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Combine Hardpoints With Maximum Slots/tonnes Per Hardpoint


213 replies to this topic

Poll: Hardpoints + Slot allocation limits (229 member(s) have cast votes)

Do you support the OP's Suggestion?

  1. Yes (146 votes [63.76%] - View)

    Percentage of vote: 63.76%

  2. No (71 votes [31.00%] - View)

    Percentage of vote: 31.00%

  3. Abstain (12 votes [5.24%] - View)

    Percentage of vote: 5.24%

If 'Yes', would you prefer hard point size or weight restrictions?

  1. No preference (46 votes [30.87%] - View)

    Percentage of vote: 30.87%

  2. Hard point size restrictions (87 votes [58.39%] - View)

    Percentage of vote: 58.39%

  3. Hard point weight restrictions (16 votes [10.74%] - View)

    Percentage of vote: 10.74%

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#41 Lycrin

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Posted 09 March 2013 - 08:33 AM

I voted against this idea. Setting a size capacity for each hardpoint will only hurt us in the long run.

Many people think this is a great idea because they liked Mechwarrior 4 and it's customization system. Personally I loathed that system, it was terrible and provided very limited choices as to what you could do with your mech. Whether you were a fan of such a system as the one in MW4 doesn't even matter because setting up such hardpoint limitations for this game will limit the customization options even further than what occurred in MW4.

The reason is simple, MW4 took place in the 3060 -3067 timeline, MWO is currently in year 3050. There are fewer technologies and weapons that existed (even when you count the inaccessable clan tech) in the 3050 timeline by comparison. So for some mechs you will barely be able to do anything different with them at all since it was a challenge enough to work around tonnage and crit space to begin with. With that said I don't see the proposed system as any form of improvement at all.

Edited by Lycrin, 09 March 2013 - 08:35 AM.


#42 Deathlike

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Posted 09 March 2013 - 08:54 AM

I hated the MW4 mechbuilding situation... in the original MW4, the 45t Hellspawn COULD NOT touch a large laser. Imagine that, the most common workload weapon of any MW game, is not usable to a medium mech, that is a primarily designated missile boat. Then there was the Thanatos... that couldn't find a way to be able to put in dual LBX20s on it. Yet its lesser brothers (well, in terms of weight), the Loki and the Thor, had no issue with this at all. Is there something wrong with this picture (especially when the Thanatos is generally a ballistic based mech)?

MWO combines the best of MW2/MW3 of customization, with the semi-sensible (but still awful overall) MW4 hardpoint system in terms of making the mechs pew pew from the right tubes.

I don't mind any refinement of the hardpoint system in MWO, but I should be allowed in some fashion to use an ERPPC in a Raven or Jenner, though not necessarily two of them. Having an AC20 in a Raven 4X does not make sense to me, but I can see how people are not fond of that idea.

In any case, this isn't a big deal... refinement of a pretty good existing idea is good.

For those of you that prefer complete customization of a mech, you have to remember that in some way, you change the dynamics of the entire mech usage...

In MW2/MW3, this kinda became picking the mech that would allow you to take less damage, due to the structural design (the shape of the mech), especially if the mech had a different option at the same tonnage. This didn't really make things that interesting on that level. Why go with Warhammer with its huge arms when you could use the MauraderIIC that didn't suffer from this too much (unless, you feared of legging)? I might be getting my mechs mixed up here, but the point is that complete and full customization didn't really differentiate mechs in any positive manner than this game is doing.

I don't have a problem seeing the dual AC20 catapult going away, but I'd rather still let them still equip 1 AC20 on either torso, so that you cannot aim at a particular spot to rid of it, like AMS (although I don't think people aim at for the torso because it has AMS on it). Then again, I remember reading a question to the devs to restrict ECM to a particular spot on a mech (which, is a really bad idea to nerf it anyways).

Well, that's my two cents.

Edited by Deathlike, 09 March 2013 - 09:03 AM.


