I have noticed that some mechs don't have their special parts. This is something i saw in Mw4, for example before the madcat comes out. In Mw4 those 2 large boxes (missile racks) where separate from the side torsos (meaning if destroyed the side torso would no be destroyed also). Will PGI be implementing special parts? It feels that if there is no special parts for the madcat it will be underpowered considering how big those missile racks are. The thor also has a special part being, that big missile rack on its shoulder.
My friend says that missile rack screams 'shoot me' and would be glad if it were seperate from the side torso. Any ideas if it would be balanced, if implemented of-course?
One of my ideas for balancing mechs having special parts is that they take up internal slots to start with; for example the thor's missile rack would take up slots in the side, meaning less heat-sinks can be added or weapons.
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Special Mech Parts
Started by Variant1, May 22 2014 02:37 PM
8 replies to this topic
#1
Posted 22 May 2014 - 02:37 PM
#2
Posted 22 May 2014 - 04:41 PM
I would hope the developers will add some type of extra limb section to make those extra parts viable. Otherwise as you say these 'Mechs will be easily disposed of.
My first thought when I saw this thread was 'accessory' parts.
My first thought when I saw this thread was 'accessory' parts.
#3
Posted 22 May 2014 - 06:21 PM
Greetings all,
Yes the 'Pods' are a separate item, as seen in some of the earlier images of the 'targeted Mech' rag doll images.
Remember that Clan XL engines only take up 2 side slots in the torso areas, so destroying a Clans side will not get that engine. IS Mech's XL engines take 3 slots and fall into the 'destroyed' area of the torso destruction.
9erRed
Yes the 'Pods' are a separate item, as seen in some of the earlier images of the 'targeted Mech' rag doll images.
Remember that Clan XL engines only take up 2 side slots in the torso areas, so destroying a Clans side will not get that engine. IS Mech's XL engines take 3 slots and fall into the 'destroyed' area of the torso destruction.
9erRed
#4
Posted 22 May 2014 - 06:59 PM
I'd like to have a hard point extension item for the cost of extra crits and weight. Example: Energy pod/mount I, + 1 energy hardpoint, -3 crits, -3 tons.
#5
Posted 22 May 2014 - 07:33 PM
9erRed, on 22 May 2014 - 06:21 PM, said:
Yes the 'Pods' are a separate item, as seen in some of the earlier images of the 'targeted Mech' rag doll images.
Remember that Clan XL engines only take up 2 side slots in the torso areas, so destroying a Clans side will not get that engine. IS Mech's XL engines take 3 slots and fall into the 'destroyed' area of the torso destruction.
9erRed
Remember that Clan XL engines only take up 2 side slots in the torso areas, so destroying a Clans side will not get that engine. IS Mech's XL engines take 3 slots and fall into the 'destroyed' area of the torso destruction.
9erRed
cool. But what about IS mechs like the bushwacker and privateer? they both have a missile rack on the side.
#6
Posted 22 May 2014 - 11:25 PM
Karl Berg recently answered a question regarding those boxes seen on earlier screenshots of faulty HUDs. There are currently no plans to use those!
The "special parts" were an invention from MW4. No other MechWarrior or MechCommander game had those. Neither did the originla rules for those mechs.
Implementing them would cause all kinds of problems.
For example:
- The armor and internal structure values for mechs are fixed based on their tonnage. If you add extra locations to the mechs, where does the armor or internal structure come from? If you increase those numbers or give those locations free armor, you'll get a superior mech. If you decrease the armor somewhere else, you'll weaken the mech.
- Where does the overflow damage transfer to, if the pods are destroyed?
- Where are the pods attached to the mech? Center torso? Side torso? Arms?
No... It's better to stay with the original rules, the to use the abomination from MW4. Clan mechs already have a better survivability, because the loss of one side torso wont kill them, even if they have an XL-engine. That needs to be balanced somehow and if that balance comes from broader profiles it sounds fair to me.
The "special parts" were an invention from MW4. No other MechWarrior or MechCommander game had those. Neither did the originla rules for those mechs.
Implementing them would cause all kinds of problems.
