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Serious Poll #7 The Mech-Lab!


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Poll: Half-Serious Poll #7 The Mech Lab (360 member(s) have cast votes)

What do you REALLY think of the new Mech-Lab layout as presented?

  1. It's great! I think it is a sound decision and a good starting point for MWO! (279 votes [77.50%] - View)

    Percentage of vote: 77.50%

  2. What!? I can't put a PPC where my Autocannon used to be...? Hogwash! (29 votes [8.06%] - View)

    Percentage of vote: 8.06%

  3. OMG...You have got to be kidding me right? I can't add Jump Jets to any Mech Chassis? I call Shenanigans! (5 votes [1.39%] - View)

    Percentage of vote: 1.39%

  4. Nope. Won't work. Not gonna do it...Try Again! (2 votes [0.56%] - View)

    Percentage of vote: 0.56%

  5. So if my call sign is "Mary Kay" and I want a Pink Camo onb my Mech...I'm screwed then right? (6 votes [1.67%] - View)

    Percentage of vote: 1.67%

  6. Ehhh...I can work with it I guess... (32 votes [8.89%] - View)

    Percentage of vote: 8.89%

  7. Oh GAWD help us! Please don't...PLEASE!!!! (7 votes [1.94%] - View)

    Percentage of vote: 1.94%

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#21 Jason Phoenix

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Posted 04 April 2012 - 12:42 PM

I am actually very happy to see there will be a MechLab... Satisfied with the fact it looks like what MW4 had too.

I am curious to see if the Hardpoints will actually be per Chassis (taking all Varients into consideration). Meaning, each Variants sharing the same Hardpoint Config.

Would make sens 1st AND it would be also vry interresting Customization wise.

#22 SuckyJack

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Posted 04 April 2012 - 12:45 PM

How well the Mechlab will work will depend on one thing alone for me.

Will hardpoints be set as per chassis, so all variants have the same hardpoints?

Or will hardpoints change between variants because of fundimental changes to the Chassis?

Which comes down to what I can do with the Mechlab and how restrictive the hardpoints are per chassis or variant. Without more information I really can't vote.

#23 Mason Grimm

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Posted 04 April 2012 - 12:52 PM

For those that may not understand what some of the MechLab information means there is a breakdown over at MechSpecs

#24 Karl Streiger

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Posted 04 April 2012 - 12:53 PM

Still thinking if the McMech should be a Guillotine...large laser and endo steel...

However i think it is a balanced mech lab with all pro and cons of both systems (TT or MW4)...would be challenging to find a good balanced load out....
How it will work?..lets see when it is done - but i need to buy two Zeus?...on with the thunder and one with the lightning...

Edited by Karl Streiger, 04 April 2012 - 12:55 PM.


#25 Sven Svenson

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Posted 04 April 2012 - 12:54 PM

I would prefer a bit more flexability but I can work with this.

#26 Joseph Calvert

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Posted 04 April 2012 - 12:56 PM

This looks like an excellent starting point for the mechlab. I would like some information on how the engines will be handled.

#27 Shrekken

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Posted 04 April 2012 - 12:57 PM

I preferred the mw3 mech lab over the mw4 lab personally, but I really need to see first hand how this lab works before I can really make any comments and/or suggestions.

#28 Fetladral

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Posted 04 April 2012 - 01:01 PM

I like it. And for those who say "what I can't put JJ on my mech if I want to jump?" Some mechs were just never designed to jump. They physically can mount JJ but they were not designed to ever have JJ.

#29 LackofCertainty

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Posted 04 April 2012 - 01:06 PM

I voted great.

When I first read it I was slightly bummed that I couldn't put jj's on any mech I wanted, right up until I realized that most mechs have at least one variant with jj's. So really all that means is that I need PGI to put out all jj variant mechs so that I can fulfill my dream of piloting a 100 ton assault mech that flies like a bird. (or at least flies like a giant brick with rockets strapped to it)

#30 dymlos2003

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Posted 04 April 2012 - 01:10 PM

Posted Image
First in-game screen shot :)

It like this idea for a mechlab because it seems to blend MW2:Mercs with MW4. Can't wait to see it in action.

