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Should Devs Add More Unique Characteristics To Each Mech (Especially Within Same Weightclass)?


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Poll: Devs - more personality for each mech please! (139 member(s) have cast votes)

Would mechs benefit from more unique traits for each chassis?

  1. Yes, we need chassis-specific traits that make each mech unique otherwise some mechs become quite same-ish (besides apperance and hardpoints) (104 votes [74.82%] - View)

    Percentage of vote: 74.82%

  2. No (12 votes [8.63%] - View)

    Percentage of vote: 8.63%

  3. Not sure (13 votes [9.35%] - View)

    Percentage of vote: 9.35%

  4. This will be even more important when clan omnimechs arrive! (10 votes [7.19%] - View)

    Percentage of vote: 7.19%

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#41 Nik Kerensky

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Posted 11 December 2012 - 01:18 PM

There is much more uniqueness that can be inherent to each chassis, and this is important to keep the game engaging in the long term.

This will be almost make or break when clan mechs without hardpoint restrictions arrive (gawd i sound like a broken record).

In the long term, most people will not settle for mechs within the same weightclass being 'different' merely by name and appearance (and hardpoint restrictions only for IS mechs)...you might as well just play the game as a floating mobile laser or autocannon instead of a mech.

Edited by Nik Kerensky, 11 December 2012 - 01:19 PM.


#42 Khobai

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Posted 11 December 2012 - 01:33 PM

Quote

The mechs are already different.


nope theyre really not.

#43 Nik Kerensky

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Posted 11 December 2012 - 03:21 PM

View PostKhobai, on 11 December 2012 - 01:33 PM, said:


nope theyre really not.


+1. Mechs deserve more personalit-ay!

#44 Nik Kerensky

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Posted 14 December 2012 - 05:13 PM

View PostStormwolf, on 11 December 2012 - 01:57 AM, said:

The TT knows quirks for certain mechs. Some common examples include mechs with full head ejection systems, extended torso twist or if they are easy to maintain. There are also negative quirks if a design is difficult to maintain, has exposed acutators, etc.

Would love to see this introduced in MWO.


Exactly, this makes it more realistic as well, while keeping it firmly in action sim territory but adding variety and a helluva lot more longevity to the game.

#45 Khobai

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Posted 14 December 2012 - 06:43 PM

Quote

Gonna have to disagree here. Different hardpoint locations, which also affects how you use your weapons... A YLW with an AC/20 and 2 Medium Lasers plays very differently from a Hunchback with the same loadout.


Uh theres absolutely no reason to use a Hunchback with that loadout. Because slow mediums are deathtraps. And even worse yet are slow mediums with all their weapons in the same location.

So yes the reason why we need more unique defining characteristics for each mech is so there's an actual reason to use a crappy medium mech like the hunchback which has zero desireable qualities.

#46 Ascendent

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Posted 14 December 2012 - 07:25 PM

I would support this idea if these abilities are by chassis not by variant, unless there is a specific reason (ie a specific variants build becomes blatantly OP). I find for example ECM only on specific variants of Ravens or Atlases to be arbitrary at best. The same goes for engine size on Awesomes and Ravens. Having unique features for chassis and variety of hardpoints based on variants would help role differentiation, mech/build diversity, more strategic options. Just have to be careful not to go too far (could be a balancing nightmare).

#47 Nik Kerensky

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Posted 15 December 2012 - 04:21 AM

View PostAscendent, on 14 December 2012 - 07:25 PM, said:

I would support this idea if these abilities are by chassis not by variant, unless there is a specific reason (ie a specific variants build becomes blatantly OP). I find for example ECM only on specific variants of Ravens or Atlases to be arbitrary at best. The same goes for engine size on Awesomes and Ravens. Having unique features for chassis and variety of hardpoints based on variants would help role differentiation, mech/build diversity, more strategic options. Just have to be careful not to go too far (could be a balancing nightmare).


Agreed.

#48 Smeghead87

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Posted 15 December 2012 - 12:13 PM

Many of you may find this post interesting. All credit to Neonin.

