KageRyuu, on 12 June 2012 - 03:15 AM, said:
First of all, Hard Points are in the game or at least will be implemented come open beta.
I'm aware of it, why I'm talking about the method they used to implement them.
KageRyuu, on 12 June 2012 - 03:15 AM, said:
Second of all, you're confusing Critical Slots for Hard Points. Critical slots show the raw ammount of space available in the mech for weapons and equipment, while Hard Points defines what kinds of weapons can fit into each area.
I'm really not. I'm saying the MW4 system would have been an easy way to make hard points exclusive, or a hybrid therein (Opposed to say, 1 laser hardpoint per gun you could have 3 laser hardpoints and guns might take 1-3 of them atop of criticals), but I am quite aware that hard points sit atop of the TT build rules. Basically if it's valid in TT and the gun matches the type of hardpoint (1 AC10 in 1 Ballistic slot), you're good to go.
KageRyuu, on 12 June 2012 - 03:15 AM, said:
Additionally, Hard Points was never a part of the Table Top in any fashion, thank god.
I disagree with your view there. Had they existed, we'd seen a lot more custom 'mechs being accepted in gameplay; the lack of them really devides players as custom 'mechs then become nothing more than a chassis and tonnage value.
KageRyuu, on 12 June 2012 - 03:15 AM, said:
As for the rest, you're making some pretty big leaps of logic into all the wrong areas, especially regarding one tonnage being superior in all roles to another tonnage.
That's not what I meant. My point is if we have two 80 ton Innersphere 'mechs with similar arm mechanics, and one has 5 Energy Hardpoints and the other has 5 Energy Hardpoints and 4 Missile Hardpoints, you've invalidated the need for the former by virtue of the second being able to match the first 'mech's capabilities, but now have more options. Likewise radically different 'mechs that happen to have the same "class" guns - my 5 Small Laser Charger vs 4 PPC/1 Small Awesome example - will have no tangible gameplay difference with the current system, because critical space and gun placement are virtually identical, with equal critical space on both chassis. Unless there is more than we aren't aware of, which was my concern in starting the thread.
KageRyuu, on 12 June 2012 - 03:15 AM, said:
Now, yes there's little conceptual difference between an 80 ton mech and a 85 ton mech, and for all intents and purposes as long as they're kitted the same way the 85 ton mech would be superior. However, Engine size is affected by mech weight which affects how many critical free heat sinks you get which is important if you're using doubles and don't want to sacrifice a lot of critical slots (1 free heat sink for every 25 points) because everything takes up a critical slot. There are also two maximum engine sizes, the first for regular engines which is 400, and another for heavy engines which is 500 but I won't go into them as they're out of our tech range. Now, an 80 ton mech could move up to 75kph with a 400 engine, but a 85 ton mech would never be able to run at those speeds without a heavy engine because 85 x 5 is 425 which exceeds the 400 point engine size limit.
Again the issue really isn't just Stalker vs Awesome. I like the Awesome, but I'm not here to defend it; rather the point that once some more 'mechs have been added to the game, they will cancel each other out in a lot of ways or render one of them simply inferior. Like my earlier example - if you added a 65 ton heavy with 3 SRM/6 and 4 Small Pulse Lasers (for argument's sake), it has nothing to do with a Catapult - except that it would effectively be moddable into a
superior catapult (carrying more base hard points for launchers) under the current system, unless there is another layer (module support, quirks, advantages) not shown to us yet. That's my concern.
KageRyuu, on 12 June 2012 - 03:15 AM, said:
So, technically, while it may not be the best idea a 80 ton mech can move at a maximum speed of 75 kph, while an 85 ton mech would only ever be able to reach 45kph. See how much difference 5 tons can make?
Indeed, the 5 ton issue might come into play with the Awesome/Stalker, but for the sake of flexibility I think the Awesome will give the short end of the stick. Still, when we're talking similar tonnages there is still a serious overlap of similar weapon systems, simply because every small gun (Flamer, SRM2, Machine Gun) is a potential huge gun (ER PPC, LRM/20, Gauss Rifle). With no scale to the hard points, I can't see much point in adding more than a dozen or so more IS 'mechs before total overlap occurs; it's my hope that the machines will gain other advantages to keep them relevant and useful.
KageRyuu, on 12 June 2012 - 03:15 AM, said:
But technically once they got a single mech for every weight bar from 20-100 tons you could reason they don't need anymore. But the Battletech universe would be an awefully boring place without all those interesting designs. After all the 6 or so great houses don't play well with one another for very often if at all so they tend to prefer national mechs more than international mechs. Add to that all the corporations competing for weapons contracts with the house militaries and the legacy of the Star League and the entire BattleTech lore, and you should begin to see why there is a need for more than 24 mechs.
In short, your worrying too much and should get yourself acquainted with more BT lore.
I was going to let it go other than your last line, but there are exactly 5 great houses. If you don't know that, it's best not to challenge people on lore.
As for the need for more 'mechs, I agree; but that brings me back to the whole point, from a gameplay perspective. With the MW4 system (again, I'm not asking for it back!) it was EASY to justify all kinds of new chassis. There was a huge difference between a 'mech with 2 level 2 ballistic hardpoints and one with 1 level 4. You could do entirely different things with them. Without the "leveled" hard points, it changes everything. If they ever release a 100 tonner with 4 machine guns spread across it's body, it will be the most fearsome 'mech in the game because you could throw at least 3 Gauss Rifles on it.
That's the problem: If a 100 ton 'mech that has, say, 2 machine guns and 6 small lasers as backup guns could recreate a Devastator exactly, why would I ever want a Devastator?
PS: Also on the lore, they don't "prefer national 'mechs." They'll can and do use anything they can salvage. It's just that irreplaceable factories that make the 'mechs exist in different houses control. It's true some of the houses have modded original designs (Such as the Catapult K2), but that doesn't mean Davion pilots wouldn't prefer a K2 if they got their hands on one.
LordDeathStrike, on 12 June 2012 - 03:33 AM, said:
PEOPLE ARE ATTACHED TO MECHS, THEY WONT CARE WHAT I CAN ARM, THEY WANT THAT ONE MECH!
This is true, to a point. I'm attached to the Awesome (and what started me thinking about this) but by God, I didn't use it in MW4 because it was horrible there. If it turns out to simply have inferior slots, love it or not, I won't be driving it.
Shadowscythe, on 12 June 2012 - 03:20 AM, said:
Yep; I'd love to take the AWS-9M and mod it into being an LRM carrier with laser support (as I suspect would be entirely possible), but if another 'mech has more hardpoints ultimately I'll go with that.
As a side note, I'm concerned about the practicality of other variants of chassis, too, unless they give them slots for guns that don't exist. I'd rather buy a 'mech with 5 terrible guns than 3 good ones, because it means I could convert it to 5 good guns instead. It causes a little bizarro logic.
Edited by Victor Morson, 12 June 2012 - 03:46 AM.