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HardPoint Clarifications? (Thread Merged)



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#1 Vexgrave Lars

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Posted 18 April 2012 - 09:36 AM

Pauls Said "[PAUL] I’m not sure what you mean here. If you pull a PPC out of a hard point and you want to put 2 medium lasers in its place, there’s nothing stopping you from doing so. Just go to the store, buy 2 medium lasers, remove the PPC, put the 2 medium lasers in its space and Bob’s yer uncle! ;) If you’re thinking that the PPC’s 3 critical slots must be filled with 3 medium lasers, then no, you don’t have to do that."


Lets say I take an Awesome, normally with 3 PPCs, 1 small laser. Then I modify it to its maximum theoreitcaly extent, that is to say 10 medium lasers. Will this be possible, or could the hardpoint system further restrict so there's a maximum number of smaller weapons that could replace a larger one to help prevent crazy boating? –CapperDeluxe
David Said :[DAVID] The hardpoint system will be related to how many weapons are in the default loadout, and not how many slots those weapons take up.


So which is it? Is a single weapon hardpoint regardless of the crit count, per replaced weapon per location? OR does the Crits of a weapon type define its hardpoint total. A PPC has 3 Crits... Can it be removed and replaced by 3 Medium Lasers? OR *ONLY 1 Medium Laser.

Who's more right? Paul or David?

So the anser was as follows and confirmed as "nearly dead on" by Garth
"1. There is a critical slot system. For example, the arm has 12 critical slots, of which 3 are taken by the actuators and the shoulder joint, leaving 9 free critical slots. If I recall Mechwarrior 2 Mercs correctly, the side torsos have 12 free critical slots each, the centre torso and legs have 2 each and the head has one free critical slot. This is without Endo Steel, Ferro Fibrous, XL engines etc.
2. There is a COMPLETELY SEPARATE hardpoint system. For example, the Swayback has at least 2 energy hardpoints in each arm, and at least 1 ballistics hardpoint in the right torso.

Let me stress that the hardpoint system is COMPLETELY SEPARATE from the critical slot system.

Now, we look at weapons. All weapons take up exactly one hardpoint each, but the number of critical slots it takes up varies. PPCs will take up 3 critical slots. If I recall correctly, Gauss rifles take up 8 critical slots, in their prototype form (the later forms can't enter the game yet due to the timeframe). Medium lasers take up 1 slot each, and large lasers take up 2 slots each.

So for example...

If your right arm has, say, 9 free critical slots, but possesses 4 energy hardpoints you can:

1. Mount 3 PPCs.
2. Mount 4 Large Lasers.
3. Mount 4 Medium Lasers.
+ Subject to weight limitations of course.

You can't mount a 4th PPC because even though you have enough beam hardpoints, you do not have enough free critical slots. You cannot mount beyond 4 medium lasers, or even add a small laser to an arm with 4 Large Lasers, because you've run out of beam hardpoints, even though you have critical slots left.

To complicate matters, if your 9 critical arm has 1 ballistic and 2 beam hardpoints you can mount:

1. 1 Prototype Gauss Rifle(8), 1 Medium Laser(1) (out of criticals to add more)
2. 1 PPC(3), 1 Large Laser(2) and an AC/5(4) (Out of critical slots to add more)
3. 2 PPC(3), an AC/2(1) and 2 heat sinks.

In other words, weapons are limited on loading on 'Mechs by three factors:

1. Weight. Exceed total weight allowable, you can't mount it.
2. Critical slots. No funny business on mounting 2 prototype Gauss rifles on the same arm.
3. Hardpoints. No mounting of 9 medium lasers on the same arm, unlike what was the case in MechWarrior II Mercs.

And weapons are limited on firing by 'Mechs by three factors:

1. Heat dissipation. - Load more heat sinks, or use less energy weapons to overcome.
2. Total ammunition. - Load more ammunition to overcome.
3. Recharge/reload time. - Load more weapons to overcome.

