Clan Mechs: An Explanation Is Needed
#1
Posted 16 December 2013 - 02:01 AM
I can understand that you "need" different Variants of Mechs for your Skill-Tree-System to work, but all the Mechs in the Package are OMNI-Mechs. Meaning: Maybe there are 1-2 fixed weaponsystems that you can't exchange, but the rest is completely customizable. I want missles? I get missles! I want an AC20? I get an AC20! You get the point. I just can't see a reason for different variants with Omni-Mechs (except the Skill-Tree-System).
#2
Posted 16 December 2013 - 02:02 AM
Ben Morgan, on 16 December 2013 - 02:01 AM, said:
I can understand that you "need" different Variants of Mechs for your Skill-Tree-System to work, but all the Mechs in the Package are OMNI-Mechs. Meaning: Maybe there are 1-2 fixed weaponsystems that you can't exchange, but the rest is completely customizable. I want missles? I get missles! I want an AC20? I get an AC20! You get the point. I just can't see a reason for different variants with Omni-Mechs (except the Skill-Tree-System).
Have you even read the command chair post?
#3
Posted 16 December 2013 - 02:06 AM
Thank you
#5
Posted 16 December 2013 - 02:26 AM
I buy one of the Clan-Packs because, let's face it, Kit Foxes are speedy, deadly and lots of fun. Variant A fits my playstyle perfectly with laser and ballisitic hardpoints and I build myself a speedy-closecombat kind of mech. I assume there will still be a skill-tree for my mechs and I will have to play all 3 Variants. Variant B is made up mainly of rockets and for whatever reasons I don't like rockets. I swap every swapable part with Variant A and basically continue with the exact same configuration as before. With the Omni-Tech rules like they are now, this should be easily possible.
Now that doesn't make much sense, does it?
Edited by Ben Morgan, 16 December 2013 - 03:19 AM.
#6
Posted 16 December 2013 - 04:03 AM
And it should be good to point that those omnislots are NOT omnislots at all.You can only swap parts which are avialable on one of those variants...that means if none of those variants have balistic left arm then you can not switch laser arm for balistic one -> not an Omnislot at all...
#7
Posted 16 December 2013 - 04:10 AM
JudgeDeathCZ, on 16 December 2013 - 04:03 AM, said:
Would be, but you need to grind through them for the skill tree don't you? plus I assume that you'll only get the weapons pods for a configuration from that configuration.
It's worth noting that while it is possible to rip out any weapon and replace it with another, you can do that to any mech if you want in BT, but if you are staying with 'stock mechs' then you are limited to the different configs offered by the omni's, in this regards, PGI is staying true to the concept
#8
Posted 16 December 2013 - 05:15 AM
JudgeDeathCZ, on 16 December 2013 - 04:03 AM, said:
Then lets hope that the Variants cover nearly every possible configuration...
verbosity, on 16 December 2013 - 04:10 AM, said:
I really hope that is not the case.
Possible example story:
You just got together your 10kk creds for a Timber Wolf (fictive price) and you bought your favorite config. But you think you could do even better by switching the left arm from an energy configuration to a ballistic hardpoint. If you have to save up another 10kk for a Timber Wolf Config with ballistic arms, just to tear it appart for a single arm...
Not cool!
#9
Posted 16 December 2013 - 08:46 AM
There are ways around it.
#10
Posted 16 December 2013 - 09:42 AM
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First, let’s get the obligatory disclaimer out of the way. As with all works in progress, our OmniMech design is subject to change, especially any of the smaller details. Balance is key, as we wish for OmniMechs to be neither inadequately nor overly restrictive, and explained below is the path we aim to take to get there.
Obviously this is just a disclaimer. What it boils down to is that everything is subject to change.
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Because the standard Mechs within MWO are already essentially capable of instant repairs and a wide range of customization between battles, it’s been a little tricky to figure out how to introduce Clan OmniMechs that keep their Omni flavor. In the end we decided on a system that essentially uses modular hardpoints.
Just an intro section where they explain their starting point for their reasoning on omnimech modifications.
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A refresher on how you modify and level your battlemechs. This is helpful here since the next section will detail how omnimechs will deviate [Note: I am using battlemech to refer to standard mechs and omnimech to refer to mechs using omni pod systems, which I believe is the standard battletech vocabulary usage].
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As he'll mention later, the XP progression and variant ID are tied to the CT. Everything else is up for grabs, including the legs and head. This system seems like a very clever way to combine the current hard point system with omni pods.
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Aside from the rather interesting choice of example (NARC, really?) this serves to illustrate the principle expressed in the previous section quite nicely. I imagine that some omnimechs have JJs on the legs in certain configurations and not in others, which would make leg swaps useful. The sheer flexibility of this system has all kinds of promise, with a huge number of potential unique hard point layouts even with only the three initial configurations for each mech.
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Here is where he mentions that the XP and variant ID are tied to the CT. This is a handy way to make omnimechs fit with the current efficiency progression (with three variants needed to unlock the Elite tier). It also reiterates that omnimechs will still follow the current hard point system, though with far greater flexibilty given the ability to swap non-core locations among the configurations.
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- The engine type and rating
- The number and placement of a minimum number of heatsinks
- The amount and distribution of armor
- The armor type and the location of any critical slots occupied by Ferro-Fibrous
- The internal structure type and the location of any critical slots occupied by Endo Steel
- Enhancements such as MASC
- The occasional weapon or other piece of equipment (e.g. jump jets) that is included as part of the base configuration
Now this is the really fun part. Many players (myself included) predicted that they'd do exactly this to balance omnimechs. According to the TT rules, a battlemech can only be modified with difficulty and at great expense. We currently have that capability with our battlemechs. Omnimechs, on the other hand, have over-specialized in weapon flexibility at the expense of overall modification capacity.
Omnimechs traditionally have all of their base kit (structure, armor, engine, and whatever "fixed" weapons and equipment all configurations share) set in stone and unmodifiable. What they gain then is the ability to swap payload using all of the remaining space as "pod space" for the omni pods. When you throw in the specific case of Clan omnimechs, where they have access to better, lighter, smaller versions of the standard IS weapons, and you'd have a situation ripe for abuse if omnimechs could change their armor, engine, critical slot distribution, etc. Retaining the TT fixed core equipment helps mitigate the potential problems with Clan omnimechs, since many of them have less-than-optimal armor distribution and engine ratings.
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Finally, this last bit sort of falls by the way side but is very much worth considering. You can tailor your omnimech to handle better by pulling in high-mobility parts from the various configurations. You can pick all the most optimal weapon distributions at the cost of twist range or acceleration rates or whatever. Ultimately, it gives players one more layer of customization and balance that they will need to consider when building their omnimechs. Are those four cUAC10s worth losing 20% twist range? Are you willing to sacrifice all ballistic hard points to gain 10% acceleration rate? The possibliities here are endless.
In short, PGI's handling of omnimechs seems like it solves a lot of problems and offers a lot of creative customization potentialities. I am well pleased by this announcement and look forward to murdering countless test-tube babies in all their many personalized omnimechs.
[Edit for formatting]
Edited by Levi Porphyrogenitus, 16 December 2013 - 09:43 AM.
#11
Posted 16 December 2013 - 10:05 AM
What I'm concerned about is the way the Clans and their tech are implemented as far as CW and factions are concerned. I want to know if they intend to allow IS factions to use Clan tech and vice versa...or if only Clan factions can use Clan tech.
If so, how are they planning on preventing players from completely abandoning the IS factions? Because face it, Clans will be more popular even if they are nerfed to the gills.
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