Community Questions 4 - Role Warfare
Posted 01 February 2012 - 11:40 AM
-clarification and example on differences between a light scout and a med scout.
-clarificiation and example of differences between a med defender and a heavy defender.
-couple examples of the support a commander can summon
-who determines leader when its not a merc unit all going together?
-how are the defender perks gonna work? extra armor? relective?
Posted 01 February 2012 - 11:46 AM
(Example I have 700 XP in my catapult, but I transfer to an Atlas and pay to get 350 XP with X amount of currency.)
Also with commanders, Will they be able to direct LRM equipped mechs to target a certain point on the battlefield for Indirect fire (Saturation bombing and area denial if LRM-delivered Thunder mines are a specialty munition.)
Posted 01 February 2012 - 11:48 AM
I think this has been overlooked so far, a clearer explanation of what Assistance of friendly units modules are is required, What "Assistance" are we talking about here.
Posted 01 February 2012 - 11:58 AM
like turning them into fast scouting units?
Posted 01 February 2012 - 12:04 PM
Posted 01 February 2012 - 12:09 PM
When entering a battle, u need to choose a role based on what u have in the personal tree and in the mech tree of the mech u selected? or will the role be assigned to you by the game? or, if there is no clearly defined role to be selected, just "what u have", will all the 4 bracjhes in the personal tree be active all the time no matter what mech u play?
can u fill up the whole personal tree in all 4 roles?
Posted 01 February 2012 - 12:12 PM
Posted 01 February 2012 - 12:19 PM
Example: I spend 3 months playing a Scout exclusively, and decide I am bored with it. I want to switch to being an Assault. Is the first unlock in the "Assault" portion of the pilot skill tree going to take longer than a new pilot because my pilot already has 3 months XP under his belt? Does the same thing happen for mech chassis?
Are players going to be forced to abandon their hard-worn chassis XP if they want to try a new ride?
Example: I unlock the entire "Assault" branch with the "Atlas" tech tree. Then MWOnline releases the "Mauler". I want to try the Assault role "Mauler" out, but I don't want to start out at 0 XP on that chassis, After all, I have a huge investment in the Atlas. Does the per-chassis tech tree create a dis-incentive to try out a new chassis?
Edited by eldragon, 01 February 2012 - 12:21 PM.
Posted 01 February 2012 - 12:26 PM
Edited by GargoyleKDR, 01 February 2012 - 12:33 PM.
Posted 01 February 2012 - 12:30 PM
Also will different tech trees exist with mechs with hands as opposed to those without?
IS Mech Xp assigned per mech or assigned per weight class of mech? If I gained xp in a light scout mechs, will that show up in another scout mech type or will I have to remaster it?
Edited by ManDaisy, 01 February 2012 - 12:36 PM.
Posted 01 February 2012 - 12:40 PM
like turning them into fast scouting units?
Only if you choose to pilot a Charger.
Posted 01 February 2012 - 01:06 PM
My question is... There is a defined range on information shared between the commander and his lance/company, but is there a range between commanders? By that I mean lets say Lance Commander A does a Radar scan does everyone see this information or just people within range of the commander that scanned? Reason I ask is lets say you have a scout lance that is tagging NARC on targets for your LRM team. If the radar range is limited? how limited are we talking? Do they have to close well within the max 1200 range of the LRMs to see the targets on your radar or can you stay back beyond the range of lets say PPC's and continue to bomb their targets?
Also information range may be limited from mech to mech but could you daisy chain it between lances? Lets say Lance A is to far from Lance B to relay radar information but Lance C is between them and can receive radar info from both could Lance C act as a relay and allow radar info to be displayed and passed to/from A to B?
Posted 01 February 2012 - 01:24 PM
2) In that same vein, will there be any kind of skill tree established for Houses/Merc Units/eventual Clans which allows members to advance within the ranks and unlock additional perks for their lances if they are in combat (i.e. a General leading from the front, rather than being a REMF)
3) Within the Command section, it was stated that the Company Commander would not be able to camp the spawn and stay safe, they'd have to move to keep people within commo range. Will there be modules/skills/etc... that will allow a Commander to piggyback a signal to another Mech further down the chain? ForEx: Lance 1 is on the extreme left of the map. Lance 2 is centralized. Lance 3 is on the extreme right. The CC is on one of the flank lances, and has the central lance barely within range - with the appropriate modules, could they send information or commands to the lance on the far side, even though they are technically outside of the commo distance? Or would that fall to the LC of the central lance?
All I have for the moment. This stuff is SWEEEEEEEEEEEEEEET.
Posted 01 February 2012 - 01:47 PM
Posted 01 February 2012 - 01:52 PM
(It would be a lot like playing an FPS and you are in the top 20% in the ranks and you join a "noobs only" server and come out on top because the rest of the people haven't grasped the game yet or don't have the unlocks you do.)
On the other hand, if higher can join, will they only fill specific rolls and will they have the same amount on both sides? i.e. the VIP or commander of a large force etc.
Posted 01 February 2012 - 02:22 PM
My second question relates to multi skilling. As a commander I intend to pilot a heavy mech so as to get the combination of speed and firepower i need to contribute and stay alive while doing my job. can I combine tech and skill trees to enhance both my ability as a mech pilot AND my command abilities? It would make sense canonically for a company commander to also be a very good pilot and would make the part of the company command lance easier if they could all smile knowingly when some rude enemy interupted the boss only to get carved into sushi by said irate Captain.
Thirdly and sorry for throwing so many questions. Modules in mechs. Are they intended to follow the avatar around? Does he climb into the mech and fit in a series of cassettes or circuit boards to the ejection seat? So that if you need to punch out of your doomed ride your expensive and useful modules go with you?
Posted 01 February 2012 - 02:55 PM
Will all mechs be available to choose when you start a fresh pilot and intend to explore a new role? Or will they need to be unlocked?
Posted 01 February 2012 - 03:16 PM
If the main thrust of this incarnation of Mechwarrior is the Role Warfare, will the Clans (once they arrive) have a similar concept and fight as cohesive units? Or will they fight in the clan style of "Pick a target and Kill-It?"
Basically the clans will have superior units and pilots, and therefore one of the MAIN advantages the Inner Sphere pilots (Us) might have will be how well the units can work together to defeat such a powerful enemy. Is this esentially correct? Or will the Clanners have the same advantages?
Posted 01 February 2012 - 03:43 PM
How much of an advantage should we expect a player with full mech/pilot efficienies to have over a player with none at all in their given roles?
Will there be a system in place for "re-speccing" our characters, or are we locked into the effinciencies that we choose for our mechs and ourselves?
Will the efficiencies we choose for our mechs travel accross mechs of the same chassis? Meaning, if I pick an efficiency for my Centurion Prime, but then switch to my CN9-D, will the efficiency transfer over, or is it mech specific?
Edited by Orzorn, 01 February 2012 - 03:44 PM.
Posted 01 February 2012 - 04:03 PM
Quoting from the blog post:
To reflect the constantly shifting loyalties within the Inner Sphere, will there be any occasion where bonus XP is awarded for turning on established allegiances? For example, could there be a Kurita contract that gives extra XP to merc groups who had previously shown loyalty to the Steiners to fight for them instead?
Adding on to the wealth of questions about the commander role (particularly to the point about pre-determining specific players as commanders), how would this work in relation to player established clans/merc groups? Can a clan of 12 players (for example) who want to enter a match pre-select their choice of commanders? Or if that clan didn't have a full complement of 12 players for a particular match (and thus would include randoms or lone wolves), how would the commander roles be balanced then?
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