#21
Posted 18 February 2014 - 06:29 PM
#22
Posted 18 February 2014 - 06:36 PM
Craig Steele, on 18 February 2014 - 05:50 PM, said:
They said omni pods will have quirks, not disadvantages?
From the Command Chair Post:
"To balance this out, each OmniPod can be given its own set of quirks that will apply to any 'Mech that has it equipped.
- Each OmniPod has a set of quirk modifiers.
- These are positive and negative values that are added to the respective value in the base configuration"
Edited by Khobai, 18 February 2014 - 06:43 PM.
#23
Posted 18 February 2014 - 06:36 PM
Skinless2, on 18 February 2014 - 06:29 PM, said:
Are you pissed that the arms look so similar when they really shouldn't?
#24
Posted 18 February 2014 - 06:45 PM
Khobai, on 18 February 2014 - 06:36 PM, said:
From the Command Chair Post:
"To balance this out, each OmniPod can be given its own set of quirks that will apply to any 'Mech that has it equipped.
- Each OmniPod has a set of quirk modifiers.
- These are positive and negative values that are added to the respective value in the base configuration"
while possible, the trend on here to complain about a feature before we even know what it will be is rather tiresome.
Also it is "YOUR UNDERSTANDING" that the non stock will be negative,. but that is not what is actually said. It is simply sated that the pods will have positive AND negative quirks. Anything more is pure speculation.
Edited by Bishop Steiner, 18 February 2014 - 06:46 PM.
#25
Posted 18 February 2014 - 06:52 PM
Khobai, on 18 February 2014 - 06:36 PM, said:
From the Command Chair Post:
"To balance this out, each OmniPod can be given its own set of quirks that will apply to any 'Mech that has it equipped.
- Each OmniPod has a set of quirk modifiers.
- These are positive and negative values that are added to the respective value in the base configuration"
If it's "added" it can hardly be a negative to the overall chassis performence.
What you may be hinting at is that its not maximum potential because the Devs have built in some balance mechanism's, but thats hard for either of us to argue without additional detail.
#26
Posted 18 February 2014 - 06:58 PM
#27
Posted 18 February 2014 - 07:08 PM
Quote
you can add negative numbers.
#28
Posted 18 February 2014 - 07:10 PM
#29
Posted 18 February 2014 - 07:22 PM
Sybreed, on 18 February 2014 - 06:58 PM, said:
As far as I understand their latest concept, you don't have to own the whole mechs. You can buy just the "pods" instead and switch those out (and sell ones you aren't using). When you buy a mech though, it comes with the pods for that configuration, just like a stock mech comes with all the weapons and engine that goes on that mech when you buy it.
Then, just like how we can switch weapons out, you could switch owned "pods" with another one, giving you more customization.
(Pods are from type, as in each pod has x hard points. I don't mean pod as in, "this pod has an LBX10 in it", but as "it comes with 1 Ballistic point in this pod".)
#30
Posted 18 February 2014 - 07:25 PM
Sephlock, on 18 February 2014 - 06:36 PM, said:
Not sure why we need my opinion on the art but alright.
Can't say that I am. The art team has been exceptional in the re-imaginings of the mech's up to and including the clan mech's IMO but things have been changed and we should expect that practice to continue, so far it looks like a Summoner to me and some tweeks to the arms are not going to change the fact that it's a Summoner. Not to mention we don't know how the other configs are going to look so expect more examples of the artist's leaving their marks.
(edit: spelling)
Edited by Skinless2, 18 February 2014 - 07:27 PM.
#31
Posted 18 February 2014 - 08:12 PM
Tesunie, on 18 February 2014 - 07:22 PM, said:
As far as I understand their latest concept, you don't have to own the whole mechs. You can buy just the "pods" instead and switch those out (and sell ones you aren't using). When you buy a mech though, it comes with the pods for that configuration, just like a stock mech comes with all the weapons and engine that goes on that mech when you buy it.
Then, just like how we can switch weapons out, you could switch owned "pods" with another one, giving you more customization.
(Pods are from type, as in each pod has x hard points. I don't mean pod as in, "this pod has an LBX10 in it", but as "it comes with 1 Ballistic point in this pod".)
if this is true, then my faith in PGI is somewhat restored. I only wish they would make proper clan mechs, not just a watered down version of it. I don't really see the point in owning clan mechs if they're pretty much IS mechs with a different way they can be configured. Hell, I don't even find the mechlab part of MWO to be so enjoyable, so I guess that argument had been lost on me from the start.
#33
Posted 18 February 2014 - 08:55 PM
#34
Posted 18 February 2014 - 09:40 PM
Quote
They did. Which was the whole point of my post.
#35
Posted 18 February 2014 - 09:44 PM
Khobai, on 18 February 2014 - 09:40 PM, said:
They did. Which was the whole point of my post.
actually, they stated what the PRIME will have. Summoner of 3050 had 4 other variants.
And eve those listed specifically state "subject to change".
AKA....... quit being a chicken little.
Edited by Bishop Steiner, 18 February 2014 - 09:45 PM.
#36
Posted 18 February 2014 - 11:26 PM
A pair of custom torso sections that have 2-4 fixed MG's in them each for maximum dakka.
So many options with the proposed custom non-cannon omni-pods that let mechs have stupid amounts of crap guns without letting players swap them out for meta compliant builds.
#37
Posted 19 February 2014 - 02:38 AM
Skinless2, on 18 February 2014 - 07:25 PM, said:
no... since you level them just like we level our current mechs...
they stated that the "core" of the mech, so the center of an omni, counts as the variant you get your XP on... if you switch pods from variant A to your variant B, variant B still is handled as being variant B for level/ skill purposes...
so you buy all 3 variants still, but can swap the omnipods between them... you can level all 3 with the same loadout basically (unless there are different weapons in the CT or head), but they will still be 3 different core-mechs...
if there is some new info that negates my post, pls give me a link
Edited by Alex Warden, 19 February 2014 - 01:22 PM.
#38
Posted 19 February 2014 - 04:00 AM
Alex Warden, on 19 February 2014 - 02:38 AM, said:
no... since you level them just like we level our current mechs...
they stated that the "core" of the mech, so the center of an omni, counts as the variant you get your XP on... if you switch pods from variant A to your variant B, variant B still is handled as being variant B for level/ skill purposes...
so you buy all 3 variants still, but can swap the omnipods between them... you can level all 3 with the same loadout basically (unless there are different weapons in the CT or head), but they will still be 3 different core-mechs...
Wait what? wrong post I think alex.
#40
Posted 19 February 2014 - 07:30 AM
Sephlock, on 18 February 2014 - 07:10 PM, said:
This^
I can think of many times I've done just fine with 3 or less hardpoints used on my mech and have 650 all the way to 1000dmg games.
2xERPPC
2xML/1xAC20
1xLBX/2xML
2xERLL
2xLRM20/1xTag
2xAC5/1xLL (over 1000dmg)
I'm sure plenty have done well with 2xgauss or 2xAC20
Now think about how much easier it will be with powerful clan tech. People need to think more about playstyle, and tactics than just number crunching and hardpoints. I've seen ravens with 2 lasers get over 1000dmg.
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users