect just the way that they were. At short range, the chance to successfully actively scan an enemy Titan that was equipped with E.C.M. 6 was difficult but fair and reasonable. The current "Mod2 (AS)" values in v1.2.2 of the game cause the following effects:
1. Players' Titans can't see (and hence fire at) enemy Titans that are approximately 10 or more hexes away even when players' Titans have a direct line-of-sight with those enemy Titans (which is just silly and unrealistic. If a player's Titan used a telescopic sight, then the player's Titan should be able to see and fire at any enemy Titan that the player's Titan has an unimpeded line-of-sight with as long as it is within range of the player's weapons - no amount of E.C.M. trickery would prevent this);
2. At close range, players' Jocks/Titans have a maximum chance of only approximately 2% to successfully actively scan an enemy Titan that has an E.C.M. 6 active. This makes it not worth attempting to actively scan such enemy Titans any more;
3. Players' Jocks/Titans lose their lock on enemy Titans and fail to successfully actively scan enemy Titans so often now that it makes active scanning attempts annoying, tedious, and too repetitive (whereas active scanning attempts used to be fun).
Does anybody else feel this way?
Thorgrim wrote:
28. No more called hits with machine guns.
They're going to get (back) a bit on the useless side IMO. They don't give any experience at all (occasionally they give 1 or 2 CXPs at point blank range, maybe 1 out of 3). Designs like the Piranha that relied on that ability are made useless.
Maybe reduce their range to point blank, with no double damage (and heat) ability, and keep the ability to call shots?
LarkinVB wrote:
I removed called hits because they made MGs clearly overpowered. It was very easy to rip of predamaged locations with MG called hits at point blank to the point of imbalance.
Does anybody else think that reinstating the Machine Gun's ability to make called shots but removing the Machine Gun's ability to do double damage at point-blank range is a good compromise? It would make gameplay more realistic because every other direct-fire weapon (that does normal damage and doesn't have a special effect) can make called shots.