The confusion here is likely because MechWarrior 4 combined the weapon type and critical slots into a single "critical slot type" system. But MWO will have a system where weapon types are considered separately from critical slots. The MWO MechLab is NOT a MW4 MechLab.

**EDIT BELOW THIS LINE**

The current MechLab system deals with the following problems from previous games:

1. Boating

There are too many free criticals, and no restriction on how to allocate them other than firing restrictions and weight restrictions, in MW2-type MechLabs. Therefore, we had an issue with boating, where people could happily load an obscene number of medium lasers and heat sinks into the head, centre torso, legs and side torsos. Boating is not possible in this MechLab iteration because of the hardpoint limitation. So, if you could only mount 2 energy weapons in that arm, and had enough tonnage, you would rather mount two PPCs than 2 Medium lasers, from a firepower point of view, where if you had only critical slot limitations, many people would rather mount 6 Medium lasers instead.

2. Identical 'Mechs

Also, by allocating type hardpoints accordingly, it keeps 'Mechs differentiated. Nobody could use a Catapult as a Gausszilla in MWO because it only possesses Beam and Missile hardpoints. Without a weapon type limitation, the 'Mech with the greatest free tonnage of its tonnage class is The Best Mech of its class (since it can mount the greatest amount of armour/heat sinks/weapons/ammo), which would be annoying since we would see only a few 'Mechs in action. With this in, if you want to use missiles a lot, you have to use a Catapult, or Archer, or Jenner. It gives the 'Mechs character - indeed, a mix of weapons capabilities is in itself a character, for example in the case of Centurions, which can mount a little bit of every kind of weapon. This can prove to be tactically useful as well. For example, you will know that if you spot an enemy lance full of Catapults and one Commando, that if you don't kill the Commando quick, he'll probably NARC you and you end up demolished by a missile rain. And if you spot an Awesome, he'll only have beam weapons, so you should send your flamer squad after him to prevent him from ever daring to fire.

An example of this The Best Mech problem in previous games lies especially with the Timber Wolf, though this timeframe doesn't include its entry... yet. Now Urbie lovers have a bit of a spot in the sun... since there's likely few other Light mechs which can mount ballistics - most Lights have only beam and missile hardpoints.

3. OmniMechs

Omni hardpoints will give certain 'Mechs flexibility to mount weapons of any type in that slot, giving them a distinct tactical advantage separate from the advantage of them usually possessing more advanced technology by the way of engine/armour types. However, there's no need to necessarily use Omni hardpoints, if the loadout you have in mind is achievable by a 'Mech with the correct mix of hardpoints.

4. Equipment

You'll have a reason to mount advanced equipment over simply weapons, because you may run out of weapons hardpoints and still have free tonnage and critical slots. On 'Mechs like the Battlemaster and Raven, the devs may want to intentionally limit the number of hardpoints available so that they'll be used in the role they were meant to be used in, rather than being abused as combat heavy Mechs.

===

For its inception it is pure conjecture at this point, but I believe the devs will be looking at every single SARNA variant, and creating hardpoints such that 'Mechs will possess the minimum number of hardpoints necessary such that every single official variant can be created ingame. They may even set these variants as presets which players can review to get a feel of what the 'Mech was intended to do. MW4 had the problem of having too many typed criticals, allowing people to make MLAS boats out of Nova Cats, Sunders and projectile boats out of Daishis. By heavily restricting hardpoints, players will be forced to customise within a narrow acceptable margin that still allows room for creativity, but not so much that boating can be done, and not so much so that capable commanders can still guess at what a given enemy 'Mech will intend to do."

Plagiarized for ease of use.

Edited by Vexgrave Lars, 18 April 2012 - 11:32 AM.


#2 RedHairDave

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Posted 18 April 2012 - 09:42 AM

i hope paul is right, but i am partial to david. hmmm.

#3 Nik Van Rhijn

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Posted 18 April 2012 - 09:42 AM

I would go with David.

