Weapons loadout suprising limitations
#21
Posted 19 July 2012 - 03:23 PM
I like how they've added more complex restrictions - nothing ruins a good multiplayer game for me more than min-maxing.
#22
Posted 19 July 2012 - 03:27 PM
I think it was done because in MW3 you could put like 14 small lasers on a light mech and just 1 or 2 shot parts off many mechs.
If you had the full Mechlap like in Mw2 / 3, it opens up the room for mondo cheese mech designs and not only that, it takes away the character of all the mechs, dumbing them down to just their weight class.
#23
Posted 19 July 2012 - 03:30 PM
Sarah McCallum, on 19 July 2012 - 02:37 PM, said:
ChargerIIC, on 19 July 2012 - 02:53 PM, said:
Not certain if being sarcastic or....
Modifying mechs was pretty common. Especially in the lore. Yen-Lo-Wang is probably the most famous example as it was modified extensively in one of the earliest novels. Archer Christifori'sCeaser went through several changes as well. Even many of the variants mentioned in the Technocal Readouts are the result of kits that were purchased by a mechwarrior and used to change the base model.
Wouldn't really say unheard of...But not everyone and their dog was able to custom their mech like we will be able to.....
I am very glad we won't have to work with only stock mechs
Plan on using a 10/15/10 spider (tech 2) at some point
As for Boating only very specific weapons. That will be up to the Devs to balance.. I wish them luck
#24
Posted 19 July 2012 - 03:34 PM
Bodha, on 19 July 2012 - 03:20 PM, said:
1. Weapon hard points provide a need for diversity in mechs. Without it you only need 1 mech for each weight which comes to only 17 mechs total. This game would be sad with only 17 mechs. This to me is more important than point #2 b/c I want the devs to make diversity a keep feature of the game.
Bingo
#25
Posted 19 July 2012 - 03:36 PM
#26
Posted 19 July 2012 - 03:38 PM
MPcdn, on 19 July 2012 - 02:21 PM, said:
I am suprised by the limitations when adding weapons to a Mech. I will explain. To me a weapon is a weapon, if you have the space you should be able to put any weapon in it. Right now weapon loadout slots a limited to being a beam or projectile. This takes away some of the fun weapon loadouts. Think 10 machine guns on a light or two guass on an Atlas the variants are unlimited.
On one more note weapons loads should show in game, if you take a PPC off you should not have a big tube showig in game.
First, this type of thinking is perfectly in line with TT rules and I commend you for your min/maxing zeal. Second, it also leads to 'boating' which leads to games DYING under the weight of min/maxed jump capable missile mechs, laser boats and the like. Hardpoints will probably mitigate this somewhat and are even welcome by me, a guy that likes Locusts with 300 VLAR XL engines and a speed of 15/23 with a single med laser as scouts. Its just my thing.
Third, the resources required to model a single mech with a variant look for each possible weapon in each possible location are mind boggling large. Lets just suspend our disbeliefe please. If only for the sanity of the dev team and the Sixze of the MWO download.
#27
Posted 19 July 2012 - 03:39 PM
so i'll just focus on a little bit of the flavor side of the question.
in particular, the "Why you cant shoot lasers out of missile tubes" bit.
different weapon systems have different requirements...
ballistics require ammunition feeds, systems have to be in place to clear chambers of spent shells and jammed shells.
these systems produce significant amounts of recoil and require sufficient structural support to handle it.
missile systems, like ballistic systems, also require an ammunition feed system. however, there are no spent shells to clear.
instead, some sort of exhaust port is required to prevent the tube from blowing along with all the other ammunition.
due to the construction of missile tubes, the missiles are usually also loaded from the back, instead of from the side as most bullet-fed weapons are.
guided missiles will also need the electronic connections to mount the missile guidance systems.
energy systems are another matter again. these systemspull a lot of power from the mech's reactor in very short bursts.
this requires proper electrical systems that can both handle the load, and are sifficiently shielded so the sudden spikes in the charge of these systems do not interfere with delicate sensors.
energy weapons tend to generate a lot of heat as well, and would require special insulation, and/or a larger exposure to the cooling systems of the mech.
these are flavor reasons why most hard points in a mech are limited to only one type of weapon.
can a weapon slot be modified, or enough redundancy be implemented that a hardpoint will be able to handle almost any weapon?
YES! it can! but at this time only clan mechs have it...
aaand they arent here yet.
