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Mech Customization Poll


18 replies to this topic

Poll: Customization (96 member(s) have cast votes)

How much will you customize your mechs?

  1. Stock all the way. There's enough variants for anything I need. (2 votes [2.08%] - View)

    Percentage of vote: 2.08%

  2. I plan on just changing a little here and there to suit my stye. (17 votes [17.71%] - View)

    Percentage of vote: 17.71%

  3. I will customize to suit the terrain and the role I want to play. (26 votes [27.08%] - View)

    Percentage of vote: 27.08%

  4. I plan to strip my mechs and rebuild them from the ground up. (46 votes [47.92%] - View)

    Percentage of vote: 47.92%

  5. Mech X with loadout Y has the highest DPS. That's what I want and will customize until I get there. (5 votes [5.21%] - View)

    Percentage of vote: 5.21%

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#1 Divine Retribution

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Posted 09 June 2012 - 04:36 PM

I'm just curious what players will want to do with their mechs. If you had the C-Bills to customize as much as the system allows, which would you prefer?

#2 Joseph Mallan

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Posted 09 June 2012 - 04:49 PM

I was torn between minimal Mods and mod to fit the role. But in honor of being a team player, I chose fit the role Mods.

#3 Strisk

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Posted 09 June 2012 - 04:56 PM

I'm not sure what exactly the difference between the last 2 answers is, that is assuming you're rebuilding your mech to be a giant walking death machine....

#4 Lt muffins

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Posted 09 June 2012 - 04:57 PM

Built from the ground up.

How else am I suppose to get my Atlas with 16 machine guns.

Posted Image

Edited by Lt muffins, 09 June 2012 - 05:19 PM.


#5 Gravaar

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Posted 09 June 2012 - 05:01 PM

Yep i am a Modder not a Min/Max person i like to see what weird combinations i can get

#6 Basa820

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Posted 09 June 2012 - 05:04 PM

I want a ONE SHOT KILL rig

#7 Frostiken

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Posted 09 June 2012 - 05:05 PM

I'm going to put whatever's best on my mechs, because if I don't someone else will.

I'm a little sad that from the very minimal limitations on alterations (you don't even have to pay money to move things around on a mech), every mech you encounter is going to be a hideous amalgamation of bolted-on scraps.

There's a lot about MWLL that bothers me but I will always love its decision to hold off on the Mechlab. Being able to encounter known variants and understand how to exploit their weaknesses added a bit of depth to the game that disappears when you introduce a mechlab.

I really don't want to see Hunchbacks hauling *** around the place at 110 kph, but that's exactly what's going to happen, and much of the flavor of individual mechs disappears. You end up with naught but a pile of mech soup.


What's the point of buying a Hunchback if you can simply strap an AC/20 and some lasers onto your current mech?

Edited by Frostiken, 09 June 2012 - 05:06 PM.


#8 ViperPryde

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Posted 09 June 2012 - 05:13 PM

I for one will field something that will fit the role of everything I do...and to be honest I have never needed anything more then a STK-4N and a FLS-8K....with those...I might change up a tiny bit based on scenerios but those two mechs have all I need.

BTMUX FTW!!

#9 Mechwarrior Buddah

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Posted 09 June 2012 - 05:20 PM

Id totally strip it but from what Ive read about their hardpoint system you cant

#10 Freyar

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Posted 09 June 2012 - 05:21 PM

I kinda wanted to build one from the ground up, but with limited knowledge I don't think that's the best course of action.

#11 Warfeli

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Posted 09 June 2012 - 05:21 PM

Everything and anything that can be modified to give me ANY sort of advantage for a certain role, on a certain map, against a certain enemy, I shall and will customize, and I will enjoy doing so. ;)

#12 Lipot

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Posted 09 June 2012 - 05:25 PM

I am a merc pilot so having the ability to customize and modify makes sense to me. House 'mechs tend to have standard roles and fittings and that works great. They don't have the restrictions of cost and supply as bad as a 'merc pilot does. Most 'merc pilots are trying to earn a living and at times, tend to be short on cash to do a proper repair to their 'mech. That's when you start seeing all of the off-standard formats. Your out of ammo for your AC/5 and the gun is dead but you have a couple of spare small lasers. You switch them around and hope that you don't overload the computer. Your LRM is blown to hell. Swap in a SRM and flamer. Getting tired of the LBX causing you headaches. Switch to PPC. The better mods became the "variants" at times. Think about the Catapult C1 and K2. Some guy just totally ran out of replacement parts and whip a complete laser boat together. Then the factory went and fixed all the problems that field mods have to make the second line.

