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Ultimate Mech Discussion Thread

BattleMech Balance

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#1121 gregsolidus

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Posted 06 December 2012 - 02:11 PM

View PostOdanan, on 06 December 2012 - 04:46 AM, said:

And there are already 3 50 tonners (Centurion, Hunchback and Trebuchet).

And? Given how mechs are nothing but walking hard points you might as well say "there are already 3 mediums", redundancy is inescapable.

#1122 CDLord HHGD

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Posted 06 December 2012 - 02:12 PM

View Postgregsolidus, on 06 December 2012 - 02:11 PM, said:

And? Given how mechs are nothing but walking hard points you might as well say "there are already 3 mediums", redundancy is inescapable.

See my post #1154 for possible explanation of redundancy. ;)

#1123 gregsolidus

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Posted 06 December 2012 - 02:15 PM

They aren't going to separate mechs by factions, everyone will have access to everything. They said so themselves if you feel like digging it up.

#1124 Shogun Gaming

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Posted 06 December 2012 - 02:32 PM

Stupid timeline crap :-( was really looking forward for my favorite mech : MadCat MK II !

#1125 gregsolidus

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Posted 06 December 2012 - 02:35 PM

View PostShogun DK, on 06 December 2012 - 02:32 PM, said:

Stupid timeline crap :-( was really looking forward for my favorite mech : MadCat MK II !

Think of it this way, it gives them the ability to avoid the Dark Age and the Jihad.

#1126 Belorion

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Posted 06 December 2012 - 03:10 PM

Maybe we will get an announcement for Christmas.

#1127 Strum Wealh

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Posted 06 December 2012 - 06:22 PM

View Postgregsolidus, on 06 December 2012 - 02:15 PM, said:

They aren't going to separate mechs by factions, everyone will have access to everything. They said so themselves if you feel like digging it up.

To add to the above, what they did say (in Q&A 02) when asked, "Do factions have access to unique mechs or weapons?", was "Prices may vary, but everyone has equal access to items."

So, prices will vary with regard to Faction affiliation - indicating that this system will like come in with or shortly after the introduction of Community Warfare.
As an example, anyone would still be able to buy, say, a Catapult (a predominantly Capellan 'Mech) or a Jenner (a predominantly Combine 'Mech)... but, anyone who isn't affiliated with the Capellans or the Combine, respectively, can likely expect to have to pay more (in terms of c-bills) for those 'Mechs than those who are affiliated with said Factions.

#1128 Jack Gallows

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Posted 06 December 2012 - 06:41 PM

I don't see there being price hikes on certain faction favoring 'mechs, though you'll probably see discounts on them if your House happens to control one of the planets they have factories on. So, it's still paying a higher price, but it's something you can go to war over and actually have a hand in changing, if you're so hurting on C-Bills for that 'mech you or your buddy wants.

#1129 Butane9000

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Posted 07 December 2012 - 04:25 AM

View PostOdanan, on 05 December 2012 - 03:54 PM, said:

So, I guess they extended the announcements to 1 mech a month. Dang! I hate this!

That probably means they will start showing up the clan mechs only in March, 2013 (the time of the IS proper invasion).


I honestly think they are now working on the clan mech designs and will release all 16 at once a few months before the invasion. They've stated their goal is one mech released in game per month and so far they've hit that goal. But they've also said they want to try to get more then one out. Right now we are at 11 mechs in game and the 12th is 2 weeks away. If they manage to release 2 mechs a month after the Stalker then it they will be done February/March. Obviously we will definitely see one last heavy and one last assault chassis for the IS and then we'll most likely start seeing the clan redesigns.

In the end one last thing to take away is that I have no idea, I just woke up and am rambling. King Crab looks cool but it's unlikely. But it was unlikely in the same way the Highlander was so who knows?

#1130 Strum Wealh

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Posted 07 December 2012 - 04:59 AM

View PostButane9000, on 07 December 2012 - 04:25 AM, said:

I honestly think they are now working on the clan mech designs and will release all 16 at once a few months before the invasion. They've stated their goal is one mech released in game per month and so far they've hit that goal. But they've also said they want to try to get more then one out. Right now we are at 11 mechs in game and the 12th is 2 weeks away. If they manage to release 2 mechs a month after the Stalker then it they will be done February/March. Obviously we will definitely see one last heavy and one last assault chassis for the IS and then we'll most likely start seeing the clan redesigns.

In the end one last thing to take away is that I have no idea, I just woke up and am rambling. King Crab looks cool but it's unlikely. But it was unlikely in the same way the Highlander was so who knows?