#43 Excalibaard

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Posted 09 March 2013 - 09:34 AM

Personally I like the OP's suggestion, even though it's not how it used to be.

The K2 is a great example. Slots meant for simple machine guns are being transformed into gauss or AC20. It simply makes no sense to fit huge weapons on a chassis without any visual update.

What the OP suggests is a perfectly reasonable, only somewhat limiting solution. It is a bit in line with the maximum number of rocket tubes on some mechs. You can't fit an SRM6 effectively in a slot meant for a NARC beacon on the RVN-3L, and with this update it should be impossible to fit weapons meant to be approximately the mech's body size in a fragile commando's arm.

How much builds are restricted is of course dependent on how the max number of slots is distributed, so basically the idea itself is much less restricting than people seem to think. The implementation of this idea would determine the restrictions, as explained by the OP. I'd like it to be implemented in a 2/1 slot fashion, or simply give people 3 slots to fill with 2 energy weapons. That still allows PPCs of course, but at least you can't also fit another energy weapon.

Edited by SubjectSeven, 09 March 2013 - 09:44 AM.


#44 Big Giant Head

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Posted 09 March 2013 - 10:00 AM

View PostLycrin, on 09 March 2013 - 08:33 AM, said:

I voted against this idea. Setting a size capacity for each hardpoint will only hurt us in the long run.

Many people think this is a great idea because they liked Mechwarrior 4 and it's customization system. Personally I loathed that system, it was terrible and provided very limited choices as to what you could do with your mech. Whether you were a fan of such a system as the one in MW4 doesn't even matter because setting up such hardpoint limitations for this game will limit the customization options even further than what occurred in MW4.

The reason is simple, MW4 took place in the 3060 -3067 timeline, MWO is currently in year 3050. There are fewer technologies and weapons that existed (even when you count the inaccessable clan tech) in the 3050 timeline by comparison. So for some mechs you will barely be able to do anything different with them at all since it was a challenge enough to work around tonnage and crit space to begin with. With that said I don't see the proposed system as any form of improvement at all.


LOOK, if you made changes to the hardpoint restrictions then you have to change the current situation and number of hardpoints.....
With the crit system this would work perfectly.
Plus why not allow player to move hardpoint restriction around a mech after he purcased it? Of course he would have to pay for those changes because he is cuztomizing stock hardpoints.
Everything can be balanced, but one thing is for sure I dont want a godamn gauss cat or splatcat to be a cookie-cutter on the battlefield. If you want to change current situation on restricions this one of the closest solutions (with crit system that MWO brought) with that and slight changes to the R&R - you would have to change current hardpoint numbers.

#45 Weatherman

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Posted 09 March 2013 - 11:02 AM

View PostDeathlike, on 09 March 2013 - 08:54 AM, said:

I hated the MW4 mechbuilding situation... in the original MW4, the 45t Hellspawn COULD NOT touch a large laser. Imagine that, the most common workload weapon of any MW game, is not usable to a medium mech, that is a primarily designated missile boat. Then there was the Thanatos... that couldn't find a way to be able to put in dual LBX20s on it. Yet its lesser brothers (well, in terms of weight), the Loki and the Thor, had no issue with this at all. Is there something wrong with this picture (especially when the Thanatos is generally a ballistic based mech)?

MWO combines the best of MW2/MW3 of customization, with the semi-sensible (but still awful overall) MW4 hardpoint system in terms of making the mechs pew pew from the right tubes.

I don't mind any refinement of the hardpoint system in MWO, but I should be allowed in some fashion to use an ERPPC in a Raven or Jenner, though not necessarily two of them. Having an AC20 in a Raven 4X does not make sense to me, but I can see how people are not fond of that idea.

In any case, this isn't a big deal... refinement of a pretty good existing idea is good.

For those of you that prefer complete customization of a mech, you have to remember that in some way, you change the dynamics of the entire mech usage...

