Sized Hardpoints-A Resurrection
#1
Posted 22 April 2014 - 01:49 PM
Option A:
There should be two categories for hardpoints; Small and Large. Keep it simple and base it off the stock loadout of the variant/chassis.
Small Hardpoints: TAG, SL, ML, MG, AC2, AC5, NARC, SRM2, SRM4, LRM5, LRM10.
Large Hardpoints: LL, PPC, AC10, AC20, Gauss, SRM6, LRM15, LRM20
Large hardpoints can equip small weapons, but small hardpoints cannot equip large weapons.
The listed weapons include variant weapons (pulse, er, uac, lb, streak, etc).
This would allow for light and medium mechs that carry large weapons to be unique.
Option B:
Builds off option A somewhat. Use the weapon categories of small and large, but make that into a hardpoint cost instead. For instance, small weapons only need one hardpoint to be equipped but large weapons require two hardpoints. This hardpoint requirement would be in addition to crit slots and tonnage.
#2
Posted 22 April 2014 - 01:52 PM
Critslots, IMO, make much more sense for determining hardpoint size than qualitative word conventions. .
Oh, and also, I'd like for hardpoints to have a set number of weapons that can be placed there in addition to a critical slot size limit. The reason for not having just 1 hardpoint = 1 weapon only is because that encourages you to cram in the biggest possible weapon at all times, sort of like what our current system does.
On the other hand, MW4's system of being able to cram in as many tiny guns as you wished could be quite stupid at times. In MW4, if you had the slots you could fit it, period. For example, you could replace a PPC with 3 Medium Lasers every time. One of the worst offenders was an Annihilator carrying 16 Machine Guns. I believe that my system allows for a nice "happy medium" between both extremes while avoiding their main issues.
As a practical example, a Catapult K2 might have 4-5 slots of energy hardpoints on each arm, with a weapon limit of 2. Those arms look big enough to handle more than a single dinky Small Laser, but allowing any more kind of messes with the mech's role.
Edited by FupDup, 22 April 2014 - 02:00 PM.
#3
Posted 22 April 2014 - 02:13 PM
I can only guess that the reason they don't do any of this is because it would make some builds impossible. Which is of course the point, but taking away possibilities is never a popular thing. Also, it would invalidate some of the work they did (the fully customizable mechs already have all possible weapon loadouts modeled out).
Edited by zagibu, 22 April 2014 - 02:14 PM.
#4
Posted 22 April 2014 - 02:28 PM
#5
Posted 22 April 2014 - 02:33 PM
Shove this crap back in the archive.
#6
Posted 22 April 2014 - 02:42 PM
Back to the archive with YOU.
#7
Posted 22 April 2014 - 02:50 PM
I'm not totally against the idea (well except for the silly idea that some proponents have that it will increase diversity, LOL, if anything it will simply make more mechs either the go to choice or worthless) but PGI is never going to do anything that requires this much work. If you can come up with a quick and easy band aid fix they may consider it but anything that requires real work will never be done. These people can't even keep up with their own ideas let alone rework something major like this.
#8
Posted 22 April 2014 - 02:52 PM
OneEyed Jack, on 22 April 2014 - 02:33 PM, said:
Shove this crap back in the archive.
Have fun in your 3 PPC-Awesome if you still want to pursue the meta
#9
Posted 22 April 2014 - 02:57 PM
#10
Posted 22 April 2014 - 02:59 PM
- Boating - GONE (except on mechs designed to boat)
- One shot kill monsters - GONE
- Mechs carrying weapons they were never designed for - GONE
- Reason for ghost heat being there - GONE
- Opens up the rarely used chassis's 'cos they can do things the others can't
- Clans mechs suddenly become fully customisable
- Probably a few others as well (but it's late & I'm very tired)
- erm...?
- oh yeah, the meta/one shot guys don't like it!
Discuss, don't dismiss!
Edited by Relic1701, 22 April 2014 - 03:02 PM.
#11
Posted 22 April 2014 - 03:04 PM
Relic1701, on 22 April 2014 - 02:59 PM, said:
- Boating - GONE (except on mechs designed to boat)
- One shot kill monsters - GONE
- Mechs carrying weapons they were never designed for - GONE
- Reason for ghost heat being there - GONE
- Opens up the rarely used chassis's 'cos they can do things the others can't
- Clans mechs suddenly become fully customisable
- Probably a few others as well (but it's late & I'm very tired)
- erm...?
- oh yeah, the meta/one shot guys don't like it!
Discuss, don't dismiss!
Very good points Relic, thank you!
I know I don't have the end all be all answer but there's gotta be a different way than what we have now.
#12
Posted 22 April 2014 - 03:08 PM
cdlord, on 22 April 2014 - 02:57 PM, said:
This is really why I don't post much on the forums. I did a bunch when I first started playing and the self proclaimed "fans" were just filled with anger and hate.