The Devs' "Content Roadmap" was recently updated (on Dec. 04).

The Stalker is currently scheduled to be put into the game on Dec. 18.
The Spider is currently (as of Dec. 04) scheduled to be put into the game on Jan. 15.
The Trebuchet is currently (as of Dec. 04) scheduled to be put into the game on Feb. 19.

So, we're looking at a new 'Mech in-game every 4-5 weeks for the forseeable future.

As for the King Crab: one of the main problems with it is that the each of the KGC-000's AC/20s is split across the arm and the respective side-torso (more specifically, 8 of the gun's 10 criticals are in the arm, with the remaining two in the side-torso).
The KGC-0000 has the same issue, in reverse - the bulk of the AC/20s' criticals are in the side-torsos, with a smaller number of their criticals are spread into the arms.
The only remaining timeline-appropriate variant (that would work in MWO's MechLab system, as-is) is the KGC-010.

Unless PGI revamps the MechLab to allow for split-location weapon mounting (which canonically applies only to the -20 ACs and the Heavy Gauss Rifle), the main King Crab variant - and two of the three timeline-appropriate variants - would be impossible to build or significantly modify in MWO.

#1131 Znail

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Posted 07 December 2012 - 05:52 AM

View PostStrum Wealh, on 07 December 2012 - 04:59 AM, said:

The Devs' "Content Roadmap" was recently updated (on Dec. 04).

The Stalker is currently scheduled to be put into the game on Dec. 18.
The Spider is currently (as of Dec. 04) scheduled to be put into the game on Jan. 15.
The Trebuchet is currently (as of Dec. 04) scheduled to be put into the game on Feb. 19.

So, we're looking at a new 'Mech in-game every 4-5 weeks for the forseeable future.

As for the King Crab: one of the main problems with it is that the each of the KGC-000's AC/20s is split across the arm and the respective side-torso (more specifically, 8 of the gun's 10 criticals are in the arm, with the remaining two in the side-torso).
The KGC-0000 has the same issue, in reverse - the bulk of the AC/20s' criticals are in the side-torsos, with a smaller number of their criticals are spread into the arms.
The only remaining timeline-appropriate variant (that would work in MWO's MechLab system, as-is) is the KGC-010.

Unless PGI revamps the MechLab to allow for split-location weapon mounting (which canonically applies only to the -20 ACs and the Heavy Gauss Rifle), the main King Crab variant - and two of the three timeline-appropriate variants - would be impossible to build or significantly modify in MWO.

Not really that difficult to solve though. Just remove two actuators in the arms and put the AC 20's in them.

#1132 Jack Gallows

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Posted 07 December 2012 - 06:03 AM

PGI would have to decide if the harpoint was in the arm, or in the corresponding torso. If they select the arms, you'd have to remove two critical spots (IE. Hand and Lower Arm Actuator,) for an AC/20 to fit there. King Crab pilots, depending on placement of hardpoint, would then have two things to consider when mounting an AC/20. If placed in the arm, has the Centurion's problem of having it removed incredibly quickly in matches, (though obviously more arm armor on a King Crab due to weight,) or not being able to mount an XL engine due to the AC/20 taking too much critical space internally in a torso.

I really want a Cyclops now, with how they're shuffling around electronics gear.

To my knowledge though, these are the only timeline appropriate Assault 'mechs. (Haven't sifted through them yet for # of variants.)

http://www.sarna.net/wiki/Cyclops
http://www.sarna.net/wiki/Katana
http://www.sarna.net/wiki/King_Crab
http://www.sarna.net/wiki/Longbow
http://www.sarna.net/wiki/Mackie (lol just cause.)
http://www.sarna.net/wiki/Mauler
http://www.sarna.net/wiki/Nightstar
http://www.sarna.net/wiki/Pillager (on shakey timeline ground)
http://www.sarna.net/wiki/Rampage
http://www.sarna.net/wiki/Shogun
http://www.sarna.net/wiki/Spartan
http://www.sarna.net...28BattleMech%29
http://www.sarna.net/wiki/Thug
http://www.sarna.net/wiki/Thunder_Hawk (semi-same issue as Pillager)
http://www.sarna.net/wiki/Victor
http://www.sarna.net/wiki/Zeus
http://www.sarna.net/wiki/Annihilator
http://www.sarna.net/wiki/Crockett
http://www.sarna.net/wiki/Emperor
http://www.sarna.net/wiki/Hatamoto-Chi

Now that I look at that list, it really really puts a new viewpoint on how badly the unseen/reseen screw over the medium and heavy category. ><

Edited by Jack Gallows, 07 December 2012 - 06:04 AM.