#13 DoubleD

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Posted 09 June 2012 - 05:28 PM

I'll modify for what's most efficient for my style of play. As a merc, I need a balance between expense and functionality.

#14 LackofCertainty

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Posted 09 June 2012 - 05:31 PM

I can't give a blanket answer, because it depends on the mech. The default Catapult is one of my favorites, so I don't need to mechlab it, but there's plenty of mechs that I'd like to tinker with just to see what I could get them to do. Variety is the spice of life.

#15 Jordan Kell

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Posted 09 June 2012 - 05:34 PM

View PostLipot, on 09 June 2012 - 05:25 PM, said:

I am a merc pilot so having the ability to customize and modify makes sense to me. House 'mechs tend to have standard roles and fittings and that works great. They don't have the restrictions of cost and supply as bad as a 'merc pilot does. Most 'merc pilots are trying to earn a living and at times, tend to be short on cash to do a proper repair to their 'mech. That's when you start seeing all of the off-standard formats. Your out of ammo for your AC/5 and the gun is dead but you have a couple of spare small lasers. You switch them around and hope that you don't overload the computer. Your LRM is blown to hell. Swap in a SRM and flamer. Getting tired of the LBX causing you headaches. Switch to PPC. The better mods became the "variants" at times. Think about the Catapult C1 and K2. Some guy just totally ran out of replacement parts and whip a complete laser boat together. Then the factory went and fixed all the problems that field mods have to make the second line.

As a fellow merc I must agree with Lipot here. when strapped for ammo, bring on the lightshow. Even though you'll be sweating buckets from the excess heat, until the ammo arrives.

#16 P O W

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Posted 09 June 2012 - 05:39 PM

only thing i really plan on doing to my mechs is upgrade its exsisting weapons for lostech IE: med lasers to med Plasers, adding in artemis IV and the like, i like the KISS system never steers you wrong!

Edited by P O W, 09 June 2012 - 05:40 PM.


#17 Shiloh Bane

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Posted 09 June 2012 - 05:46 PM

With my time in table top. I had the most fun building and designing my own Mechs. I positively hated having to use a "Stock" mech. I could build to suit my needs and modify as I encountered problems with each design.

As some have mentioned this is bread and butter for Mercs. When parts and money run short, Mechs get juryrigged. If the unit is on a desert planet, wouldn't some high heat weapons get traded out for cooler firing weapons? I seem to remember reading somewhere that it happens.

Now House units on the other hand wouldn't really be customizing their Mechs. Uniformity rules because of Logistics. You have "X"number of AC/20s in the unit, so you need to carry "Y" tons of ammo. When Captain Smithers decides to mount something else it throws off all those painstakingly made supply totals.

Me, I'm gonna build, mod, and down right tinker to get what I feel comfortable with.

Yes, some nutjob will dump a huge engine into his Hunchback so he can leave roostertails of dirt when he hits full throttle, but that cowering infantryman with his narisaka laser rifle will be able to knock him out with a single hit since he sacrificed armor and weapons to do his burnouts.

#18 Mechwarrior Buddah

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Posted 09 June 2012 - 05:46 PM

http://mwomercs.com/...blog-6-mechlab/

also,



Quote

Lets say I take an Awesome, normally with 3 PPCs, 1 small laser. Then I modify it to its maximum theoreitcaly extent, that is to say 10 medium lasers. Will this be possible, or could the hardpoint system further restrict so there's a maximum number of smaller weapons that could replace a larger one to help prevent crazy boating? –CapperDeluxe

[DAVID] The hardpoint system will be related to how many weapons are in the default loadout, and not how many slots those weapons take up.

Isnt this system a little rigid? If i got this right you can only downgrade weapons because you couldnt fit a bigger weapon into the hardpoints even if you reduced armor. –Rutok

[DAVID] Hardpoints will limit the number of weapons that can be placed in a location on the ’Mech. The number of slots those weapons can occupy is not predefined (outside of the maximum number of slots in the location). So let’s say that I’m allowed 2 energy weapons in my right arm. I currently have 2 Medium Lasers which occupy 1 slot each. I would still be allowed to put in 2 Large Lasers, which occupy 2 slots each.


What we know so far

#19 JHare

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Posted 09 June 2012 - 05:54 PM

I'm going with minimal modification. Given there are no plans to implement infantry or battle armor that I'm aware of, I'll strip out anti-infantry weapons and replace them with anti-mech weapons. Assuming that I have the hard points available, most likely I'll just be removing machine guns and flamers and adding heat sinks and small/medium lasers.





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