In MW2/MW3, this kinda became picking the mech that would allow you to take less damage, due to the structural design (the shape of the mech), especially if the mech had a different option at the same tonnage. This didn't really make things that interesting on that level. Why go with Warhammer with its huge arms when you could use the MauraderIIC that didn't suffer from this too much (unless, you feared of legging)? I might be getting my mechs mixed up here, but the point is that complete and full customization didn't really differentiate mechs in any positive manner than this game is doing.

I don't have a problem seeing the dual AC20 catapult going away, but I'd rather still let them still equip 1 AC20 on either torso, so that you cannot aim at a particular spot to rid of it, like AMS (although I don't think people aim at for the torso because it has AMS on it). Then again, I remember reading a question to the devs to restrict ECM to a particular spot on a mech (which, is a really bad idea to nerf it anyways).

Well, that's my two cents.



I think the entire point of the slot size restrictions is to prevent mechs from placing unrealistic weapons in a hardpoint. Did you ever consider that a mech is designed with limitations in mind? Seriously, please stop complaining how you cannot put in a Large Laser when the mech never carried one or not fit a couple of LB-20Xs in a mech that NEVER carried something that big. The point is that a mechs weaponry is designed a certain way. Take the Jagermech, it will have at least 2 ballistic slots in each arm (2x AC/2, 2x AC/5) so tell me how its reasonable that they can place a Gauss Rifle or an AC/20 in there? It's not reasonable because the slots weren't designed for that.

Adopting these limitations means players have to seriously consider their purchases, not just mech model, but variant as well. It means players will HAVE to take role warfare into account since, with few exceptions, Heavy and Assault mechs carry the big guns. That means if you want big guns, take a Heavy or Assault. Not a stupidly fast Light or Medium that you can arbitrarily place an AC/20 or a Gauss in a hardpoint that was never designed for a weapon that size.

Let me also point out that the Loki and Thor had variants that DID mount heavy weapons which is why they would be able to mount Gauss Rifles and AC/20s. There is no Raven variant with an AC/20, there is no Catapult variant with a Gauss Rifle, so why they suddenly be allowed to mount these massive pieces of equipment?

#46 Corvus Antaka

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Posted 09 March 2013 - 11:46 AM

IMHO the ideal solution might be to vary the gun mounts by weapon size so that when a mech mounts a huge gun it becomes easier to hit in that location ie the hunchbacks hunch.

#47 Deathlike

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Posted 09 March 2013 - 12:11 PM

View PostWeatherman, on 09 March 2013 - 11:02 AM, said:

I think the entire point of the slot size restrictions is to prevent mechs from placing unrealistic weapons in a hardpoint. Did you ever consider that a mech is designed with limitations in mind? Seriously, please stop complaining how you cannot put in a Large Laser when the mech never carried one or not fit a couple of LB-20Xs in a mech that NEVER carried something that big. The point is that a mechs weaponry is designed a certain way. Take the Jagermech, it will have at least 2 ballistic slots in each arm (2x AC/2, 2x AC/5) so tell me how its reasonable that they can place a Gauss Rifle or an AC/20 in there? It's not reasonable because the slots weren't designed for that.


Unrealistic is "self imposed" or "wishful thinking"? The great thing about the game is customization . but there should be imposed limits to it. I shouldn't have to worry that I cannot fit 1 PPC on a spider.. it should be allowed. If it were somehow possible to fit 2 PPCs on a spider (ignoring many of the restrictions like tonnage, engine size, no armor), then OK, we have a problem.

Telling me that a PPC cannot fit on the mech side torso, despite it being a legal option, and then forcing me to put it on the arm, which could potentially be less desirable, is simply not acceptable. If you don't want me to carry two PPCs on a particular light mech, I can be fine with that, but I should be able to put that PPC on either the arm or the torso (for whatever the reason). If you don't want me to put PPCs in both sections, I can live with that. Don't force additional restrictions to what should be relatively flexible, within reason.

