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Assault mechs will RUIN THIS GAME!!!11one


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#81 Gendo

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Posted 03 June 2012 - 09:07 AM

in BT its not that easy because there enough weapons to make almost anything usefull.
if you take an atlas and encounter a longbow at maxrange it will be over for you 20-30 secs later. the same longbow in closerangebatte vs. a jenner has no chance of survival.

major advantage:
unlike wot, BT shells cant bounce! so that nuub in his 30t mech fitting one lrm 10 WILL hurt the atlas (and generate ep/creds) and needs to be countered or he WILL kill a mech more than 3 times his size...

#82 Xandre Blackheart

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Posted 03 June 2012 - 09:07 AM

Of course, there will always be those few noobs who do well in an assault role because it happens to fit their playstyle. If it's an mmo, there's always the possibility they will include a "reroll" option.

#83 verybad

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Posted 03 June 2012 - 09:08 AM

In one one one combat, assaults are still likely to be dominant. Tean work, electronics, and base capture should even the field,

#84 GrizzlyViking

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Posted 03 June 2012 - 09:13 AM

View PostFrostiken, on 03 June 2012 - 06:47 AM, said:


Am I completely off my rocker here?


I wouldn't say you are "off your rocker," but having an all Assaults is likely going to result in an abundance of spare Assault Mech parts. Well formed, balanced lances will make short work of an all Assault force with tactics and diversity. The Devs have clearly stated that tactics and balance will rule over brute force and that they are not going to allow the game to become the guy with the biggest guns rules. After dying a few times new players will realize this game is not about getting the biggest Mech with the most powerful weapons for the win. Winning here is much more complicated than other FPSs and it takes balance, strategy, and planning to win consistently in MechWarrior. Those that think you can just grab a big Mech and just jump in and win are going to be a bit disappointed to learn that it just doesn't work that way. MechWarrior is not a game for young immature kids that just like shooting things and those types of players will not fare well here. This game takes time and effort to learn and do well and those that learn and understand the most will win the most.

#85 Steve Fire

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Posted 03 June 2012 - 09:25 AM

If it is truly a concern about the learning curve of this game possibly some strong hearted experienced mech warriors should start up a training/school corp. There is a similar idea in the EVE mmo where there is a player run corp that teaches new players what they need to know to survive.

#86 Lightfoot

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Posted 03 June 2012 - 09:30 AM

HEELLLOOOO, the premise of this thread (Teams will consist of all Assault mechs vs lighter mechs) is incorrect!

Teams will have a maximum of 12 'mechs on each side balanced (most likely) by total dropweight and other factors. I do not know how this will be determined, but dropweight (which will likely vary) is how balance is usually maintained. So say it is 700 and one team brings all assaults, 7 'mechs, maybe 8. The other team brings 11 Catapults and a Jenner to scout. Who is going to win? Most likely the 11 Catapults and the Jenner, but the Assault team has a good chance too. That's why total dropweight is usually the balancing factor used.

Edited by Lightfoot, 03 June 2012 - 09:31 AM.


#87 Zerstorer Stallin

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Posted 03 June 2012 - 09:40 AM

There is no way games could be based just on tonnage, clan mechs would wipe the floor every match. There is a point system in the table top version. A star (5) of clan mechs very well could have to face a company of inner sphere mechs in the early years, and latter its might get down to 5 clan vs 10 + innersphere, until you get to the point alot of inner sphere tech starts to catch up, then it would be something like 5 vs 7 (point scale).

We'll see though.

#88 Oswin Aurelius

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Posted 03 June 2012 - 09:55 AM

View PostLightfoot, on 03 June 2012 - 09:30 AM, said:

HEELLLOOOO, the premise of this thread (Teams will consist of all Assault mechs vs lighter mechs) is incorrect!

Teams will have a maximum of 12 'mechs on each side balanced (most likely) by total dropweight and other factors. I do not know how this will be determined, but dropweight (which will likely vary) is how balance is usually maintained. So say it is 700 and one team brings all assaults, 7 'mechs, maybe 8. The other team brings 11 Catapults and a Jenner to scout.


The Devs have stated that at launch, they are not limiting teams in any way, but they are looking into their own version of the Battle Value system.

Also, games are 12v12. You can't go into a match with less than 12 people on a team, right now that's the only way they have it.

#89 warner2

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Posted 03 June 2012 - 10:10 AM

I think the OP has a good point. No matter what starter mech you pick, you might regret it in a few hours once you realise it doesn't suit your play style. This might be getting tired of your slow plodding assault, but you might also regret choosing a fragile light.


I think you could easily allow the starter mech to be traded in for another starter mech of a different class. Why not? Maybe within a certain time period if you don't want to allow free reign. You'd lose the XP/levelling on the mech you're trading it, so there wouldn't be any obvious way to abuse it, you'd just get the opportunity to change your mind. It would avoid new players getting sick of the game and leaving, or forcing them to create another account to get a different starter mech leaving PGI with unused accounts floating around.

Edited by warner2, 03 June 2012 - 10:11 AM.


#90 Aym

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Posted 03 June 2012 - 10:11 AM

I don't know, coming from an RPG background only half or so of new players want the biggest. Most really do care about battlefield roles and versatility. Also, most game-players have been taught that big/strong=slow/unwieldy. Think back to Final Fight or Super Mario Brothers 2, or Mario Kart, or Street Fighter 2, or any modern space game. Even Team Fortress 2 has this. The bigger the guy/tank/mech/ship the slower and more unwieldy. I think enough players will take that into account when choosing a mech.