#4 Karyudo ds

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Posted 18 April 2012 - 09:47 AM

View PostRedHairDave, on 18 April 2012 - 09:42 AM, said:

i hope paul is right, but i am partial to david. hmmm.


Don't be silly, no one hopes that...





Oh hi Paul! Didn't see you there!!!

(I'm thinking he was just clarifying that the criticals didn't have to replaced with out weapons....but the question was confusing)

#5 Vexgrave Lars

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Posted 18 April 2012 - 09:50 AM

View PostKaryudo-ds, on 18 April 2012 - 09:47 AM, said:


Don't be silly, no one hopes that...





Oh hi Paul! Didn't see you there!!!

(I'm thinking he was just clarifying that the criticals didn't have to replaced with out weapons....but the question was confusing)



But what he alluded to was you can "strap on" weapons as long as the crits match up. This and Davids view of things don't meet eye to eye.

#6 Dihm

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Posted 18 April 2012 - 09:51 AM

Why can't both be right? In Paul's hypothetical, maybe the section the PPC was removed in has not one (the PPC) but multiple hardpoints by default. Perhaps one of them wasn't filled, as I believe they indicated would be a likely situation in the Dev Blog (mechs having a couple more hardpoints than just their canon weapon loadout).

#7 Vexgrave Lars

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Posted 18 April 2012 - 09:57 AM

View PostDihm, on 18 April 2012 - 09:51 AM, said:

Why can't both be right? In Paul's hypothetical, maybe the section the PPC was removed in has not one (the PPC) but multiple hardpoints by default. Perhaps one of them wasn't filled, as I believe they indicated would be a likely situation in the Dev Blog (mechs having a couple more hardpoints than just their canon weapon loadout).



I respect you Dihm.. but I don't read this as hypotheical " The hardpoint system will be related to how many weapons are in the default loadout"

If you get 6 weapons on a mech, you get 6 hardpoints, with X crits distributed between the 6 various weapons/types..
What that leads to is this.. You would not be able to upgrade a machine-gun left torso slot to say an AC-10. You get 1, 1 slot hard point for a ballistic weapon. You could not upgrade a large laser to a PPC, but could downgrade a PPC to a large laser. Doesn't make sense, which is why I asked.. WHO's RIGHT.

Edited by Vexgrave Lars, 18 April 2012 - 10:00 AM.


#8 GaussDragon

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Posted 18 April 2012 - 09:59 AM

My assumption was incorrect, go here to see it explained properly:

http://mwomercs.com/...post__p__207087

Edited by GaussDragon, 18 April 2012 - 12:11 PM.


#9 Vexgrave Lars

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Posted 18 April 2012 - 10:02 AM

View PostGaussDragon, on 18 April 2012 - 09:59 AM, said:

If my assumption that it's like MW4, then a hardpoint is a cluster of critical slots. A hardpoint that has nothing but one PPC for it woulld have 3 critical slots. So take the Awesome for example, it has 4 hard points (I assume) 3 hard points of 3 slots each for the PPCs and 1 hard point with one slot for the laser. Now, if there's a weapon out there that requires 4 critical slots, you can't fit it anywhere on the mech UNLESS... its loadout was 2 hard points of 3 slots, and the last hard point being a 4-slotter that fits both the PPC as well as the laser.


I hope yours is the correct version Gaussdragon.

#10 Karyudo ds

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Posted 18 April 2012 - 10:02 AM

View PostVexgrave Lars, on 18 April 2012 - 09:57 AM, said:

This if you get 6 weapons on a mech, you get 6 hardpoints, with X crits distributed between the 6 various weapons..


Actually...

Quote

[DAVID] Hardpoints will limit the number of weapons that can be placed in a location on the ’Mech. The number of slots those weapons can occupy is not predefined (outside of the maximum number of slots in the location). So let’s say that I’m allowed 2 energy weapons in my right arm. I currently have 2 Medium Lasers which occupy 1 slot each. I would still be allowed to put in 2 Large Lasers, which occupy 2 slots each.


