Modify, Redesign, Repurpose
#21
Posted 13 May 2012 - 11:28 AM
#22
Posted 13 May 2012 - 11:31 AM

(And yes, I'm well aware that my computer has cooling issues. Hence why I monitor it at all times. )
#23
Posted 13 May 2012 - 01:31 PM
#24
Posted 13 May 2012 - 02:12 PM
#25
Posted 13 May 2012 - 02:13 PM
"I'm gonna run up and own that stupid C1! OH GOD, THE SRMS!!!! *Explodes*"
Edited by William Petersen, 13 May 2012 - 02:14 PM.
#26
Posted 13 May 2012 - 02:32 PM
#27
Posted 13 May 2012 - 02:40 PM
Gun Bear, on 13 May 2012 - 02:32 PM, said:
There isn't one because I am pretty sure that would be an overwhelming majority, the topic was brought up to instigate discussion of WHY people take the approach they do when in the mechlab. If you do all of them, that's great! However, I think it would be to our benifit to try to understand the WHY behind the designs and speculative-creations that are appearing all over the forum to gain some insight into alternative ways of thinking and problem solving.
Simple example I would have never came to the conclusion of, though it seems obvious now, is loading up a Catapult with SRMs and armour to make it a real brawler. I like these kinds of ideas shared, and more so the reasons why to understand where each person is coming from rather than saying "WTH GTHO n00B!" when someone posts a mech build that would be considered weak from another player.
#28
Posted 13 May 2012 - 02:50 PM
Battlemechs are the Kings of the Battlefield. Why? What makes them so much better than conventional vehicles? The answer is the humanoid construction offers more flexible options in the field. Otherwise why isnt everyone using tanks, they are cheaper and can carry as much or more firepower per ton as mechs. They are more flexible, and their weaponry so too must allow them more flexibility. Otherwise, whys spend that kind of money for shock and awe? Airstrikes offer the same potential for shock and awe.
They are the Kings, we should deploy them as such. Sparingly and where they are most effective. And then with overwhelming force.
#29
Posted 13 May 2012 - 02:54 PM
#30
Posted 13 May 2012 - 03:01 PM
MacabreDerek, on 13 May 2012 - 10:09 AM, said:
Another option is completely repurposing the mech to fill a role it's original design was never expected to do (Catapult with increased armour, slower engine to make room for twin AC/20 brawler).
Zakatak, on 13 May 2012 - 10:27 AM, said:
Your ignoring the Hardpoint system, as you have to find a variant of the Catapult that has balistic hardpoints to even consider mounting a AC 20, much less two of them. Same thing with the Dragon. Your either putting both Gauss in the right arm (which will not fit) or finding a variant that has multiple balistic hardpoints that can mount them and has the space for them. They have also said that if you have a mech without jump jets, you can not add jump jets to it... just to give you an idea.
I agree I want to do all 4 options, specially in beta. But the one thing we can not do is truily create a 'custom' mech. You can not create hardpoints for a mech. This is a limit, but a limit I can work with. It is to prevent truily broken builds.
#31
Posted 13 May 2012 - 03:02 PM
In tabletop games are defined by dice and hard coded rules, in video games things like player skill, latency and exploitation take a more prevelant role on competition.
So I almost always redesign my mechs removing armour from areas that I made redundant, adding ammo or heatsinks, changing weapons etc. Of course in past games, there was no monetary cost to impact my choices, in this game, my funds will heavily influence how quickly and how much i customise a mech based on how much I can afford!
#32
Posted 13 May 2012 - 03:09 PM
Pvt Dancer, on 13 May 2012 - 03:01 PM, said:
Your ignoring the Hardpoint system, as you have to find a variant of the Catapult that has balistic hardpoints to even consider mounting a AC 20, much less two of them. Same thing with the Dragon. Your either putting both Gauss in the right arm (which will not fit) or finding a variant that has multiple balistic hardpoints that can mount them and has the space for them. They have also said that if you have a mech without jump jets, you can not add jump jets to it... just to give you an idea.
I agree I want to do all 4 options, specially in beta. But the one thing we can not do is truily create a 'custom' mech. You can not create hardpoints for a mech. This is a limit, but a limit I can work with. It is to prevent truily broken builds.
While I agree that the off-the-cuff example was not well thought out (I'll own up to my mistakes), the idea remains the same. You can change what the general purpose of a mech is with a change of weaponry, armour and engine. There is a limit, but they can still give alot of flexibility. Thank you for pointing out the example, as I should have specified. Still, the hard-points system isnt as strict as I think most believe, particularly because of the different variants being effectively different mechs with different hardpoints.
#33
Posted 13 May 2012 - 03:10 PM
FrostPaw, on 13 May 2012 - 03:02 PM, said:
In tabletop games are defined by dice and hard coded rules, in video games things like player skill, latency and exploitation take a more prevelant role on competition.
You're not seeing the difference between dice and video games, you're seeing that these 'mechs were never designed to be perfect in the first place. There are stories which surround the circumstances of how certain 'mechs came to be the way they are, as almost none of them are 100% efficient.
#34
Posted 13 May 2012 - 03:17 PM
Haakon Valravn, on 13 May 2012 - 10:29 AM, said:
^
This.
#36
Posted 13 May 2012 - 03:22 PM
#37
Posted 13 May 2012 - 03:35 PM
#38
Posted 13 May 2012 - 03:37 PM
#39
Posted 13 May 2012 - 03:42 PM
#40
Posted 13 May 2012 - 03:51 PM
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