#1133 Odanan

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Posted 07 December 2012 - 07:38 AM

View PostStrum Wealh, on 07 December 2012 - 04:59 AM, said:

The Devs' "Content Roadmap" was recently updated (on Dec. 04).

The Stalker is currently scheduled to be put into the game on Dec. 18.
The Spider is currently (as of Dec. 04) scheduled to be put into the game on Jan. 15.
The Trebuchet is currently (as of Dec. 04) scheduled to be put into the game on Feb. 19.

So, we're looking at a new 'Mech in-game every 4-5 weeks for the forseeable future.

As for the King Crab: one of the main problems with it is that the each of the KGC-000's AC/20s is split across the arm and the respective side-torso (more specifically, 8 of the gun's 10 criticals are in the arm, with the remaining two in the side-torso).
The KGC-0000 has the same issue, in reverse - the bulk of the AC/20s' criticals are in the side-torsos, with a smaller number of their criticals are spread into the arms.
The only remaining timeline-appropriate variant (that would work in MWO's MechLab system, as-is) is the KGC-010.

Unless PGI revamps the MechLab to allow for split-location weapon mounting (which canonically applies only to the -20 ACs and the Heavy Gauss Rifle), the main King Crab variant - and two of the three timeline-appropriate variants - would be impossible to build or significantly modify in MWO.


Ohhh, good pointing.
The King Crab has lower arm actuator and hands in each arm, which gives no room for the AC/20...

#1134 Valkyrie Red one

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Posted 07 December 2012 - 07:42 AM

View PostJack Gallows, on 04 December 2012 - 12:11 PM, said:


It being F2P doesn't preclude it being a mechwarrior/battletech game at it's core. Arena style gaming is Solaris, which is in the universes lore, and they've said they'd like to explore that more once the base game is solid. However, the main focus of the battletech universe has always been house and clan warfare, and even with a tenuous grasp on the lore right now, it's going to be a center point during community warfare. Timeline dictates technological level, not artificial means in game (unless they add certain types of matches to Solaris.) Now, they may add the ability for players down the line to have matches that don't work under community warfare that allow them to train within their own unit or their own friends (private matches that give no XP or C-bills, etc,) or allow us to create our own little side tournaments with tech restrictions, but I don't see the game ever actually doing it outside of tech being outside the timeline.



Never said new tech would unbalanced, as PGI would work as best they could to make it balanced. It's just better that they start lower then work their way up then throwing EVERYTHING at once at us and the devs to balance out. Juggle two grenades vs juggling twenty to start off with.



Which you'll still end up fighting for one cause or another, because that's how matchmaking works. Lone Wolves will get put in games where a House/Merc/Clan unit needs an extra man (or woman,) or two. Mercs fight for a specific House, so if you fight with a Merc company as a lone wolf you're still furthering their cause.
Now, you may not care, and that's cool. You don't HAVE to be a part of a unit nor care about what 'mech you're shooting at as long as you're having fun (which I hope lone wolves do,) but unless you just want a shooting simulator, being a lone wolf doesn't give you much freedom of choice beyond just hitting the "launch" button. I'd assume anyway, being that this game is generally centered around being a team game as opposed to it being a grand melee of puggers.


Orion for president next 'mech announcement!


You do have a point, it bugs me though. i like fafnir and behemoth and generally some mechs we are never supposed to see in game, but i guess time will tell.

also in my lone wolf preference, well, thats not because i don't like the whole thing. its just that im not always available for in game events that require my presence. i was kicked out from such event once because i made the mistake of thinking i could jump in whenever i wanted(a second "i could" fits also since there's sleep, there's work and there's mood)

On another note

I really do appreciate the reimagining of the mechs, however i kinda feel(and i hope im not the only one)that some future designs should stay more faithfull. go look at the teaser trailer of mechwarrior5(now MWOnline). Now THAT'S an atlas. i believe its not necessary for mechs to look ultra futuristic, some old designs need this yes, but others like the atlas could manage just with tweaks in the design.

i hope to see the missile variant of the jenner(i used to call it the mini catapult in MW4)and Annihilator.