#49 Nik Kerensky

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Posted 16 December 2012 - 03:07 PM

^ that is interesting. I really hope the devs take notice of this and add more unique traits to each chassis.

#50 Khobai

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Posted 16 December 2012 - 03:24 PM

Quote

For one thing, you can run nearly 90kph with Spead tweak with that loadout in a Hunchback.. I would hardly call that slow...


90kph is extremely slow for a medium. That is why hunchbacks are so terrible. There's absolutely no reason to not just play a Catraphract instead which can move 80kph and gets 30% more armor and firepower.

Currently the only good mediums which have half-decent speed and hardpoints are the Cicada-3M, Centurion-D, and YLW. Every other medium is so slow that you might as well just play a heavy mech instead. If your medium isnt going fast enough to get lag shielding you arnt playing a medium right.

Quote

And all the weapons in the same location? Not even close... AC/20 in one torso, medium lasers in the arms and head... How is that all in the same location.


If you destroy the hunch it also takes the corresponding arm with it. That leaves it with two pitiful lasers. So yeah one of the major downsides of the Hunchback is that taking out its hunch renders it ineffective.

Edited by Khobai, 16 December 2012 - 03:31 PM.


#51 Nik Kerensky

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Posted 17 December 2012 - 03:49 AM

damn lagshields! : (

#52 Taizan

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Posted 17 December 2012 - 04:07 AM

View PostTruePoindexter, on 11 December 2012 - 09:38 AM, said:

Then consider it an intentional block to keep you from putting a large weapon in that arm.

I do consider it as such, which gives the specific chassis a specific quirk already There is no reason for even more.

#53 Moonsavage

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Posted 17 December 2012 - 04:11 AM

Yes - limitations by chassis on what can be fitted in mechlab please.

#54 New Day

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Posted 17 December 2012 - 04:27 AM

View PostNik Kerensky, on 10 December 2012 - 01:46 PM, said:

snip

They cant even balance the current weapons, how do you think they would balance something like that?

#55 Nik Kerensky

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Posted 17 December 2012 - 04:57 AM

well according to some there are already plans to add quirks to each chassis (to be honest, this is not a 'nice to have', it's a 'must have' if the game is going to run for the long term).

And there are some rudimentary differences between chassis types in the same weightclass now, but not enough to really differentiate or give each chassis enough personality.

So they are already working on balancing the few differences there are, I don't see balancing balancing as being a blocker for this fundamental requirement.

#56 Nik Kerensky

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Posted 18 December 2012 - 09:09 AM

Any word from the devs on how clan mech chassis in the same weightclass will be differentiated besides appearance??

#57 Noth

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Posted 18 December 2012 - 09:21 AM

View PostNik Kerensky, on 18 December 2012 - 09:09 AM, said:

Any word from the devs on how clan mech chassis in the same weightclass will be differentiated besides appearance??


Back when people were QQing about teh YLW being p2w and it's increased parameters (torso twist speed, arm movement speed and a couple others) the devs stated it was something that they wanted to put in place to all mechs to add more variation. Essentially the YLW was testing such changes.

#58 Nik Kerensky

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Posted 18 December 2012 - 01:51 PM

View PostNoth, on 18 December 2012 - 09:21 AM, said:


Back when people were QQing about teh YLW being p2w and it's increased parameters (torso twist speed, arm movement speed and a couple others) the devs stated it was something that they wanted to put in place to all mechs to add more variation. Essentially the YLW was testing such changes.


This does give me hope as they can't possibly have totally missed the importance of this.

Wish I could find this fabled post though!

Right now, besides hardpoints torso twist range/speeds seem to be the only real unique trait...which is really not enough to keep chassis within a weightclass varied enough in the long term!

#59 Nik Kerensky

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Posted 21 December 2012 - 06:07 AM

Xmas bump

#60 Nik Kerensky

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Posted 27 February 2013 - 01:06 PM

Just wanna say...keep up the good work devs.

The subtle differences between mech chassis in the same weight class add texture and depth to the game.

Don't get complacent though, a lot more mech-specific unique traits will be needed once the clans arrive!!





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