Gaslight, on 16 August 2013 - 11:35 AM, said:
So a month goes by and the Kintaro gets a fix for its giant CT but after a year we're just now LOOKING at maybe possibly doing something to help the Awesome?
And as others have said, what's really needed is an intensive look at scaling for all 'mechs and the resizing of several. (Quickdraw and Trebuchet are too big, Catapult maybe too...contra what many people think I believe the Stalker is about right considering its profile.)
size and profile i would be fine with on the stalker if they altered the side torso hitbox a bit so that you can more reliably hit the CT of the damn thing. Currently the CT is just a tiny sliver in the middle and they completely protect it by twisting away. Which is a little to easy for a mech like that.
Wynteryth, on 17 August 2013 - 06:49 AM, said:
It amazes me that so many people don't know about this game and it's origins. Battletech first appeared in 1984. Mechwarrior was published in 1986 (I believe). The tabletop game and the different computer games were fully fleshed out by 2000. That's right. For all of you who don't realize it, this game is actually over 25 years old.
I have news for you. The Kintaro is in the 2750 (published in 1989) and 3050 (published in 1990) Technical Readouts and it had a Cruising speed of 54 and a Max Speed of 86. So saying it's too slow is is funny since it's right where it was originally designed. The Kintaro is an OLDER design that has been updated in the BattleTech Galaxy. It was the 1st Mech to have NARC Beacons on it. There are numerous other mechs from the 2750 Era that have disappeared from the BattleTech Universe because it spans 300 years.
PGI is trying it's best to keep with the original game. Yes, it clearly has changed things that have imbalanced the game (Machine Guns being anything more than an Anti-infantry weapon and having a ridiculous crit modifier) and the Spider Hit-box. Will they change things? Sure. Some we will like, others we won't.
All I can suggest to people is that, before you go complaining about the stats of a particular Mech (Speed/Armor/Weapons) do some homework and find out what that Mech's original purpose was. Was it designed as a Scout Mech (Spider), a Brawler (Hunchback), a Mech to deliver Targeting data for LRM Boats (Kintaro), or Light Mech Killer (Charger). As I stated, the TableTop game was fleshed out by 1990 and the Computer games by 2000. So, most of the mech stuff hasn't changed. What's changed is the adaptation to a RT game. And with it comes some pains.
Personally, my biggest qualms are:
1) Machine Guns way over powered
2) Double Heat Sinks chopped to only an additional 40%.
3) Hit boxes on the Spider.
4) The scaling of some of the Mechs (such as the spider being too small in comparison to the Commando), I honestly think the Stalker isn't an issue and neither is the Catapult.
hahahahahahahahaha.....................This guy is calling a hunchback a brawler. You hear that. Get your hunches out and lets get to brawling in the slowest 50 tonner with the larger side torso in the game, and lets to get to brawling!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Also, everything you say about tabletop doesnt matter here, this is a real time fps simulation of mechwarrior. All table top balance and lore goes out the window to make a decent and balanced game. Lore comes 2nd. to reinforce that fact, im gonna ask you why exactly when i set up weapon groups and click my mouse buttons why dont get a dice roll? Thats right....................................................
Edited by Braggart, 17 August 2013 - 06:59 AM.