To add to what has been said. A hard point rework would be great but only if the did it with a rework of ghost heat and quirks. This would further diversify the reasons for choosing a class/mech/chassis/loadout. However it will never happen.
#13
Posted 22 April 2014 - 03:15 PM
MechWarrior 4s system was awful, and the last thing we need is round 2 of that.
To further elaborate, right now I can put good weapons on a bad mech and still do well. Limit what I can put on that mech, and certain variants and loadouts would -completely- disappear from play outside of the torturous 15-20 games required to basic them out.
Edited by Josef Nader, 22 April 2014 - 03:23 PM.
#14
Posted 22 April 2014 - 03:15 PM
cdlord, on 22 April 2014 - 01:49 PM, said:
Option A:
There should be two categories for hardpoints; Small and Large. Keep it simple and base it off the stock loadout of the variant/chassis.
Small Hardpoints: TAG, SL, ML, MG, AC2, AC5, NARC, SRM2, SRM4, LRM5, LRM10.
Large Hardpoints: LL, PPC, AC10, AC20, Gauss, SRM6, LRM15, LRM20
Large hardpoints can equip small weapons, but small hardpoints cannot equip large weapons.
The listed weapons include variant weapons (pulse, er, uac, lb, streak, etc).
This would allow for light and medium mechs that carry large weapons to be unique.
Option B:
Builds off option A somewhat. Use the weapon categories of small and large, but make that into a hardpoint cost instead. For instance, small weapons only need one hardpoint to be equipped but large weapons require two hardpoints. This hardpoint requirement would be in addition to crit slots and tonnage.
I'm all for it but it isn't going to happen. PGI is happy with our ability to build different mechs and they're not about to go back on that. Besides, it would cause such an issue wiht everyone because many people would be forced to buy a different mech to achieve the same goal. So, I'm with you but the utlimate answer is "no".
#15
Posted 22 April 2014 - 03:16 PM
#16
Posted 22 April 2014 - 03:20 PM
The number of viable builds would only increase because chassis characteristics and variant quirks would be much more impactful in balancing particularly effective loadouts.
#17
Posted 22 April 2014 - 03:20 PM
#18
Posted 22 April 2014 - 03:21 PM
Relic1701, on 22 April 2014 - 02:59 PM, said:
- Boating - GONE (except on mechs designed to boat)
- One shot kill monsters - GONE
- Mechs carrying weapons they were never designed for - GONE
- Reason for ghost heat being there - GONE
- Opens up the rarely used chassis's 'cos they can do things the others can't
- Clans mechs suddenly become fully customisable
- Probably a few others as well (but it's late & I'm very tired)
- erm...?
- oh yeah, the meta/one shot guys don't like it!
Discuss, don't dismiss!
Reasons this as stupid now as it ever was....
Boating - Not a problem. But if it was, does it really matter if it's on one chassis or another?
One shot kill monsters - Um... what one-shot kills?
Mechs carrying weapons they were never designed for - Stupid argument. The IP (and previous incarnations of MW) have always had customization. This is nothing but "that mech can have these weapons, but this mech can't because.... THINGS!
Reason for ghost heat being there - There are no reasons for ghost heat worth mentioning.
Opens up the rarely used chassis's 'cos they can do things the others can't - Because some people are too effing dense to realize that the only chassis that would matter would be the very few that could do very specific things, and other chassis would actually be used less or not at all.
In short, telling people that if they want to play a certain style, whatever that style might be, they can only do it in a given chassis does NOT, in any way, increase diversity or stop the bad people from touching you.
#19
Posted 22 April 2014 - 03:26 PM
OneEyed Jack, on 22 April 2014 - 03:21 PM, said:
Boating - Not a problem. But if it was, does it really matter if it's on one chassis or another?
One shot kill monsters - Um... what one-shot kills?
Mechs carrying weapons they were never designed for - Stupid argument. The IP (and previous incarnations of MW) have always had customization. This is nothing but "that mech can have these weapons, but this mech can't because.... THINGS!
Reason for ghost heat being there - There are no reasons for ghost heat worth mentioning.
Opens up the rarely used chassis's 'cos they can do things the others can't - Because some people are too effing dense to realize that the only chassis that would matter would be the very few that could do very specific things, and other chassis would actually be used less or not at all.
In short, telling people that if they want to play a certain style, whatever that style might be, they can only do it in a given chassis does NOT, in any way, increase diversity or stop the bad people from touching you.
You did gloss over the Clan customization, that being, IS 'Mechs are already improved omnies. And there is such a thing as a one shot kill, it is called a headshot/stupid light. That being said, I agree that hardpoint limitations are not the way to go.
#20
Posted 22 April 2014 - 03:27 PM
7 user(s) are reading this topic
0 members, 7 guests, 0 anonymous users