starting mechs
#1
Posted 02 November 2011 - 08:35 PM
but which ones?
i can only find my old 3050 (revised) and 3025 (again revised), and the 2750
but lets take the jenner (i would assume that as a light its one of the first ones we can get into)
3025 has the jr7-d jenner and 3050 has the jr7-k... differences? well the k model loses .5 tonnes of armor to fit a case system into the srm launcher.
well ok not a major change... but then the 3025-3050(original 3050) covers tech 1 mechs and 3050(revised) and after cover tech 2 with some tech 3 thrown in until the end of the fedcom civil war, where it jumps forward to the clix system.
now the game starts sometime in 3049, this would be well after the 4th succession war, where the first of the tech 2 stuff is being produced for front line combat. (reverse engineered from the grey death memory cores from right before the 4th war) and then of course the clans hit and the need for the tech 2 equipment becomes paramount.
so the point is are we going to eventually get an atlas with an ac20 or a gauss rifle? or change the gun out as we want? (ah la mechcommander)
#2
Posted 02 November 2011 - 08:39 PM
Edited by redplauge, 03 November 2011 - 10:34 AM.
#3
Posted 02 November 2011 - 08:43 PM
As for the 'Mechs I'd bet the 3025 versions are the standard starters for when the game launches with the newer versions appearing rarely
#4
Posted 02 November 2011 - 08:52 PM
though the stacking of versions could get confusing if not handled properly.
OR
instead of having them separate mechs, when you purchase a mech chassis you can select what model you want to start with as a base loadout out of what is available at this point in lore/game time and then modify that if you want.
IE you could buy a Hunchback and then select the available variant you wish for a base loadout.
and you could also pay to modify an existing mech you already own to a different variant (using MW4 as a guide, a normal Hunchback cannot be a 4P Swayback because you cannot change the Balistics slot to an energy weapons slot in game and there for is impossible to mount the extra Lasers, in this case you would need to rebuild it as a 4P variant) again for a cost. you can still modify this in the mechlab to what ever the heck you want, but it's still under the restrictions that the particular variant loadout imposes, for example (using MW4 again) If you had a 4P Hunchback you could replace the Lasers with A PPC or any other energy Weapons in place of the Lasers, but only energy weapons, as defined by the slot.
I think this would do nicely.
Edited by goon, 02 November 2011 - 09:33 PM.
#5
Posted 02 November 2011 - 09:30 PM
#6
Posted 03 November 2011 - 10:42 AM
and ah the urbie i foresee a need to stockpile clan er ppcs...
#7
Posted 03 November 2011 - 10:50 AM
#8
Posted 03 November 2011 - 10:55 AM
I want to see more about the advancement of your pilot and the link to a specific mech/s rather than moving up from one to another mech in some sense that the 100ton atlas is better than a 75 ton marauder.
#9
Posted 03 November 2011 - 11:06 AM
My list of most likelies (just the model for now - variant predictions will wait for more info on game mechanics and setting):
Locust
Commando
Spider
Jenner (for sure)
Vindicator
Hunchback (for sure)
Griffin
Trebuchet
Catapult
Jagermech
Victor
Battlemaster
Awesome
Zeus
Atlas (for sure)
#10
Posted 03 November 2011 - 11:17 AM
As long as missions make those lighter machines essential, there will always be reasons for them.
#11
Posted 03 November 2011 - 11:20 AM
#12
Posted 03 November 2011 - 11:26 AM
#13
Posted 03 November 2011 - 11:29 AM
WhiteRabbit, on 03 November 2011 - 11:26 AM, said:
If all we do is slug it out, light would be bad.
Fortunately, there's more roles than "shoot the **** out of everyone" in this game. See the section in the FAQ about "information warfare"- lights are ideal for this part of the game, since getting places and scouting begs for high-mobility units.
#14
Posted 03 November 2011 - 11:32 AM
I'd have to following initial picks per faction:
DC and FRR:
Panther, Jenner, Griffin, Wolftrap, Wolverine, Dragon, Catapult
FC
Wasp, Commando, Wolfhound, Centurion, Dervish, Rifleman, Thunderbolt
CC:
Stinger, Raven, Wasp, Vindicator, Huncback, Cataphract, Jagermech
FWL:
Hermes, Wasp, Locust, Wolverine, Cicada, Quickdraw Guillotine
Merc:
Wolfhound, Spider, Locust, Phoenix Hawk, Assassin, Quickdraw, Catapult
There should also be one randomly generated pick from the Era Report 3052 RAT's.
More mechs would become available after the first few missions.
#15
Posted 03 November 2011 - 11:37 AM
vallend, on 03 November 2011 - 11:20 AM, said:
The problem is, anyone who comes in a little late or doesn't play as often is going to be in a lot of trouble, because they'll stuck with using only the smaller 'mechs - they'd have no chance against the higher-ranked players without a lot of luck or skill. That's why I like the idea of giving starting players a couple basic 'mechs from each weight class - it lets players experiment with play-styles, while still allowing them to gain "better" 'mechs in their weight class. The new guys have a decent chance of being effective, providing they have some skill, and the high ranking players still get their unlocks.
So, for example, the Marauder and Atlas are in many ways the "ultimate" examples of their weight classes. Making those high-level unlocks while still allowing, say, the Quickdraw and/or Rifleman (both have decent firepower, relatively low armor and speed) in the heavy weight class and the Awesome (High firepower and armor, but low speed and ridiculous heat generation) and/or Charger (great speed for its weight, decent point-blank firepower, relatively low armor) for assault 'mechs. Not sure what the low- and high-rank mediums and lights would be, but the devs could certainly figure something out.
#16
Posted 03 November 2011 - 12:15 PM
So the answer to the OP is that it really depends on what the setting and mechanics of the game are. I anticipate that we'll see more of a 3025 focus on the tech at release, with lots of small but quick DLC updates over the first 6 months to bring us more in line with 3050.
#17
Posted 03 November 2011 - 01:08 PM
I would rather the differentiation be the roles they play, possibly the upgrades they have, but not the weight they are.
#18
Posted 03 November 2011 - 01:09 PM
#19
Posted 03 November 2011 - 01:15 PM
Barantor, on 03 November 2011 - 01:08 PM, said:
I would rather the differentiation be the roles they play, possibly the upgrades they have, but not the weight they are.
Thanks, it was my initial aim to give players different mechs from the start to create some more diversity.
But I agree with your statement that they should be divided by role.
#20
Posted 03 November 2011 - 01:17 PM
Also, remember that there will be no single player to work through. This is straight up multiplayer, so there won't be a kiddie mission with 3 tanks and 1 mech for you to learn how to turn in. There may be a tutorial, but we'll all be diving straight into PvP combat, so all of the roles need to be available at the get-go.
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