(slots being the criticals)

So by that, you could specifically upgrade a large laser to a PPC. The critical slots have nothing to do with the hard points. You would in theory be limited to say up to 2 energy weapons AND would have to fit them into the critical space provided by the arm. However you would have as much of it as you could free up to do so.

Edited by Karyudo-ds, 18 April 2012 - 10:03 AM.


#11 Dihm

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Posted 18 April 2012 - 10:07 AM

View PostDihm, on 18 April 2012 - 09:51 AM, said:

Why can't both be right? In Paul's hypothetical, maybe the section the PPC was removed in has not one (the PPC) but multiple hardpoints by default. Perhaps one of them wasn't filled, as I believe they indicated would be a likely situation in the Dev Blog (mechs having a couple more hardpoints than just their canon weapon loadout).

Huh, you know, I can't find where I have this mental image from any more, maybe I'm losing it.

Looking back at the Dev Blog, they show replacing a Large Laser with 2 medium lasers in the same hardpoint.

So yes, there is confusion. I was thinking of things along the same lines as GaussDragon.

#12 Vexgrave Lars

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Posted 18 April 2012 - 10:08 AM

So the Categories are..
1. Count the hardpoints location of the STOCK model.
2. Count the number of available crits on the model for the relevant location.

Thus 1 Weapon Hard point in the right torso, Stock has a MG there. The Right torso has 5 open crits.
We remove the MG
Add an AC-10 (obvious weight dependencies given elsewhere)

and this all works.

Reverse is true though..
Remove an AC20.. 1 Hardpoint, 1 weapon like 7 crits or what have you.
You can add 1 MG there in its place because 1 hardpoint even though there's freed 7 crit slots.

Edited by Vexgrave Lars, 18 April 2012 - 10:11 AM.


#13 wwiiogre

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Posted 18 April 2012 - 10:09 AM

Yes appears to me the Dev's were contradictory at best and very confusing at least. Waiting for the response to clear this up.

chris

or was it on purpose?

#14 Shepherd

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Posted 18 April 2012 - 10:10 AM

That last question was confusing, and so the answer is tough to read into. I'll copy what I was writing in another forum about hardpoints because, if I've gotten it right, I think it's a pretty good explanation of it:

Quote

So the big factor in the Mechlab seems to be hardpoints. I'm going to describe my understanding of Hardpoints here, because I think that there could be alot of confusion. Hardpoints in MWO are NOT the same as hardpoints in MW4. This is how I'd best summarize Hardpoints in MWO: "Hardpoints are not critical slots, they're basically "power plugs" that fit a certain type of weapon." When you hear about a variant having "2 Ballistic hardpoints in X location" it means that you can have 0, 1 or 2 ballistic weapons in that location - assuming you can meet critical slot and tonnage requirements.


Let's use the Thunderbolt (IS 65 tons) as an example because it's got quite a lot going on.
Say you've got your stock mech. Thunderbolt looks like this:

Left Arm: 2 Machine guns + ammo
Left Torso: 3 medium lasers + HS
Center Torso: Ammo for LRM15, SRM2
Right Torso: LRM15, SRM2, HS
Right Arm: Large Laser, HS
Legs: HS in each

Let's focus in on the Left Arm. You've got a pair of Machine Guns in there, plus some ammo. That means you've got two ballistic hardpoints, 12 slots total, 3 slots used, and 9 slots open. You can never have any missiles or lasers in the Left Arm because the two hardpoints are for ballistics. However, if you took out the two machine guns (and ammo of course), you'd have two open ballistic slots and 12 open critical slots. You could fit a pair of AC/5's in there, because that wouldn't exceed the hardpoint restriction or the critical slot restriction. Sure the AC/5s take up more critical slots, but that doesn't matter so long as you have enough critical slots. Hardpoints are not critical slots, they're basically "power plugs" that fit a certain type of weapon. That would, however, weigh more than the original armament of two machine guns, so you'd need to take something off from the rest of the chassis.