Quote

Adopting these limitations means players have to seriously consider their purchases, not just mech model, but variant as well. It means players will HAVE to take role warfare into account since, with few exceptions, Heavy and Assault mechs carry the big guns. That means if you want big guns, take a Heavy or Assault. Not a stupidly fast Light or Medium that you can arbitrarily place an AC/20 or a Gauss in a hardpoint that was never designed for a weapon that size.


I dunno, are AC20/Gauss Ravens in force? They are impractical, but that doesn't mean that it is OPed or unrealistic. I wouldn't mind those going away, but you make it sound as if this is the core cause of strong builds. This isn't one of them.

Quote

Let me also point out that the Loki and Thor had variants that DID mount heavy weapons which is why they would be able to mount Gauss Rifles and AC/20s. There is no Raven variant with an AC/20, there is no Catapult variant with a Gauss Rifle, so why they suddenly be allowed to mount these massive pieces of equipment?


Again, these are self-imposed limitations. I've understood that missile slots should have missiles come out of them and energy arms should have energy weps come out of them... great, noone disagrees with this.

However, just because the stock cfg of a K2 has mguns, doesn't mean we should just be stuck with mguns in them.

I would rather propose a more simple hardpoint system, using the existing system in place.

No special additions are needed for missiles, as they have the # of missile holes as the limiting factor.

We would define the following energy/ballistic weapons as "heavy weapons" (more can be added later as they are added):
ERLL/Large Laser
ERPPC/PPC
Large Pulse
AC20
Gauss

Kind of like the floating ff/endo slot system, we apply the same idea to mech energy and ballistic slots. For light mechs, they can (on average) use at most 1 large energy weapon (Puma uses 2 IIRC, so that would be a special case) and 0 large ballistic weapons (so, we remove the AC20/Gauss out of the equation).

For medium mechs, there would be a split @ the 45 tonnage level, where the mechs under that tonnage follow the light mech rule. 45 and above would have 2 large energy weapons and/or 1 large ballistic weapon (so, the hunchy can have its gauss or AC20).

For heavies, they can use up to 3 large energy weapons and/or 1 large ballistic weapon. There could be an instance where some mechs can hold 2 large ballistic weapons or 4 large energy weapons (but not both at the same time). This would eliminate dual AC20 catas, but would allow them to use 1 AC20 if they so desire.

For assaults, they can use up to 4 large energy weapons and 2 large ballistic weapons. You can have your strongest mechs have most of the strongest weapons, but avoid having 3 AC20 builds altogether (it would wreck balance and the battlefield). Right now we have no assault mech that can deal with it, but we can still have those valid 4 ERPPC builds that go with those builds that are dependent on it (like the Awesome or Masakari). Some special exceptions can be made, within balance.

Anyways, the point I'm trying to make is that you are a little too restrictive in the idea you have. I understand the basis of your problem, but the implementation is not entirely desirable in a customization standpoint. If you tell me I can use 1 PPC on a light mech, I should be then allowed to put it wherever I please (assuming the energy hardpoint is available there). It's really that simple. Otherwise, shoving down the MW4-ish hardpoint system further into MWO brings back the dread I had with that system's negative highlights.

Edited by Deathlike, 09 March 2013 - 12:14 PM.


#48 Weatherman

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Posted 09 March 2013 - 01:17 PM

There are Light Mechs designed around a heavy energy weapon, the Panther comes to mind. My point is that putting a slot limit in place means that players have to look at what they can put in a mech rather than just jamming whatever they want in there. It keeps closer to canon and lends more realism to the game. How is this a bad thing? All I keep hearing is "we shouldn't have limits on customization" and "we should be able to build whatever we want" both of which destroys the balance of the game, decreases the immersion into the BT universe and goes against the canon story the Devs are trying to tell.

