

Mech Customization Poll
#1
Posted 09 June 2012 - 04:36 PM
#2
Posted 09 June 2012 - 04:49 PM
#3
Posted 09 June 2012 - 04:56 PM
#4
Posted 09 June 2012 - 04:57 PM
How else am I suppose to get my Atlas with 16 machine guns.

Edited by Lt muffins, 09 June 2012 - 05:19 PM.
#5
Posted 09 June 2012 - 05:01 PM
#6
Posted 09 June 2012 - 05:04 PM
#7
Posted 09 June 2012 - 05:05 PM
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
Posted 09 June 2012 - 05:13 PM
BTMUX FTW!!
#9
Posted 09 June 2012 - 05:20 PM
#10
Posted 09 June 2012 - 05:21 PM
#11
Posted 09 June 2012 - 05:21 PM

#12
Posted 09 June 2012 - 05:25 PM
#13
Posted 09 June 2012 - 05:28 PM
#14
Posted 09 June 2012 - 05:31 PM
#15
Posted 09 June 2012 - 05:34 PM
Lipot, on 09 June 2012 - 05:25 PM, said:
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
Posted 09 June 2012 - 05:39 PM
Edited by P O W, 09 June 2012 - 05:40 PM.
#17
Posted 09 June 2012 - 05:46 PM
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
Posted 09 June 2012 - 05:46 PM
also,
Quote
[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
Posted 09 June 2012 - 05:54 PM
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