Jump to content

Number of initial release 'Mechs speculation!


16 replies to this topic

#1 Youngblood

    Member

  • PipPipPipPipPipPipPip
  • 604 posts
  • LocationGMT -6

Posted 31 October 2011 - 10:16 PM

So, how many of you remember this pic tweeted by Bryan Ekman?

http://twitter.com/#...0014720/photo/1

Judging by the number of yellow Piranha Games logos, there are possibly... at least 18 'Mechs? Of course, some of that artwork could probably be that of non-'Mech units, for flavor.

Consider that they might be divided in to weight classes, that's 4-5 'Mechs per class in Light, Medium, Heavy, and Assault, if they're balanced.

Or, perhaps they're classified by 'Mech role, Scout, or Attacker, or Defender, or some other class?

And so far, we know about several 'Mechs in existence specifically mentioned by @InnerSphereNews and other sources. We know of the Jenner, Hunchback, possibly the Warhammer, the Atlas, Mauler, and Devastator.

Looking at it all, it does seem to look like a lot of the big bads are all set up and ready to go. What are we missing for a proper game with a balanced selection of 'Mechs?

Post your thoughts!

#2 Ilfi

    Member

  • PipPipPipPipPipPipPip
  • Hearing Impaired
  • Hearing Impaired
  • 653 posts

Posted 31 October 2011 - 10:21 PM

I see about a dozen yellow tags. I don't really see how you made the link between this image and it being the current roster of available mechs, but if it is, I'd say 4 per weight class is pretty close to what we'll be getting. And that would be enough, provided they are balanced.

#3 Youngblood

    Member

  • PipPipPipPipPipPipPip
  • 604 posts
  • LocationGMT -6

Posted 31 October 2011 - 10:27 PM

Well, like the title of the thread, it might be the case and it might not. Just entertaining a little wishful thinking.

I'd say 16 for an initial release works out nicely, too. Enough selection to give a feeling of personalization, yet basic enough for the developers to flesh out the distinct 'Mech classes properly.

#4 Brixx

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 431 posts
  • LocationGermany/Bavaria

Posted 01 November 2011 - 02:14 AM

View Postyoungblood, on 31 October 2011 - 10:27 PM, said:

Well, like the title of the thread, it might be the case and it might not. Just entertaining a little wishful thinking.

I'd say 16 for an initial release works out nicely, too. Enough selection to give a feeling of personalization, yet basic enough for the developers to flesh out the distinct 'Mech classes properly.


Of course people wish for huge numbers of Mechs. But I would prefer a smaller, but perfectly balanced number of mechs. At least in the beginning. Because a huge number of mechs will be overshadowed by bad balance very soon.

#5 Youngblood

    Member

  • PipPipPipPipPipPipPip
  • 604 posts
  • LocationGMT -6

Posted 01 November 2011 - 02:20 AM

Theoretically, team tactics and weapon balancing should be able to overcome any overpowered 'Mech. Furthermore, usually new 'Mechs created under the same technology base tend to be slight variations on mission roles, not complete revolutionary units designed to replace everything else.

What 'Mechs the developers pick out of BattleTech canon for future expansions might change the gameplay of the universe a little bit, but hopefully not a lot.

#6 Fury

    Member

  • Pip
  • Legendary Founder
  • Legendary Founder
  • 19 posts
  • LocationEngland

Posted 01 November 2011 - 02:27 AM

It'd be pretty disappointing to not see a Madcat (Or Timberwolf >.> ) at launch. It's pretty iconic and I at the least would want one.

I would like to see a large selection of Mechs, around 30 or so, which would allow us some variety in the different weight classes. I don't think balancing would be that big of an issue. I imagine that within each weight class they would have a stat budget of some kind and each mech would simply have it layed out differently, Atlas having more armour than a Mauler for but with the Mauler carrying more weaponry as an example.

#7 Phytochrome

    Member

  • PipPip
  • 47 posts
  • LocationUK

Posted 01 November 2011 - 02:48 AM

Looking at the image, there might be additional concept art pieces extending to the left, so 18ish isn't necessarily an upper limit on numbers.

I note that, judging by the logoes, some of the concept art is in landscape and some in portrait. Presumably that's to show multiple views of particular mechs.

Oh man, I am seriously jonesing for more concept art at this point. I hope they've got more media releases planned for the near future.

#8 Youngblood

    Member

  • PipPipPipPipPipPipPip
  • 604 posts
  • LocationGMT -6

Posted 01 November 2011 - 03:07 AM

View PostFury, on 01 November 2011 - 02:27 AM, said:

I would like to see a large selection of Mechs, around 30 or so, which would allow us some variety in the different weight classes. I don't think balancing would be that big of an issue. I imagine that within each weight class they would have a stat budget of some kind and each mech would simply have it layed out differently, Atlas having more armour than a Mauler for but with the Mauler carrying more weaponry as an example.


There already is a nice balancing system, and that would be the space and tonnage requirements from the canon BattleTech tabletop game that MechWarrior is based off of. Fixed stats and weapon configurations from BattleTech really made a lot of 'Mechs quite distinct from each other.

View Postphytochrome, on 01 November 2011 - 02:48 AM, said:

Looking at the image, there might be additional concept art pieces extending to the left, so 18ish isn't necessarily an upper limit on numbers.

I note that, judging by the logoes, some of the concept art is in landscape and some in portrait. Presumably that's to show multiple views of particular mechs.

Oh man, I am seriously jonesing for more concept art at this point. I hope they've got more media releases planned for the near future.