#49 LackofCertainty

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Posted 09 March 2013 - 02:01 PM

My biggest problem with your suggestion can be summed up by looking at the A1 catapult.

As the A1 cat exists now, it's a fairly interesting thing to work with. You can build a pure support unit with lrms. You can build a close range brawler by dumping in SRM6's, you can build a light hunter with SSRM's, you can build LRM boat with a couple SRM6's to convince people to stay away, you can build a mid range slugger with a mix of LRM's and SSRM's.

The A1 is built to be a boat, and it also has a lot of variety, despite mounting only 1 type of hardpoints.


Nerfing the number of SRM's that an A1 can mount doesn't "fix" the problem, it just fixes one of the symptoms of the problem. The problem is that SRM's are a little too strong right now, so (naturally) the mech that mounts the most of them seems nasty.

Patch the problem, not the symptom.

(Also, the AC20 raven is a joke build. While a lot of fun to play, you end up with a much stronger mech if you plop a UAC5 and some backup weapons on instead.)

#50 Weatherman

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Posted 09 March 2013 - 05:29 PM

Limiting slots on hardpoints isn't meant to stop boating, it is meant to restore some balance to the game. There are some IS models that are boats, the Annihilator and the Catapult come to mind. And just wait for the clans, they have a few mech designs that are totally a boaters dream. I am just suggesting that by putting limit on slots to help restore mech customization to a more realistic feeling setup. I know that there are a number of players that don't like the BT canon players trying to keep the game on a canon setting, but that was a selling point of the Devs and by golly I am going to try and hold them to that.

#51 Dirus Nigh

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Posted 09 March 2013 - 06:00 PM

I love how people are coming up with all kinds of rules that have no standing in battletech in order to force the game to be more canon. All because they just don't like how other players create their mechs.

#52 Xandralkus

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Posted 09 March 2013 - 09:40 PM

I am in support of a Mechwarrior 4 style Mechlab.

OR

I am in support of buffing all mech hardpoint quantities such that Hardpoints = Tonnage / 5.

I am in support of the global and fundamental weapon rebalancing that would need to occur for this.

My confidence in the devs to do ANY of it is at an all-time low.

For additional reading, check the following post: http://mwomercs.com/...20#entry1477020

#53 Foster Bondroff

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Posted 10 March 2013 - 03:19 AM

View PostWeatherman, on 08 March 2013 - 07:19 PM, said:



I am not advocating restrictions, I am advocating a change designed to help balance the game. It's common sense, you can't simply give a 6 year old a 12 gauge shotgun and not expect him to blow his self backwards, I don't see why we shouldn't look at putting a Gauss Rifle on a Raven in the same way. This is an effort to keep some physics based realism in the game (look at how they do lasers if you want an example).

For that matter if you simply look at the design of mechs you can see that hardpoints were designed around the stock weapon they carried, which means an MG hardpoint shouldn't be able to hold anything larger than an MG or an AC/2. A medium laser hardpoint shouldn't be packing a PPC because it is NOT designed for that, regardless of the critical slots available.


Your are, period. Limiting hardpoints by size is adding a restriction. There is no need to discuss realism in a Mechwarrior game, period. BT already delivers enough limitation, as i mentioned internal space and tonnage. Sure you can fit a gauss to a raven, but at a cost, cause almost 45% of your mechs weight is used up by one weapons.

Quote

Honestly, the most common argument I keep hearing against this is "because we should be able to do whatever we want" and that should NEVER apply to a game, especially a game that wants to stick close to a huge amount of canon material. Those of you who see these restrictions as constraining your "creativity" seem to really be mad at the fact that some of us want to restrain your unrealistic, non-canon builds and restore some balance to the game. As to reducing the amount of viable variants: I think this would make a variants even more vital. Take the Atlas, the RS downgrades the AC and the missile launchers, so it would have smaller slots there than the other Atlas variants. But the RS has an two energy hardpoints in each arm that can house a Large Laser (the K also has a single large energy hardpoint in each arm that can house a Large Laser). With the D and the D-DC you only have Medium Lasers in the arms which means you can't up-size them, ergo, variants become more viable based on what you want to run.


