Underweight Mechs For Drop Deck
#1
Posted 05 December 2014 - 07:10 AM
So that if you find yourself needing a 40 ton mech, you could just shave 5 tons off the drop deck (pull BAP off 2 mechs, AMS off a 3rd and shave a half ton of armor) and squeeze in the mech you want.
It seems logical to me, I'd be willing to go without a heatsink, BAP, an extra ton of ammo or armor here and there to pilot a blackjack (A chassis I love) over a Cicada (one that I dislike).
#2
Posted 05 December 2014 - 07:26 AM
So should it still count as a 100 ton mech? Lol
#3
Posted 05 December 2014 - 07:28 AM
A 45 ton mech is a 45 ton mech even if you "drop light". It's not 44.5.
#4
Posted 05 December 2014 - 07:37 AM
Underweight mechs are giving up something, So if you want to make the tradeoff of hobbling mechs in your drop deck you can get the total in dropship weight down to where it needs to be and pilot mechs that you like, rather then having to deal with a mech you Hate. A 60 ton catapult has made compromises commensurate to 5 tons of deck space.
#5
Posted 05 December 2014 - 07:39 AM
#6
Posted 05 December 2014 - 07:41 AM
If I have 220 tons, why not let me have two Atlases and a Locust?
If I have 220 tons... why not let me have 11 Locusts?
#8
Posted 05 December 2014 - 07:44 AM
Koniving, on 05 December 2014 - 07:41 AM, said:
If I have 220 tons, why not let me have two Atlases and a Locust?
If I have 220 tons... why not let me have 11 Locusts?
Because the coders would **** a chicken. They said they are pushing the server limits with the 4 mechs per person.
#9
Posted 05 December 2014 - 07:46 AM
Quote
If I have 220 tons, why not let me have two Atlases and a Locust?
If I have 220 tons... why not let me have 11 Locusts?
I see no problem with allowing less than 4 mechs. However they should NOT allow more than 4 mechs. Otherwise mechs like the Firestarter simply become too good. The last thing that mech needs is an extra lives buff.
If it helps you can also think of it as a logistical limitation. Since leopard dropships can only carry a lance of mechs at a time. From a logistical standpoint it wouldnt make sense to allow 11 locusts since that would require 2 additional dropships to accommodate. It makes far more sense to drop heavies and assaults and minimize the number of dropships needed.
Edited by Khobai, 05 December 2014 - 07:57 AM.
#10
Posted 05 December 2014 - 07:47 AM
Koniving, on 05 December 2014 - 07:41 AM, said:
If I have 220 tons, why not let me have two Atlases and a Locust?
If I have 220 tons... why not let me have 11 Locusts?
A fitting Post for one calling himself Koniving!
#11
Posted 05 December 2014 - 07:48 AM
Just one per player at once. >.>
Unless they are keeping the other 10 per player 'off map' for the entire duration of the game until they emerge.
<.<; And much as I'd like corpses to stay, I imagine some mech corpse cleanup would make sense too.
Khobai, on 05 December 2014 - 07:46 AM, said:
With 220 tons available, you get up to 6 Firestarters. Even if you get up to 240 tons.
Of course, when I first pitched the idea ("What 3/3/3/3 cost us"), the original number was 660 tons for The Entire Team, with an unlimited count of mechs per player, so long as everyone on the team had at least one mech.
The worst case scenario was the final push of the Steiners (whose mostly Atlas team of 7 total players got wiped out and was mad, joined up by 5 more players and came at the planet again this time with 24 Commandos and 2 Spiders).
Currently with "240" tons per player, that's 2880 tons per team.
Edited by Koniving, 05 December 2014 - 07:52 AM.
#12
Posted 05 December 2014 - 07:49 AM
#13
Posted 05 December 2014 - 07:54 AM
Anyway, the coding issues, yes. Also, the engines don't account for it when calculating speed and would need to be re-coded. That's a can of worms I don't see being opened, not the least of which is because if it were, you'd see ERLL Atlases and the like running around very, very quickly with no other weapons and a 100 ton mech worth of armor.
#14
Posted 05 December 2014 - 07:55 AM
#15
Posted 05 December 2014 - 07:58 AM
#16
Posted 05 December 2014 - 07:59 AM
Quote
Except 6 firestarters does not equal 2 atlases and a locust.
not even close. the firestarters have a huge advantage there.
your idea is silly, and just creates a ridiculous new way to meta the game, by abusing dropweight.
the only way something like youre suggesting would work is if battle value was implemented. because tonnage does not accurately reflect the power level of mechs. Tonnage says an atlas is worth ~3 firestarters, but that simply is not the case. At best an Atlas is worth 1.5-2 firestarters.
Edited by Khobai, 05 December 2014 - 08:07 AM.
#17
Posted 05 December 2014 - 08:14 AM
You only got 4 Mech Gantry carriages on the dropship guys.
#18
Posted 05 December 2014 - 08:17 AM
This will never fly, because an underweight heavier mech does NOT equal the weight it has. I could build a D-DC Atlas with a few SRM4s and a pair of ERLL, and it'd come in around 72 tons, with full Atlas armor. Going by tonnage, this should be about equal to a Cataphract, right? Have them stand in front of eachother and start firing, see which one walks away.
tl;dr Heavier mechs mounting smaller guns get to keep their higher internal and armor numbers, and have no reason not to use them.
#19
Posted 05 December 2014 - 08:20 AM
Koniving, on 05 December 2014 - 07:41 AM, said:
If I have 220 tons, why not let me have two Atlases and a Locust?
If I have 220 tons... why not let me have 11 Locusts?
+1 for 132 total locust drops, welcome to the new meta.
#20
Posted 05 December 2014 - 08:53 AM
Edited by VanillaG, 05 December 2014 - 08:53 AM.
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