Next let's look at the Left Torso. It has 3 medium lasers and a heat sink. Let's say you're really more into PPCs than medium lasers. You can remove all 3 medium lasers (plus a few tons worth of equipment elsewhere) and plug a PPC into one of the energy hardpoints in the left torso. You don't need to use all of the hardpoints if you don't want to.

Third example: Let's say you strip the whole Thunderbolt down to bare bolts. You're an energy hound, so you put a PPC in the right arm and 2 large lasers in the left torso. Now you're ready to deal death at long range, but your mech creates so much heat! You want to add as many heat sinks as you can, and you'd really like to put some of them in the right torso. You can go ahead and do that. Even though the right torso only has two missile hardpoints, you're OK because heatsinks are equipment, not weapons. They don't need hardpoints, and are not affected in any way by hardpoints.


Again, the key is to not think of MW4. Hardpoints are not critical slots, they're basically "power plugs" that fit a certain type of weapon. Stated another way, Hardpoints are a maximum limit to the number of weapons of a given type that a mech can mount in a given location. Total space for those weapons is a factor of the number of remaining critical slots.


#15 EDMW CSN

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Posted 18 April 2012 - 10:10 AM

I rather they stick to David's reasoning. 7 machine guns blasting out of a single AC-20 barrel would look... Weird.

#16 Felicitatem Parco

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Posted 18 April 2012 - 10:13 AM

Quote

Lets say I take an Awesome, normally with 3 PPCs, 1 small laser. Then I modify it to its maximum theoreitcaly extent, that is to say 10 medium lasers. Will this be possible, or could the hardpoint system further restrict so there's a maximum number of smaller weapons that could replace a larger one to help prevent crazy boating? –CapperDeluxe

[DAVID] The hardpoint system will be related to how many weapons are in the default loadout, and not how many slots those weapons take up.



I bet this will be covered and should be straightforward, but, if you wanted to replace a PPC with two medium lasers, would you need to buy three medium lasers? or would you simply buy one and have it available when you want a medium laser for something. –zudukai

[PAUL] I’m not sure what you mean here. If you pull a PPC out of a hard point and you want to put 2 medium lasers in its place, there’s nothing stopping you from doing so.




So, which is it: Does one large weapon swap for only one smaller weapon as stated by David, or can one large weapon swap for two or more smaller weapons as stated by Paul?

Or, am I reading theses answers wrong? It sounds like David says one weapon slot means one weapon,regardless of the space it takes up; Paul's answer sounds like one large weapon can be replaced by three smaller weapons in the same weapons slot.

Edited by Prosperity Park, 18 April 2012 - 10:17 AM.


#17 SideSt3p

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Posted 18 April 2012 - 10:15 AM

I construed this as meaning: It takes up X number of slots so you have X number of slots to fill of that weapon type. But it does seem quite contradictory...

#18 Gunmage

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Posted 18 April 2012 - 10:15 AM

Oh great Garth, come down to us and bring us guidance. =)

#19 William Petersen

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Posted 18 April 2012 - 10:15 AM

Almost all of this confusion could've been avoided by releasing as the Mech Lab announcement, some piddly little java (or some such) applet that has the McMech, Duck-a-tron, and Mouseapult with the full range of customization options. I use those as candidates since they, for whatever reason, seem to be hesitant to make a commitment about using the real mechs we already know are going to be in the game. /boggle Even more questions would be avoided if they use real Mechs/Variants like the JR7-D, the AS7-D, and the HBK-4G (I use those specifically, since we've seen all three in action and can say with a great degree of confidence that those specific variants will, in fact, be in-game).

Edited by William Petersen, 18 April 2012 - 10:17 AM.


#20 EDMW CSN

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Posted 18 April 2012 - 10:16 AM

I hope David is the most valid one.





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