#91 Lightfoot

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Posted 03 June 2012 - 10:13 AM

View PostOswin Aurelius, on 03 June 2012 - 09:55 AM, said:


The Devs have stated that at launch, they are not limiting teams in any way, but they are looking into their own version of the Battle Value system.

Also, games are 12v12. You can't go into a match with less than 12 people on a team, right now that's the only way they have it.


Trust me there is a limiting factor that you and I are not aware of. You won't be allowed to bring 12 Atlas's vs 12 Hunchbacks. It's just not done in MechWarrior gaming. They want to encourage role warfare so it will likely be tied to that.

As for Clan Tech, TT cannon is they are limited in numbers. Stars and Binaries, but again, we'll see.

Edited by Lightfoot, 03 June 2012 - 10:21 AM.


#92 Sassori

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Posted 03 June 2012 - 10:15 AM

View PostZerstorer Stallin, on 03 June 2012 - 09:40 AM, said:

There is no way games could be based just on tonnage, clan mechs would wipe the floor every match. There is a point system in the table top version. A star (5) of clan mechs very well could have to face a company of inner sphere mechs in the early years, and latter its might get down to 5 clan vs 10 + innersphere, until you get to the point alot of inner sphere tech starts to catch up, then it would be something like 5 vs 7 (point scale).

We'll see though.


Uh who says it can't be based on Tonnage? Just because it's based on tonnage doesn't mean that Clans will have the same amount. Hell, we don't even know if Clans will end up being a Playable Faction. There's a ton of assumption going around on that but I do know this: The game is launching Inner Sphere vs Inner Sphere. So that's what we have to work with.

#93 PANZERBUNNY

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Posted 03 June 2012 - 10:22 AM

Please. Everyone choose an Assault.

I will choose a light scout, and since there aren't many of us on the market, we are a desired, respected and talented corp of mechwarriors who can get in and help rain firey indirect death on your precious metal hulks while 2 of our other mechs close in to smash you to pieces.

P.S Scouts are trained to fight while they are tagging and causing indirect esplozions.

Edited by PANZERBUNNY, 03 June 2012 - 10:23 AM.


#94 Woodstock

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Posted 03 June 2012 - 10:23 AM

I am still holding out hope for the matchmaking system to allow for different numbers of players per side.

So if your noob team of 8 atlas's is formed ... they will be on their own against 12 more balanced players

Same BV/Tonnage ... but different number of players

#95 Jordan Kell

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Posted 03 June 2012 - 10:39 AM

View PostWoodstock, on 03 June 2012 - 10:23 AM, said:

I am still holding out hope for the matchmaking system to allow for different numbers of players per side.

So if your noob team of 8 atlas's is formed ... they will be on their own against 12 more balanced players

Same BV/Tonnage ... but different number of players

I totally agree W. For those that feel bigger is always better will soon learn the folly of that assumption.

#96 Holyshoot

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Posted 03 June 2012 - 10:43 AM

вообще не понимаю о чем вы пишите ;)

#97 PANZERBUNNY

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Posted 03 June 2012 - 10:50 AM

View PostSteve Fire, on 03 June 2012 - 09:25 AM, said:

If it is truly a concern about the learning curve of this game possibly some strong hearted experienced mech warriors should start up a training/school corp. There is a similar idea in the EVE mmo where there is a player run corp that teaches new players what they need to know to survive.


It's called CAS.

There is EVEn University, but that is a private guild, ran by some entitled space tards.

CAS is a starter corp and is full of veteran peopel that help new players out.

#98 FinnMcKool

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Posted 03 June 2012 - 10:59 AM

maybe if some one is alone wolf they should be alloud to have 1 from each weight class , all 4 as starters, if they join a unit or faction they are forced to start new , maybe save their XP but lose their mechs

lone wolfs will be missing out on a lot, like the Meta game, but most newbs will most likely start as a lone wolf , and they will be needed to fill a lot of holes in the ranks IMHO.

I think this could help them get used to Battletech and they wont really be getting anything more than hard core players , cause we will be in Units and groups that will be balanced even before the game comes out.

#99 Costello

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Posted 03 June 2012 - 11:03 AM

Even though i do not believe this will happen with any long time effects anyway, People see the world of tanks mentallity and cringe in fear of its mechanics.. I was part of closed beta for that game and still play it when im bored. But when people found out about how OP the t -54 was and the latter t-59 all you saw was russian fan boys and those things everywhere. I believe thats what he fears.

But even a intellegent scout can take out an assault.. ive seen it/ done it plenty of times. All i can say is it will weed itself out . people will A: move to different mechs and find the ones they like to play and or play well.
B: Live with there choice and learn to play it.

We wont know for sure till it hits so playing the roll of chicken little worried "the sky is falling" is a little premature at this point. just be happy this is almost here after a long long wait and hope its everything it can be.

Edited by Costello, 03 June 2012 - 11:04 AM.


#100 Der Basilisk

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Posted 03 June 2012 - 11:12 AM

Perhaps i have an idea concerning which mech is right for us to start with. Why not the possibility to configure and play several chassis over a period of... perhaps 5 matches? During this time the player can find out what he likes or not and then stay with it. Otherwise i fear to pick one of those assault mechs too or there will be soon "Der Basilisk48", which i would honestly regret.





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