#31 Watchit

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Posted 04 April 2012 - 01:17 PM

I like it, pretty flexible but still allows for variant chassis's to have meaning :D all around solid concept

#32 Aegis Kleais

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Posted 04 April 2012 - 01:19 PM

View PostMason Grimm, on 04 April 2012 - 12:52 PM, said:

For those that may not understand what some of the MechLab information means there is a breakdown over at MechSpecs

For that point about people submitting inappropriate material, simply add a clause stating that "All insignia may be inspected and any violating the guidelines specified may result in infractions which can lead to a permanent account ban" :)

#33 Vollstrecker

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Posted 04 April 2012 - 01:22 PM

Looks like a great start, though I'd rather that Engines were fixed by Chassis (with the exception of some that have Variants with different engine sizes such as Banshee and Charger).

Almost exactly what I was hoping for.

#34 Felix Dante

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Posted 04 April 2012 - 01:22 PM

View PostFetladral, on 04 April 2012 - 01:01 PM, said:

I like it. And for those who say "what I can't put JJ on my mech if I want to jump?" Some mechs were just never designed to jump. They physically can mount JJ but they were not designed to ever have JJ.


I believe the original BT designers described it as...Certain mechs were designed to have Jump Jets...and were balanced to be abled to do so from the engineering level. :mellow:

Slapping Jump Jets on a mech not designed for them meant it might jump up, but more probably come crashing down. -_-

Omni mechs were an exception as each is carefully designed to use jump jets as pod space (unless they have Jump Jets as part of their base Chassis) to help add to their versatility. :)

#35 Solis Obscuri

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Posted 04 April 2012 - 01:32 PM

I think it's a good foundation... though I would like to put jump jets on an Awesome. :(

#36 Oppi

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Posted 04 April 2012 - 01:35 PM

I think it's a good compromise between what I'd deem "realistic" (very few very expensive changes to canon variants possible) and what former MW games did.

#37 Nick Makiaveli

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Posted 04 April 2012 - 01:38 PM

View PostJason Phoenix, on 04 April 2012 - 12:42 PM, said:

I am curious to see if the Hardpoints will actually be per Chassis (taking all Varients into consideration). Meaning, each Variants sharing the same Hardpoint Config.


View PostSuckyJack, on 04 April 2012 - 12:45 PM, said:

How well the Mechlab will work will depend on one thing alone for me.
Will hardpoints be set as per chassis, so all variants have the same hardpoints?
Or will hardpoints change between variants because of fundimental changes to the Chassis?


I suggest re-reading it. I believe it does say hardpoints do vary by variant. Kind of the whole point of having variants. If they were just different weapon loadouts, then you could just make them on your stock mech and no point in earning MXP on a variant chassis.....

#38 Creel

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Posted 04 April 2012 - 01:39 PM

View PostKarl Streiger, on 04 April 2012 - 12:53 PM, said:

Still thinking if the McMech should be a Guillotine...large laser and endo steel...

However i think it is a balanced mech lab with all pro and cons of both systems (TT or MW4)...would be challenging to find a good balanced load out....
How it will work?..lets see when it is done - but i need to buy two Zeus?...on with the thunder and one with the lightning...



Yes! Finally some Guillotine Love! (kinda).

I think it looks very promising with a few Caveats. The hardpoint system in MW4 was a dismal failure because it introduced as many issues as it tried (and failed) to solve.

It seems to me that this system reflects more a field-mod capability than full chassis customization. I think that this is a good thing provided that there is sufficient supply of alternate variants. If the different variants are represented and we're tweaking from there then this system becomes pretty close to perfect in my mind.

To illustrate the point, we might as well use the CPLT-C2 and K2. The existing system will not let you switch from one variant to the other on the same chassis. I'm down with this, that massive a change is way more than %90 of facilities will be able to accomplish and would be hideously expensive. Replacing a destroyed LRM-15 with a a couple of salvaged SRM-6s would be far more accomplishable in the field. It's a customized variant, not a full custom mech.

#39 Vexgrave Lars

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Posted 04 April 2012 - 01:46 PM

I have to wonder which member of Goonswarm will paint semi-hidden phallic symbols on his stalker/catapult first.

Remember.. No not believing in yourself fellas!

#40 SuckyJack

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Posted 04 April 2012 - 01:50 PM

View PostNick Makiaveli, on 04 April 2012 - 01:38 PM, said:




I suggest re-reading it. I believe it does say hardpoints do vary by variant. Kind of the whole point of having variants. If they were just different weapon loadouts, then you could just make them on your stock mech and no point in earning MXP on a variant chassis.....

What do you know, it does. Guess that slipped my mind after reading through everything else in the post.

So my vote is I love it.





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