For example:
- The armor and internal structure values for mechs are fixed based on their tonnage. If you add extra locations to the mechs, where does the armor or internal structure come from? If you increase those numbers or give those locations free armor, you'll get a superior mech. If you decrease the armor somewhere else, you'll weaken the mech.
- Where does the overflow damage transfer to, if the pods are destroyed?
- Where are the pods attached to the mech? Center torso? Side torso? Arms?
No... It's better to stay with the original rules, the to use the abomination from MW4. Clan mechs already have a better survivability, because the loss of one side torso wont kill them, even if they have an XL-engine. That needs to be balanced somehow and if that balance comes from broader profiles it sounds fair to me.
Edited by Egomane, 23 May 2014 - 05:01 AM.
#7
Posted 23 May 2014 - 12:26 PM
Egomane, on 22 May 2014 - 11:25 PM, said:
Karl Berg recently answered a question regarding those boxes seen on earlier screenshots of faulty HUDs. There are currently no plans to use those!
The "special parts" were an invention from MW4. No other MechWarrior or MechCommander game had those. Neither did the originla rules for those mechs.
Implementing them would cause all kinds of problems.
For example:
- The armor and internal structure values for mechs are fixed based on their tonnage. If you add extra locations to the mechs, where does the armor or internal structure come from? If you increase those numbers or give those locations free armor, you'll get a superior mech. If you decrease the armor somewhere else, you'll weaken the mech.
- Where does the overflow damage transfer to, if the pods are destroyed?
- Where are the pods attached to the mech? Center torso? Side torso? Arms?
No... It's better to stay with the original rules, the to use the abomination from MW4. Clan mechs already have a better survivability, because the loss of one side torso wont kill them, even if they have an XL-engine. That needs to be balanced somehow and if that balance comes from broader profiles it sounds fair to me.
The "special parts" were an invention from MW4. No other MechWarrior or MechCommander game had those. Neither did the originla rules for those mechs.
Implementing them would cause all kinds of problems.
For example:
- The armor and internal structure values for mechs are fixed based on their tonnage. If you add extra locations to the mechs, where does the armor or internal structure come from? If you increase those numbers or give those locations free armor, you'll get a superior mech. If you decrease the armor somewhere else, you'll weaken the mech.
- Where does the overflow damage transfer to, if the pods are destroyed?
- Where are the pods attached to the mech? Center torso? Side torso? Arms?
No... It's better to stay with the original rules, the to use the abomination from MW4. Clan mechs already have a better survivability, because the loss of one side torso wont kill them, even if they have an XL-engine. That needs to be balanced somehow and if that balance comes from broader profiles it sounds fair to me.
Sorry i was not aware this kind of topic had been posted. I guess it would cause problems the way the current customization system works based on what you said. In mw4 the overflow dmg to the pods would not transfer anywhere but the devs could change it so it transfers to the side torsi. Some mechs in Mw4 like the uziel had a missile pod on top of the head. Thank you for telling me about the clans xl engine, i was not aware it worked differently then the IS ones. Sure mw4 had different rules but no need to call it an abomination, you make a good point though about the consequences for special parts.
#8
Posted 24 May 2014 - 10:35 AM
The closer we can keep the game to the tabletop version the more I like it. The Timberwolf (madcat) already is a beast. Its fast, heavily armored, has Omni pods and packs a tone of firepower at every range. yes the missile pods are side torso hits but most people competitively aim CT anyway. My real issue is that you cant put Jump Jets on the timberwolf and clan mechs are supposed to be fully customizable. I cant get too upset even with that however. Lore wise the clans didn't adopt wide use of jump jets until later in the wars so it keeps with the lore just fine (which I like).
#9
Posted 24 May 2014 - 05:43 PM
Ansgar Odinson, on 24 May 2014 - 10:35 AM, said:
My real issue is that you cant put Jump Jets on the timberwolf and clan mechs are supposed to be fully customizable. I cant get too upset even with that however. Lore wise the clans didn't adopt wide use of jump jets until later in the wars so it keeps with the lore just fine (which I like).
When Russ did the AMA reddit thing he told us the alt. config. clan mechs. One of the TW alts is the S, it has JJ
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