The common argument for hardpoints and different hardpoint seizes is "is for balancing". And you have not and very likely will not convince me, that this argument carries.

What limiting hardpoint size will do, is simply make less variants viable not the other way around. Cause some weapons are better than others, and thus the variants providing you with the most hardpoints for the best weapons will be the most effective and the most common.

Seize limited hardpoints would only make more variants viable if there was a perfect weapons and loadout balance. But if there is a perfect weapons balance, there is actually no need for hardpoints, because people would only be able to build balanced chassis based on their preferences, no matter the weapons they choose.

If weapons balance is perfect but HP loadout isn't, you will already make a great number of chassis a liability because of their HP loadout. If than weapons balance isn't perfect the number of viable chassis will further decrease.

If you would only allow canon builds i.e. the game would be even more unbalanced. I have played TT for over twenty years. And if there is one thing missing in canon, than its balanced mech builds. Many mech variants are pure and utter crap. Many if not most TT mechs are totaly unrealistic, not because they are mechs, but because no military would ever use such logistics nightmares.

So please leave realism out of this discussion. This is BT, this is Mechwarrior. We share the same goal, a widely balanced game.

If weapons balance is a problem, than this should be ajusted. Trying to fix this by introducing additional balancing factors will only make things worse and lead to restrictions in the end.


EDIT: BTW how would your system handle OMNIMECHs? OMNIs according to canon can fit "anything, anywhere" as long as its podmounted. Yes there are OMNI-Variants, but they are not as restrictive as other canon variants, cause the OMNI status itself allows for extrem customization.

Edited by Foster Bondroff, 10 March 2013 - 03:24 AM.


#54 Adridos

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Posted 10 March 2013 - 03:31 AM

View PostRenthrak, on 01 March 2013 - 04:49 AM, said:

I personally despise MW4's weapon slot system. Taking the customization that has been the staple of MechWarrior from the beginning and dumbing it down to color-coded blocks was just plain insulting. I was quite relieved to find that MWO has returned to the critical slot system, and I think that weapon hardpoints are a perfectly reasonable way to impose some limitations without throwing away the system that has been used for so long.


The system? Well, have fun trying to beat your head against a wall. There are builds you can be god in and the rest is junk, so the current mechlab is more or less a glorified class selection. You will always end up in the same mech as your opponent in the end.

#55 Big Giant Head

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Posted 10 March 2013 - 06:48 AM

View PostFoster Bondroff, on 10 March 2013 - 03:19 AM, said:


Your are, period. Limiting hardpoints by size is adding a restriction. There is no need to discuss realism in a Mechwarrior game, period. BT already delivers enough limitation, as i mentioned internal space and tonnage. Sure you can fit a gauss to a raven, but at a cost, cause almost 45% of your mechs weight is used up by one weapons.



The common argument for hardpoints and different hardpoint seizes is "is for balancing". And you have not and very likely will not convince me, that this argument carries.

What limiting hardpoint size will do, is simply make less variants viable not the other way around. Cause some weapons are better than others, and thus the variants providing you with the most hardpoints for the best weapons will be the most effective and the most common.

Seize limited hardpoints would only make more variants viable if there was a perfect weapons and loadout balance. But if there is a perfect weapons balance, there is actually no need for hardpoints, because people would only be able to build balanced chassis based on their preferences, no matter the weapons they choose.

If weapons balance is perfect but HP loadout isn't, you will already make a great number of chassis a liability because of their HP loadout. If than weapons balance isn't perfect the number of viable chassis will further decrease.

