Medium Mechs
#1
Posted 17 March 2012 - 07:36 AM
A heavy or assault mech with fewer slots would to have to specialise sooner, because the number of module upgrades which they could use at any one time would be more limited. Whereas a medium mech could fulfil multiple roles in a single mission, and accomodate a broader range of pilot designs, because of the added flexibility of carrying extra modules.
Just a thought.
#2
Posted 17 March 2012 - 09:00 AM
Cheers
#3
Posted 17 March 2012 - 10:58 AM
#4
Posted 17 March 2012 - 12:40 PM
cinco, on 17 March 2012 - 10:58 AM, said:
Unfortunately the two mediums added so far are as slow as most heavies (64 kph). When they add some faster ones then yes, the speed will matter.
#5
Posted 17 March 2012 - 01:06 PM
#6
Posted 17 March 2012 - 01:16 PM
http://mwomercs.com/...ncing-solution/
http://mwomercs.com/...r-battle-value/
No worries about a repeat thread in this case, you basically asked the same question in a different manner than what was talked about (and is being talked about) previously.
#7
Posted 17 March 2012 - 02:23 PM
Edited by ictaris, 17 March 2012 - 02:23 PM.
#8
Posted 17 March 2012 - 02:28 PM
ictaris, on 17 March 2012 - 02:23 PM, said:
Limiting team tonnage is what those other threads are about exactly; or limiting teams by other factors like C-Bills/BV/etc.
The fact MechWarrior is a team game, ironically is the biggest problem - a medium could take an assault, possibly, in a 1v1 by being more maneuverable but in a 12v12, the team with the biggest guns is probably going to win; that's the gist of the discussion taking place.
#9
Posted 17 March 2012 - 03:20 PM
Turning speed/radius, acceleration/deceleration, torso twist speed.
MW4 had these things but the noticing the difference was difficult, hopefully MWO will depict this more dramatically.
#10
Posted 17 March 2012 - 03:34 PM
really in a fight between a Dragon and a Shadow Hawk...one a heavy and one a medium it would come down to pilot skill and maybe a little luck.
#11
Posted 17 March 2012 - 03:42 PM
Cyote13, on 17 March 2012 - 03:34 PM, said:
really in a fight between a Dragon and a Shadow Hawk...one a heavy and one a medium it would come down to pilot skill and maybe a little luck.
That's true. However, it gets a little less arbitrary when we are talking a Shadow Hawk versus an Awesome. Even less so when we're talking 10 Awesomes vs 10 Shadow Hawks.
#12
Posted 17 March 2012 - 03:45 PM
Cyote13, on 17 March 2012 - 03:34 PM, said:
Offtopic but this is the EXACT reason why I am not interested in a full mechlab. It's just a 5 ton difference and a new look! Wew!
#13
Posted 17 March 2012 - 04:01 PM
Victor Morson, on 17 March 2012 - 03:42 PM, said:
That's true. However, it gets a little less arbitrary when we are talking a Shadow Hawk versus an Awesome. Even less so when we're talking 10 Awesomes vs 10 Shadow Hawks.
well 55 vs 80 does make a lot more of a difference than simply being in different categories
#14
Posted 17 March 2012 - 05:32 PM
Cyote13, on 17 March 2012 - 04:01 PM, said:
well 55 vs 80 does make a lot more of a difference than simply being in different categories
In particular because of the way BT was set up originally the mech at the top of each weight range was in the "sweet spot" for engines and thus had a slight bonus. Often a 55 ton mech was effectively the equivalent of a 60 ton mech.
It will be interesting to see what happens as the devs comments indicated that they didn't want to put limits on drop weight etc but use the "roles" to get people to use different mechs. People being people i can't see that happening in PUGs - which will be the majority of games. mercs are the only organised groups so far. Factions don't have player made "units" within them (at launch).
A lot will depend on what choice of mechs we have and how much, or little we can alter things in the mechlab.
Beta is going to be interesting.
#15
Posted 18 March 2012 - 04:30 AM
#16
Posted 18 March 2012 - 09:20 AM
Aka: "Screw you, hippy, I don't give a **** if you are 5 tons short, I'll pilot my Atlas and give a **** if you have issues with one useless medium nOOb Mech or another. I am an elite pilot in my uber Atlas and thus will stay in it. You will be ****ing useless anyway! **** off!" And the likes of that...
As I don't seriously expect PGI to implement an individual tonnage limit/allotment per Mech for each pilot (which could be a nice randomizing feature tho), occurences like this statement above are prone to happen. Makes one actually think of how randomized a matchmaking for PUG games might be a good idea for the game as a whole. Because stuff like the example above might definitely lead to a distinct lack of teamwork when "Mr.1337 Atlas" (see above) needs any kind of help from a medium Mech on his team. I would find it hilariously funny, if, after that comment in the example above, the medium pilot in the match straightaway refused to scout and told the Atlas pilot to do it himself, as he's so much better and not "useless" apparently. Oh the rage ensuing...
#17
Posted 18 March 2012 - 09:33 AM
For PUGs the automated match-maker should take over. Say a match has a 12,000 BV total (this BV total can be different for every match...more "important" planets can have higher BV). The match-maker will then look for players and 4-man groups that queue up with mechs totaling 12,000 (give or take +/-100 BV). It should give preference towards making a 12-man team with a "balanced" loadout (3 lights, 3 meds, 3 heavies and 3 assaults) and towards players taking mechs in BV ranges not often taken. So if you are in a 500BV light, and 90% of the other players are in 1500BV assaults, then you will get an almost instant queue pop. The rest wait in line, or drop into something that will quicken their queue.
For organized matches, let the teams distribute the BV amongst themselves without need of the matchmaker.
Edited by =Outlaw=, 18 March 2012 - 09:35 AM.
#18
Posted 18 March 2012 - 10:20 AM
#19
Posted 18 March 2012 - 11:13 AM
Edited by Cyote13, 18 March 2012 - 11:32 AM.
#20
Posted 18 March 2012 - 12:31 PM
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