

Why Does The Adder Prime Have A Fixed Flamer?
#1
Posted 18 June 2014 - 07:56 AM
Why on earth would a mech be built that I could not remove an energy weapon? And why on earth would you set it as the Prime variant that people are paying real money for.
I like running it. I think it looks cool, and it's fun. But clan mechs are supposed to be versatile, and you're seriously limiting its versatility by forcing it to carry a single flamer... Not impressed.
#2
Posted 18 June 2014 - 07:57 AM
sarna said:
Edited by 101011, 18 June 2014 - 07:57 AM.
#3
Posted 18 June 2014 - 07:58 AM
Its just too bad they have been unable to make the Flamer as good as it is in MW3 an MW4 for 2 years.
#4
Posted 18 June 2014 - 07:59 AM
#5
Posted 18 June 2014 - 07:59 AM
"The Adder has a flamer in a fixed mount which cannot be removed from the 'Mech"
That would be my guess...
edit - wow we all pounced on that one lol...
Edited by Jeb, 18 June 2014 - 08:00 AM.
#6
Posted 18 June 2014 - 08:00 AM
#7
Posted 18 June 2014 - 08:11 AM
Calamus, on 18 June 2014 - 07:56 AM, said:
Why on earth would a mech be built that I could not remove an energy weapon? And why on earth would you set it as the Prime variant that people are paying real money for.
I like running it. I think it looks cool, and it's fun. But clan mechs are supposed to be versatile, and you're seriously limiting its versatility by forcing it to carry a single flamer... Not impressed.
Because Battletech fans are so offended at any slight changes in a spin-off to their fiction that PGI feels compelled to align the game as closely as possible to a 20-year-old board game.
Use it on lights that get into point-blank range to blind them. I recommend setting up a toggle switch somehow.
Edited by divinedisclaimer, 18 June 2014 - 08:13 AM.
#8
Posted 18 June 2014 - 08:14 AM
divinedisclaimer, on 18 June 2014 - 08:11 AM, said:
Because Battletech fans are so offended at any slight changes in a spin-off to their fiction that PGI feels compelled to align the game as closely as possible to a 20-year-old board game.
Use it on lights that get into point-blank range to blind them. I recommend setting up a toggle switch somehow.
Why play a Battletech/Mechwarrior game if it doesn't stay within the general confines of the original concepts? Might as well play Hawken....seriously...go away and play Hawken. Derp.
#9
Posted 18 June 2014 - 08:16 AM
#10
Posted 18 June 2014 - 08:19 AM
2. The chance of this information not being public before you purchased your pack is extremely low, a timeframe of about a week
But sure, try the BS "WAAAH, you never told me that!!" approach... after all crying children always garner sympathy, right? *facepalm*
Edited by Zerberus, 18 June 2014 - 08:20 AM.
#11
Posted 18 June 2014 - 08:25 AM
It's half a ton, nothing to get hot and bothered about.
#12
Posted 18 June 2014 - 08:27 AM
Calamus, on 18 June 2014 - 07:56 AM, said:
Why on earth would a mech be built that I could not remove an energy weapon? And why on earth would you set it as the Prime variant that people are paying real money for.
I like running it. I think it looks cool, and it's fun. But clan mechs are supposed to be versatile, and you're seriously limiting its versatility by forcing it to carry a single flamer... Not impressed.
Because in lore, the Flamer is as effective of a weapon as a machine gun and an AC/2.
It's specifically meant for the infantry and battle armor that's trying to jump on you to kill you.
Here, well, meh.
But it's definitely reason for flamers to be rebalanced into something useful.
#13
Posted 18 June 2014 - 08:28 AM
#16
Posted 18 June 2014 - 08:38 AM
Easy Answer: Because of lore which creates the world's flavor and to add a balance element. Everyone wants to create the perfect mech with maximum benefit and 0 waste. I understand the desire to do this but I can't see how a single flamer is going to scuttle a build entirely.
Your statement seems to demand a real world answer though. Here it is, because military hardware is purpose built. Not necessarily by the soldiers but by people who think soldiers need something. Mechs are also purpose built in the lore. I'm sure if you ask a few military folks there is more than one that would say they had issues with a weapons system they used. While some poor choices are corrected in later versions of real world weapons systems not everything is. I just consider this an additional quirk of the mech like the yaw and pitch rates for the various mech variants.
You may not agree with why this was included from a game perspective, and you are totally entitled to disagree, but that doesn't mean that the devs' decision is off-base.
#17
Posted 18 June 2014 - 08:38 AM
Calamus, on 18 June 2014 - 07:56 AM, said:
Why on earth would a mech be built that I could not remove an energy weapon? And why on earth would you set it as the Prime variant that people are paying real money for.
I like running it. I think it looks cool, and it's fun. But clan mechs are supposed to be versatile, and you're seriously limiting its versatility by forcing it to carry a single flamer... Not impressed.
So if it was on the other variants that you also paid money for, would you be good?
#18
Posted 18 June 2014 - 08:40 AM
Flamers were semi-functional in the BT but they were still garbage anyways -- the engineers weren't good enough at SSW min-maxing to realize this. If they truly knew what they were doing, they would have made it an ER Small Laser for more range and damage.
#19
Posted 18 June 2014 - 08:45 AM
#20
Posted 18 June 2014 - 08:51 AM
Those same devs also find all kinds of places to completely ignore "lore".
Unfortunately in many long-lived IPs, not just BattleTech, you have a lot of people who become dogmatic to the point of absurdity when it comes to random bits of fluff regardless if that fluff actually makes for fun, engaging gameplay.
I've always preferred finding the optimal compromise, keep to the spirit of the universe/lore, maintain the integrity of the IP, but don't let that stand in the way of good gameplay/mechanics for the medium the game works under.
Edited by Ultimatum X, 18 June 2014 - 08:53 AM.
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