Me too. There's a bunch of work that seems to have been done already that still hasn't been revealed, and it's almost like this whole site and forum are yet another teaser. :)

#9 mckenzie bruce

    Member

  • Pip
  • Corporal
  • 14 posts

Posted 01 November 2011 - 03:45 AM

Since we're on the subject, I would prefer that we be limited to canonical loadouts. That, in and of itself, would be an immense balancing factor, and eliminate a great deal of issues with "boats' as most of the canon builds were not -too- insane.

At least, until we get into clan tech munchkins.

Oh, and for the guy wanting a Timberwolf? The Falcon invasion, at -best- was in the periphery at this point (given the assumed launch date of August 3049), and the houses themselves, that is, who we're working for, had no idea of the invasion until the first wave of Operation Revivial, which hit in March of 3050

Note: just because Timmys and Mad Dogs will be -seen- in 3050, doesn't mean we'll get them. Canonically, all clan salvage went to either research or to house military, and we're all mercs.

Personally, I'll be happy so long as they have the Warhammer, the Awesome, and the Ostsol

#10 Dozer

    Member

  • PipPipPipPipPipPip
  • 289 posts

Posted 01 November 2011 - 03:56 AM

I note the word balance often used, but it seems the indications is that it is team balance not individual. That is to say it should be possible for a team of light mechs to take down larger mechs if played right. There should be no reason, lore or mechanics wise, that a large mech doesn't stomp a smaller mech (player skill being equal) if such a situation happens. If a light mech took out a larger mech (player skill being equal) one on one I'd be a wee bit concerned :)

I would like to think however that player skill > mechanics though, at least partially, regardless of size. Ever the optimist.

Edited by Dozer, 01 November 2011 - 04:00 AM.


#11 Hayden

    Member

  • PipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 1,997 posts

Posted 01 November 2011 - 03:58 AM

View Postaegis kleais™, on 01 November 2011 - 03:48 AM, said:

Valve made a mistake in TF2 by "classifying" the different classes into "Offensive" "Defensive" and "Support".

It was a tactical misnomer, to say the least. Classifying a Mech may give a newcomer an idea on chassis that excel better at particular roles, but the pilot's skill will dictate what the Mech will be able to do, not some label.


Strongly agreed!

#12 NathanC

    Rookie

  • 9 posts

Posted 01 November 2011 - 04:07 AM

View Postaegis kleais™, on 01 November 2011 - 03:48 AM, said:

Valve made a mistake in TF2 by "classifying" the different classes into "Offensive" "Defensive" and "Support".

It was a tactical misnomer, to say the least. Classifying a Mech may give a newcomer an idea on chassis that excel better at particular roles, but the pilot's skill will dictate what the Mech will be able to do, not some label.



Amen to that. I think a "Suggestion" as to what the mech was set up for would be helpful to the new player. But let them learn how to use it their way. I think it would boost diversity among playing styles by a ton. And that's always a nice thing.

#13 flynn fetladral

    Rookie

  • 2 posts

Posted 01 November 2011 - 04:09 AM

I'm going to guess there will be a good selection of mechs in all weight classes to balance the game out from launch. Some of these mechs might be unique to each house I'm going to guess.

#14 NathanC

    Rookie

  • 9 posts

Posted 01 November 2011 - 04:17 AM

I'm hoping for it to start of with, say, four mechs a weight class. Like I think it was Birxx who said, doing to many at the launch would cause overwhelming. But I would love to see up to 20 a weight class.

All that over a certain period of time of course.

#15 SquareSphere

    Member

  • PipPipPipPipPipPipPipPip
  • 1,656 posts
  • LocationIn your clouds, stealing your thunder

Posted 01 November 2011 - 06:03 AM

4-5 per class sounds about right to me from a release stand point. Animation all of those mechs will be a huge pain :) But yeah as far as roles go, it's always been up to the player to use their skill to create a loadout that matches their play style.

#16 aglarang

    Member

  • PipPipPip
  • 68 posts
  • LocationBuckminster

Posted 01 November 2011 - 06:40 AM

View PostFury, on 01 November 2011 - 02:27 AM, said:

It'd be pretty disappointing to not see a Madcat (Or Timberwolf >.> ) at launch. It's pretty iconic and I at the least would want one.

I would like to see a large selection of Mechs, around 30 or so, which would allow us some variety in the different weight classes. I don't think balancing would be that big of an issue. I imagine that within each weight class they would have a stat budget of some kind and each mech would simply have it layed out differently, Atlas having more armour than a Mauler for but with the Mauler carrying more weaponry as an example.


I think you will be disappointed, at least at game launch. It sounds like we will not see the clans initially at the start date, so no Timberwolf early on.

I also believe that they will make certain mechs available from the outset as the standard base set. It may even depend on which Great House you start with (Kurita makes Jenner, Panther, Mauler available as specials versus Enforcer, Jaegermech, and Victor [though by now, doesn't Kurita own most of the Victor factory worlds after the war of 3039?] etc.) After that, mechs may be introduced as new patches are released at times of large changes. Finally, I think that mechs will be obtainable via two other methods. 1) In game rewards for attaining certain ranks/achievements. 2) Buy them for cash. I am actually ok with this. I do not see it as a huge game changer for an Atlas to be available to all, but it costs me $5 to buy the rights to use a King Crab.

#17 Rodney28021

    Member

  • PipPipPipPipPipPip
  • 404 posts
  • LocationRural Western North Carolina

Posted 10 June 2012 - 08:04 AM

12 mechs so far is a good starting mix. i will not complain if they release more mechs at the start.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users