If you would only allow canon builds i.e. the game would be even more unbalanced. I have played TT for over twenty years. And if there is one thing missing in canon, than its balanced mech builds. Many mech variants are pure and utter crap. Many if not most TT mechs are totaly unrealistic, not because they are mechs, but because no military would ever use such logistics nightmares.

So please leave realism out of this discussion. This is BT, this is Mechwarrior. We share the same goal, a widely balanced game.

If weapons balance is a problem, than this should be ajusted. Trying to fix this by introducing additional balancing factors will only make things worse and lead to restrictions in the end.


EDIT: BTW how would your system handle OMNIMECHs? OMNIs according to canon can fit "anything, anywhere" as long as its podmounted. Yes there are OMNI-Variants, but they are not as restrictive as other canon variants, cause the OMNI status itself allows for extrem customization.


You know what? Lets wait a little bit and see how things are going to occur. Its gonna change after they relese some mechs and variants. Then, after they relese some pretty good amount of mechs and this current systems stays as it is - your still gonna see splatcats, gausscats, erppc trebuchet and other cookie-cutter like setups....
This system can stay as it is right now, but later on, idfk.

And if it comes to restriction changes your gonna have to change number of energy hardpoints on some mechs atm.*

Edited by Big Giant Head, 10 March 2013 - 06:50 AM.


#56 HammerSwarm

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Posted 10 March 2013 - 08:50 AM

View PostBig Giant Head, on 05 March 2013 - 07:27 AM, said:

Example:
  • AC/20, requires 3 ballistic hardpoints in one section
  • AC/10, requires 2 ballistic hardpoints in one section
  • AC/5 (and AC/2), requires 1 ballistic hardpoints in one section
Crit slots system stays as it is so just for another example you can mount 1 AC/20 in Hunchbacks shoulder, 1 AC/10 and 1 UAC/5 (or AC/2), or 3 whatever...



Of course this would change energy hardpoints as well and with it you will have to change the number of the energy hardpoints does every mech (currently) have
Example:
  • Awesomes hardpoints, 8V variant has 3 energy weapon hardpoint (except for the head hardpoint),2 in left torso and 1 in arm - so if you want to balance it out you should put 6 energy hardpoint to left torso and 2 in right arm


This works very well for ballistic weapons because they are sized and balance. I would like to read additional information about your proposal as to energy weapons, missiles, tag and narc

#57 Torquemada

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Posted 10 March 2013 - 01:22 PM

Some of the suggestions for a simpler system seem to work in principle. Unfortunately it gets more complicated as larger weapons are added.

A good example is the Long Tom which uses up such a huge amount of space that barely any Mech can equip it. With the current implementation literally any mech with a torso ballistic hardpoint could use it if they have enough spare tonnage. With the simpler versions suggested this would still be the case unless every mech chassis was updated when a new weapon was added. The suggestion I posted would makes this simple to implement, just make a new very big weapon take up more slots than an AC20 and then expand the capacity of a few select chassis can then equip.

The same situation can also apply to other new large weapons we may see.

#58 Big Giant Head

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Posted 10 March 2013 - 02:31 PM

View PostHammerSwarm, on 10 March 2013 - 08:50 AM, said:


This works very well for ballistic weapons because they are sized and balance. I would like to read additional information about your proposal as to energy weapons, missiles, tag and narc


You cought me...
Note that i didnt made any calculations whatsoever

Several suggestions:

1. Whats the difference between:
  • 0/3 energy hardpoints

and

  • 0/2 energy hardpoints
  • 0/1 energy hardpoint

or

  • 0/1 energy hardpoint
  • 0/1 energy hardpoint
  • 0/1 energy hardpoint
You can deduce it yourself. But what to add in order to control boating and other weird setups? Answer lies in number of combined hardpoints:








