

Would You Play Semi-Stock Mech Games?
#21
Posted 09 April 2013 - 10:29 AM
If I had to choose one, though, I think I would go with Heavy Metal. It has a surprisingly sane stock load-out and can be converted from XL to STD while staying within your semi-stock rules.
#22
Posted 09 April 2013 - 10:33 AM
Buckminster, on 09 April 2013 - 08:50 AM, said:
Agreed. 3025 time frame is more interesting, in no small part because there are no Clan Mechs on the horizon.
Buckminster, on 09 April 2013 - 08:50 AM, said:
Not true. SHS are completely viable provided everyone is forced to use them. It does make for a slower-paced game and you have to be a little less aggressive when customizing your Mech, but SHS are completely viable as long as DHS are not available.
#23
Posted 09 April 2013 - 10:35 AM
#25
Posted 09 April 2013 - 10:51 AM
#27
Posted 09 April 2013 - 10:53 AM
#28
Posted 09 April 2013 - 10:54 AM
Edited by DocBach, 09 April 2013 - 10:54 AM.
#29
Posted 09 April 2013 - 10:56 AM
Semi-Stock, really depends on the rules, I mean is removing a ML of a AC20 hunchie allowed so I can add ammo? Because 1 ton of ammo isn't enough. I think it would cause more issues on what is and isn't SEMI-stock though, and probably wouldn't work.
#30
Posted 09 April 2013 - 11:00 AM
#31
Posted 09 April 2013 - 11:01 AM
Roadkill, on 09 April 2013 - 10:33 AM, said:
Fair enough I suppose, but I'd be afraid that we'd see a map full of mechs that overheated after firing 2-3 salvos of their weapons - especially on any of the more energy-heavy builds. My K2 has twin ERPPCs and twin MGs and still overheats with 22 DHS - that should *never* happen.
#32
Posted 09 April 2013 - 11:01 AM
#33
Posted 09 April 2013 - 11:16 AM
TheForce, on 09 April 2013 - 10:17 AM, said:

Quick run through Mechlab took the Heat scale from 1.11 for a stock K2, to 1.48 with DHS.
According to Smurfy's, the max sustainable DPS goes from 2.69 (with a 27% cooling efficiency) to 4.58 (with a 46% cooling efficiency). I know this is based more on constant alpha strikes, which isn't how the mechs are supposed to be run, but it still gives some numbers to the difference.
#34
Posted 09 April 2013 - 11:18 AM
Buckminster, on 09 April 2013 - 11:16 AM, said:
According to Smurfy's, the max sustainable DPS goes from 2.69 (with a 27% cooling efficiency) to 4.58 (with a 46% cooling efficiency). I know this is based more on constant alpha strikes, which isn't how the mechs are supposed to be run, but it still gives some numbers to the difference.
"isn't how the mechs are supposed to run"
And yet that's what everyone is going to do because it's better than not doing it.
#35
Posted 09 April 2013 - 11:54 AM
1: If you ran a mech that actually performs reasonably well in stock config, you'd get called out and mocked as a "min-max warrior" constantly: I don't want to play a game type where optimizing your mech is villainized.
2: The weapons layout on many mechs makes very little sense and merely wastes tonnage: The Stalkers, for instance, all pack in so much weaponry as to be practically unplayable in a stock config. I wouldn't want to cripple myself.
Edited by Mackman, 09 April 2013 - 11:55 AM.
#36
Posted 09 April 2013 - 12:03 PM
Shumabot, on 09 April 2013 - 11:18 AM, said:
"isn't how the mechs are supposed to run"
And yet that's what everyone is going to do because it's better than not doing it.
The current convergence mechanics make big alphas payoff - but based on the old TT it wasn't feasible. Take the old standby of a Warhammer - 32 heat, up to 34 if you were running. You'd only dissipate 18 of that, so after two turns you'd be shut down, would probably have had your ammo cook off, and 90% of what you shot wouldn't have done anything due to the differences in ranges and the bell curve of the dice mechanic.
So I suppose when I say "how they aren't supposed to run", I should have said "wasn't how it was played in TT". The heat/to hit/damage payoff is a lot different when you are looking at absolute math from dice. You don't fire those medium and small lasers at long range, the slim odds of hitting meant that you were usually just making heat.
Edited by Buckminster, 09 April 2013 - 12:34 PM.
#37
Posted 09 April 2013 - 12:21 PM
#38
Posted 09 April 2013 - 12:33 PM
Buckminster, on 09 April 2013 - 12:03 PM, said:
So I suppose when I say "how they aren't supposed to run", I should have said "wasn't how it was played in TT".
Which is a flawed analogy in and of itself since the TT randomization and gameplay mechanics do not translate into a live videogame at all. They're a conceptual basis, but the math and gameplay of the TT is impossible to translate into live for many very valid reasons. The moment you no longer adhere to the math of the base TT game analogies that use it to state how things "should" function start to break down and become inapplicable at a fundamental level.
Edited by Shumabot, 09 April 2013 - 12:37 PM.
#39
Posted 09 April 2013 - 12:37 PM
#40
Posted 09 April 2013 - 12:51 PM
Shumabot, on 09 April 2013 - 12:33 PM, said:
I'm not saying "this isn't true to TT it needs to change" - it took some time but I've come to accept it.

Shumabot, on 09 April 2013 - 12:37 PM, said:
The issue here is that PGI said "we're trying to make a sim that is based on TT values", so it's what a lot of people expected. I think PGI screwed the pooch when they decided to double armor, because it lead to a lot of other changes that needed to be made - increasing damage on missiles, increasing ammo counts per ton, etc. - that really took away some of the 'feel' that people were looking for.
Edited by Buckminster, 09 April 2013 - 12:51 PM.
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