</uselessinfo>
#28
Posted 19 July 2012 - 03:42 PM
#29
Posted 19 July 2012 - 03:44 PM
#30
Posted 19 July 2012 - 04:10 PM
ChargerIIC, on 19 July 2012 - 02:53 PM, said:
Modifying mechs was pretty common. Especially in the lore. Yen-Lo-Wang is probably the most famous example as it was modified extensively in one of the earliest novels. Archer Christifori'sCeaser went through several changes as well. Even many of the variants mentioned in the Technocal Readouts are the result of kits that were purchased by a mechwarrior and used to change the base model.
Yen-Lo-Wang was a fairly minor modification. It stripped the LRM10 and Ammo and upgraded an existing weapon (ac10) to a larger size (ac20). The blades on the hands don't count as anything major aside from some sheet metal and a wielding job.
Archer Christifori's Penetrator was overhauled with clan technology at the orders of Victor Stenier-Davion, perhaps one of the most influential people at a time when there was a huge surplus in clan tech after having taken the jaguar homeworld. Furthermore he was injured at the time and didn't resume active service until returning to the IS. The modifications could have taken months to accomplish and work out the bugs of mixing tech.
Edited by sakkaku, 19 July 2012 - 04:11 PM.
#31
Posted 19 July 2012 - 04:11 PM
ChargerIIC, on 19 July 2012 - 02:53 PM, said:
Not certain if being sarcastic or....
Modifying mechs was pretty common. Especially in the lore. Yen-Lo-Wang is probably the most famous example as it was modified extensively in one of the earliest novels. Archer Christifori'sCeaser went through several changes as well. Even many of the variants mentioned in the Technocal Readouts are the result of kits that were purchased by a mechwarrior and used to change the base model.
Yen-Lo-Wang was modified yes, but not really modular. the ability to change loadouts like the OP is suggesting would really fall under "modular". I suppose you could create some asinine rules about how often you could change your loadout for your "customized" mech, but instead why not play into the living universe concept the devs have come up with and learn to fight with the mech as is (or with what cusomization is allowed)
besides. using Yen-Lo-Wang as your example suggest players are as cool as Justin Allard. you sir, are no Justin Allard. (or any other player)
Edited by pseudolife, 19 July 2012 - 04:12 PM.
#32
Posted 19 July 2012 - 04:30 PM
#33
Posted 19 July 2012 - 06:42 PM
Go take out the CPU(weapon) from your computer(Mech) and replace it with one of the opposing type (AMD or Intel). When that is successful, come back and continue this thread then I'll agree that "a weapon is just a weapon"
#34
Posted 19 July 2012 - 07:13 PM
Machalel, on 19 July 2012 - 06:42 PM, said:
Go take out the CPU(weapon) from your computer(Mech) and replace it with one of the opposing type (AMD or Intel). When that is successful, come back and continue this thread then I'll agree that "a weapon is just a weapon"
lol
#35
Posted 19 July 2012 - 07:23 PM
http://mwomercs.com/...y-an-education/
#36
Posted 19 July 2012 - 07:31 PM
#37
Posted 19 July 2012 - 07:35 PM
My only concern is the lack of the Unseen mechs, we need mechs to fill those roles. The Clans use fairly speedy land mechs but few of their mechs are jump capable, I know some disagree but the more plentiful jump capable IS mechs is what helped in a war of attrition against the Clans. I know its a little harder to do the jumping and combat in the computer games but in table top whenever we did IS vs Clan in this time period, IS companies that had several jump capable medium mechs did far better against the clans then those that did not.
My only disappointment thus is that no jump jets on a model that did not have them in the base variant. However I'll learn to deal with it
#38
Posted 19 July 2012 - 07:39 PM
MPcdn, on 19 July 2012 - 02:21 PM, said:
I am suprised by the limitations when adding weapons to a Mech. I will explain. To me a weapon is a weapon, if you have the space you should be able to put any weapon in it. Right now weapon loadout slots a limited to being a beam or projectile. This takes away some of the fun weapon loadouts. Think 10 machine guns on a light or two guass on an Atlas the variants are unlimited.
On one more note weapons loads should show in game, if you take a PPC off you should not have a big tube showig in game.
From the polls, between 25 and 30% of people here argee with you (I'm one of them), but there are plenty of people who feel that a particular chassis (e.g. the Atlas) should be associated with particular weapon types in particular location (as opposed to only a particular variant such as the AS7-D being associated with particular weapons).
PGI have to make choices that will minimise the number of people who will refuse to play the game: unlimited customisation would see a significant reduction in the potential market, and no customisation would see a huge reduction in the potential market.
The compromise they're offering is acceptable (not ideal) to almost everyone.
#39
Posted 19 July 2012 - 07:49 PM
#40
Posted 19 July 2012 - 08:01 PM
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