Simply increase heat build up, if you are using more than one weapon in expected hardpoint system, e.g.:
  • in 0/3 energy hardpint section putting PPC/ERPPC would be expected
  • but if decide to put 3 ML in it your gonna have heat cons from it - increased heat generation or reduced heat dissipation from base heat of the weapon
  • same goes to 1 LL and 1 ML, but numbers heat pushback arent the same
  • in 0/2 + 0/1 energy hardpoint you can put PPC/ERPPC
  • you wont gonna have any heat cons from putting 1 LL and 1 ML
  • less heat pushbacks if your putting 3 ML than from the 0/3 one
  • in 3x0/1 energy hardpoints you cant out PPC/ERPPC
  • neither 1 LL an 1 ML
  • most beneficial boating build would be with this hardpoit setup allowing you to putt 3 ML and recevie no heat dissipation pushback
*EDIT: either heat pushback or cooldown pushback, maybe both if tweaked properly






So at the end how to avoid those ugly cookie-cutter splat-cat build (CATAPULT-CPLT A1)
Simply put 0/2 + 0/1 missile hardpoint in each arm...

Arrow IV takes 3 missile hardpoint slots

2, Repair and Rearm

Many things to say about this stuff, ill be quick to the point.
http://mwomercs.com/...__fromsearch__1
  • Cost of repair and rearm should be tweaked, and shouldnt be the same as it was with R&R 1.0
  • New R&R system that will have time pushback, if you decide not to pay for the intstans repair, you are going to have to wait (e.g. 18 mins to bring AC/20 from 0/18 to 18/18 health) - meaning that gauss rifle will take less time to repair than AC/20
  • If you decide to wait you are paying 20% of the initial (instant) repair (can be tweaked to e.g. 17%)
  • If you decide not to wait you can simply go with AC/20 that is repaired to 10/18 health or PPC that is repaired to 7/10 to save up time
  • EDIT: if you devide cost of AC/20 with 18 and then multiply that with points that you repair e.g. 10 (10/18), you get your repair cost
  • If all of your mechs are on waiting you still have trial mechs that wont take anything from your account to rearm but will take 50% of the initial cost (this can be tweaked) to repair
  • 1 point armor will take 30 secs to repair (can be tweaked, maybe 25 or 20 secs)
  • Should armor, weapon, engine, structure or any other item repair time stack, well that depends on new mechlab layer - your own repair crew ....

Edited by Big Giant Head, 11 March 2013 - 06:07 AM.


#59 Kell Commander

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Posted 10 March 2013 - 02:41 PM

While I really do not like the idea of the unrealistic Guasspult or AC 20 Raven, the fact the the mechs are only limited by hardpoints is one of the things that will help draw new players to the game. Changing it now would cause such a huge backlash it would be foolish.

#60 Weatherman

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Posted 10 March 2013 - 05:08 PM

I should point out that OmniMechs will be easy to work out. They have a fixed slot size hardpoint that is Omni, as in it can mount anything. So if your OmniMech originally had an AC/20, then it could replace that with two LRM-20s or a three ER PPCs etc...

As for trying to be canon, yes this is Mechwarrior, based on the BT universe, and while limiting slots for hardpoints may not be represented in the source material, neither is the COMPLETE customization of a mech. Oh, there are rules to construct your own mech, but BT canon tells it plain and simple that even minor field modifications, like switching out a weapons system, was not easy and the full custom design of a mech took a massive amount of R&D as well as money, time, and a fricking factory to build it. So we are in a limbo state of sorts, we are allowing field modifications, but they are not minor. Hardpoint slot limits would help keep to canon AND give variants a better reason to be played, though the Devs should probably have a look at the hardpoint scheme of the variants to make sure they are balanced with the other variants (So there isn't necessarily any GOD variant) so that you will take a variant based on your play style and the role you wish to play on the battlefield..

The restrictions I am apparently advocating are a way to help balance the TT canon with a FPS style game that, not surprisingly, needs to be adjusted for changes in how things are done (like the fact that we don't have random hits table, just a convergence point, so everything is inherently more accurate).

Edited by Weatherman, 10 March 2013 - 05:10 PM.






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