What is the point of a Med mech?
#41
Posted 29 May 2012 - 08:24 PM
#42
Posted 29 May 2012 - 08:26 PM
LakeDaemon, on 29 May 2012 - 08:18 PM, said:
Wasn't trolling i happen to like medium mechs if you read my post it wasnt about the idea of medium mechs in the cannon or in general it was the slower mechs that are in the game i really wanted to know why i should take a medium mech that only does 64kph when i can take a heavy and get the same speed with more guns and armor.
#43
Posted 29 May 2012 - 08:28 PM
merz, on 29 May 2012 - 08:15 PM, said:
I agree. I hope they can find a way to make all mechs viable, even if it means bending the table top rules a bit.
#44
Posted 29 May 2012 - 08:35 PM
Concensus was a combo of Tonnage and BV... go 650-ish tons per side (Average is 60-ish tons per mech) with a equal BV and there should not be a problem. I shot for higher than a 50 ton average because there are so few 20 ton mechs that are not Unseen that may or may not make it into the game.
#45
Posted 29 May 2012 - 08:44 PM
Pvt Dancer, on 29 May 2012 - 08:35 PM, said:
Concensus was a combo of Tonnage and BV... go 650-ish tons per side (Average is 60-ish tons per mech) with a equal BV and there should not be a problem. I shot for higher than a 50 ton average because there are so few 20 ton mechs that are not Unseen that may or may not make it into the game.
The problem I could see with this is that you wouldn't want to pilot the lighter mechs. Even with matchmade tonnage/BV teams, the lighter mech will just get torn apart too quickly and be useless.
#46
Posted 29 May 2012 - 08:47 PM
my apologies for sounding the bitter vet in a game that is nowhere near its release..
Edited by merz, 29 May 2012 - 08:48 PM.
#47
Posted 29 May 2012 - 08:49 PM
meds would be used for flanking and hit and run tactics, heavys would be damage dealers, and assault would be brawlers.
#48
Posted 29 May 2012 - 08:49 PM
Cash is going to be a factor - that's the MO I'm taking pending the start of full on mech rage in July.
Regardless of class you're first going to have to buy it... and then you're going to want to upgrade it to be more effective. When you get damaged in battle, you're going to have to repair and keep a healthy stock of ammunition on hand. As the tonnage goes up so too will the C-bill cost rise to keep you fully operational. You gotta earn those C-bills to spend them. End up on the wrong side of the W-L column with your Assault one too many times and I imagine you're going to be finding yourself hurting to stay fully operational.
As with all things, even in the 31st century, the answer is money. When the C-bills are tight and your credit card is maxed you're gonna looooooove those medium mechs for the reasons listed in the prior posts.
May your slop be golden.
#49
Posted 29 May 2012 - 08:49 PM
Klelith, on 29 May 2012 - 08:44 PM, said:
This happened in previous MW games for three basic reasons. The abundance of Clan Tech allowing excessive boating. The mechanics of instant fire, instant lock, instant hit, instant damage weapons that were pinpoint accurate. And finally the failure in design of the maps and mechs to give lighter mechs meaningful mobility and the maps to have that mobility have an impact.
Far too many games came down to open fields where long range standoff weapons, GS, ERLLAS and ERPPCs fired off at one another from massive walking gunboats.
#50
Posted 29 May 2012 - 08:51 PM
In Canon, they used mediums because it was much cheaper to buy one, and much cheaper to repair that mech when damaged. An Atlas doesn't help you on a planet if you can't keep it repaired.
#51
Posted 29 May 2012 - 08:55 PM
PinTBC, on 29 May 2012 - 08:51 PM, said:
In Canon, they used mediums because it was much cheaper to buy one, and much cheaper to repair that mech when damaged. An Atlas doesn't help you on a planet if you can't keep it repaired.
I hope they don't as using economics to balance gameplay tosses balance out the window. I've posted about it before, but to keep it short: For economics to balance out the impact of certain items in gameplay terms you will first have to admit that those items are clearly superior, so you've failed at basic balance concepts. Then you are creating situations where players are in lesser mechs grinding for time in their god mechs facing down other players that are in their god mechs. The game takes steps away from a skill based design model and steps toward system built to maximize a pay2win format like WoT.
#52
Posted 29 May 2012 - 08:59 PM
Really, all the mechs are just how much BV or Tonnage does your lance have to work with, and make a team that works well with that limitation. All mechs have a role when there are limitations to what you can field.
Now... How that will play out in MWO remains to be seen... Medium mechs are very viable, as much as any other class, until someone says there are no limitations to what you can deploy. For MWO, the limitations in place are mech availability (11 currently) and cost.
I can think of a couple Medium mechs I would love to pilot...
#53
Posted 29 May 2012 - 09:02 PM
Klelith, on 29 May 2012 - 08:44 PM, said:
You do know that there is double armor and no damage transfer, right? If someone is dumb with a Light, much less any other mech, they will get destroyed. Use your speed, don't stop to stand toe-to toe with a Heavy or Assault, and know your role. Lights with Scouts Mods will actually be incredibilily important to the game. I could not see playing the game without at least 2 Lights per side.
#54
Posted 29 May 2012 - 09:03 PM
That would make the Mediums very interesting if they can converge and fire faster than equivalent Heavies and Assaults. Would really let them hunt and play smart using hit and fade tactics especially since they should be faster.
#55
Posted 29 May 2012 - 09:23 PM
#56
Posted 29 May 2012 - 09:37 PM
As such, it would be very interesting if a team with more light and medium mechs gets to choose the starting locations, time of day, weather conditions, or even which map to play on. Say, that's a nice lance of Atlases you've got there! Let's play on an urban map where your big mechs can hardly turn and our little fast ones can vanish around a corner any time you look at us.
What you lose in firepower and armor, you gain in strategic initiative. Or at least that's the way it seems to me things ought to work.
#57
Posted 29 May 2012 - 09:50 PM
#58
Posted 29 May 2012 - 09:52 PM
"You see, man, we feel like we can get out of trouble quicker then we got into it."
The medium can bring in serious weaponry to a fight, get in quick, add their firepower at a critical moment, and then draw the enemies attention by running away.Even though it is not a bruiser like the typical heavy, a medium can take damage if it needs to.
#59
Posted 29 May 2012 - 09:53 PM
Hell I would love to see a set number of battles for each planet be liminted to Med and light companies.. Because the Battletech UNiverse is not all Assaults and Heavies.
#60
Posted 29 May 2012 - 10:00 PM
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