Redraw The Awesome
#1
Posted 10 January 2014 - 08:35 PM
I think the whole mech design needs to go back the drawing board, hook, line and sinker for a complete overhaul as they work in implementing modular models for it. I honestly dont think doing this is that much of an expenditure. The old stats and variants will be preserved. Those who already bought and keeping Awesomes in their garage would wake up one morning, patch done, to see the new remodeled Awesomes in their bays.
Of course the other half of the Awesome's perceived obsolence lies in the dominant ballistic metal. But weapons balance will be another topic and one the Powers At Be will address in time.
#3
Posted 12 January 2014 - 12:15 PM
#5
Posted 12 January 2014 - 03:11 PM
#6
Posted 12 January 2014 - 03:12 PM
#7
Posted 12 January 2014 - 03:17 PM
Anjian, on 10 January 2014 - 08:35 PM, said:
The stats for every mech in the game were already done before they were made.
It's the creation of the art, modelling, and skinning etc, which takes time and money.
PGI have already stated in an interview that the process costs about $60,000 for every single mech.
Plus they're currently working on the Clan mechs, so it probably would be "too much an expenditure".
Edited by Veranova, 12 January 2014 - 03:18 PM.
#9
Posted 12 January 2014 - 05:56 PM
Awesomes should get some sort of energy boating advantage so that what it lacks in suitability it makes up in effective firepower.
#10
Posted 12 January 2014 - 06:09 PM
#11
Posted 12 January 2014 - 07:47 PM
Asmudius Heng, on 12 January 2014 - 05:56 PM, said:
Awesomes should get some sort of energy boating advantage so that what it lacks in suitability it makes up in effective firepower.
I like that. Maybe let it use more weapons before ghost heat activates. Like 3 PPC's or 4 Large Lasers.
#12
Posted 12 January 2014 - 07:50 PM
ProtoformX, on 12 January 2014 - 07:47 PM, said:
Not a bad suggestion but it could even be smaller or more general such as simply less heat fired for each PPC or something if PGI are too scared to change any ghost heat settings.
But thats the idea - give a quirk that relates to a mechs strengths and original intent. Good for balancing and good to build the character and personality of a mech
#13
Posted 12 January 2014 - 08:11 PM
Let's put this in perspective: If hardpoints were SIZE restrictive, we would havee:
Large lasers, PPC's each take a large energy hardpoint.
Gauss, AC10, AC20's take a large ballistics hardpoint.
Medium and small lasers take a small energy hardpoint.
AC2's and 5's, take a small ballistic hardpoint.
Machine guns don't count.
The Atlas RS would be the only Atlas that could take 2 PPC's and a large barrel autocannon.
The Highlanders could take a large AC in one arm (or PPC) and NO PPC's or large lasers.
Only two Battlemasters would sport a LLaser or PPC and no autocannons.
No stalker could take more than two PPCs.
No Victor could take a PPC or Large Laser.
Two awesomes could sport THREE PPC's.
To toy with the opposite end of the spectrum:
No light mechs would have autocannons.
No light mechs would have PPCs or Large Lasers.
Also, from then on, there would be NO NEED for desyncing gauss rifles, messing with projectile weights, tweaking ranges, or having ghost heat! Woohoo! Balance problems solved! We can play Battletech!
#14
Posted 12 January 2014 - 11:07 PM
Peiper, on 12 January 2014 - 08:11 PM, said:
This is the problem with only implementing sized hardpoints, and why your assertion that it solves all weapon/mech balance issues is inaccurate.
That said, I can see the value of sized hardpoints as part of a Mechwarrior game balance solution. Sadly, not this Mechwarrior game though.
#15
Posted 13 January 2014 - 04:58 AM
WildmouseX
Edited by Turist0AT, 13 January 2014 - 04:58 AM.
#16
Posted 13 January 2014 - 07:45 AM
Peiper, on 12 January 2014 - 08:11 PM, said:
Let's put this in perspective: If hardpoints were SIZE restrictive, we would havee:
Large lasers, PPC's each take a large energy hardpoint.
Gauss, AC10, AC20's take a large ballistics hardpoint.
Medium and small lasers take a small energy hardpoint.
AC2's and 5's, take a small ballistic hardpoint.
Machine guns don't count.
The Atlas RS would be the only Atlas that could take 2 PPC's and a large barrel autocannon.
The Highlanders could take a large AC in one arm (or PPC) and NO PPC's or large lasers.
Only two Battlemasters would sport a LLaser or PPC and no autocannons.
No stalker could take more than two PPCs.
No Victor could take a PPC or Large Laser.
Two awesomes could sport THREE PPC's.
To toy with the opposite end of the spectrum:
No light mechs would have autocannons.
No light mechs would have PPCs or Large Lasers.
Also, from then on, there would be NO NEED for desyncing gauss rifles, messing with projectile weights, tweaking ranges, or having ghost heat! Woohoo! Balance problems solved! We can play Battletech!
I do like the idea of hardpoint - weapon size restrictions and eliminating ghost heat altogether.
My guess is that such an idea has been floating around, but ignored by the devs (probably due to requiring a massive overhall of the game just to implement) - do you guys know if there is another forum thread dedicated to this matter? I'd like to read up on it if someone can point it out to me.
I love my awesome. unfortunately its gathering dust in the mechbay. =(
#17
Posted 13 January 2014 - 08:49 AM
Awesome can be good, but there are several things that go against it currently. One of them is ghost heat on it's biggest weapons, meaning it can't take but two of each type of bigger energy weapon, I tend to use two ppcs and two large pulse on my 8Q and it does ok.
Another thing is it's size relative to mechs of the same weight. Look at the battlemaster, who has a 5 ton advantage and the Orion who is only 5 tons under. Both are smaller than it and it makes little sense at all.
I try really hard to like the Awesome but you have to use it as a second line mech for sure and not the 'assault' name it is supposed to be in.
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