#1135 Odanan

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Posted 07 December 2012 - 07:52 AM

View PostJack Gallows, on 07 December 2012 - 06:03 AM, said:

PGI would have to decide if the harpoint was in the arm, or in the corresponding torso. If they select the arms, you'd have to remove two critical spots (IE. Hand and Lower Arm Actuator,) for an AC/20 to fit there. King Crab pilots, depending on placement of hardpoint, would then have two things to consider when mounting an AC/20. If placed in the arm, has the Centurion's problem of having it removed incredibly quickly in matches, (though obviously more arm armor on a King Crab due to weight,) or not being able to mount an XL engine due to the AC/20 taking too much critical space internally in a torso.

I really want a Cyclops now, with how they're shuffling around electronics gear.

To my knowledge though, these are the only timeline appropriate Assault 'mechs. (Haven't sifted through them yet for # of variants.)

http://www.sarna.net/wiki/Cyclops
http://www.sarna.net/wiki/Katana
http://www.sarna.net/wiki/King_Crab
http://www.sarna.net/wiki/Longbow
http://www.sarna.net/wiki/Mackie (lol just cause.)
http://www.sarna.net/wiki/Mauler
http://www.sarna.net/wiki/Nightstar
http://www.sarna.net/wiki/Pillager (on shakey timeline ground)
http://www.sarna.net/wiki/Rampage
http://www.sarna.net/wiki/Shogun
http://www.sarna.net/wiki/Spartan
http://www.sarna.net...28BattleMech%29
http://www.sarna.net/wiki/Thug
http://www.sarna.net/wiki/Thunder_Hawk (semi-same issue as Pillager)
http://www.sarna.net/wiki/Victor
http://www.sarna.net/wiki/Zeus
http://www.sarna.net/wiki/Annihilator
http://www.sarna.net/wiki/Crockett
http://www.sarna.net/wiki/Emperor
http://www.sarna.net/wiki/Hatamoto-Chi

Now that I look at that list, it really really puts a new viewpoint on how badly the unseen/reseen screw over the medium and heavy category. ><


You forgot some: the rare Imp, the ultra common Banshee and the weird Charger .

Many mechs in that list are extinct, rare or very restricted (like the Wolf Dragoons' only: Shogun, Imp and Annihilator).
Many can't have the 3 required variants.

The list ends up with Zeus, Banshee, Cyclops, Victor and Hatamoto-Chi as likely candidates.

BTW: the Longbow is unseen.

#1136 Jack Gallows

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Posted 07 December 2012 - 09:47 AM

Imp, Charger, and Banshee were left off as a mistake, and I also have intentions to alter the list to show if a machine has the requisite variants. I always forget the longbow is unseen though.

I also don't think rare or faction specific designs means they can't be used, since PGI isn't restricting mechs by faction.

Will adjust my last post when im not on my phone (this space will be edited with my reply to valkyire)

#1137 Der BruzZzler von Wiesndoof

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Posted 07 December 2012 - 10:39 AM

View PostJack Gallows, on 07 December 2012 - 09:47 AM, said:

I also don't think rare or faction specific designs means they can't be used, since PGI isn't restricting mechs by faction.


Yup. I agree!

#1138 Odanan

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Posted 07 December 2012 - 04:01 PM

View PostJack Gallows, on 07 December 2012 - 09:47 AM, said:

I also don't think rare or faction specific designs means they can't be used, since PGI isn't restricting mechs by faction.


What I'm worried is that some mechs were last used by the Star League and/or are not produced for centuries, like the Mackie and the Rampage.

And when I say restricted, I mean the Imp, Shogun and Annihilator, mechs that no way you will see outside the Wolf Dragoons.

And if you look for the minimum of 3 variants, the list is very reduced, unfortunately.

#1139 CDLord HHGD

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Posted 08 December 2012 - 06:11 AM

View PostStrum Wealh, on 06 December 2012 - 06:22 PM, said:

To add to the above, what they did say (in Q&A 02) when asked, "Do factions have access to unique mechs or weapons?", was "Prices may vary, but everyone has equal access to items."

So, prices will vary with regard to Faction affiliation - indicating that this system will like come in with or shortly after the introduction of Community Warfare.
As an example, anyone would still be able to buy, say, a Catapult (a predominantly Capellan 'Mech) or a Jenner (a predominantly Combine 'Mech)... but, anyone who isn't affiliated with the Capellans or the Combine, respectively, can likely expect to have to pay more (in terms of c-bills) for those 'Mechs than those who are affiliated with said Factions.

And I believe I said in my post that some mechs would be more readily available than others, not totally unavailable. Making it a financial decision instead of a matter of availability makes a good alternative.

#1140 Jack Gallows

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Posted 08 December 2012 - 07:52 AM

I put the Mackie up on the list mostly as a joke, first battlemech would be funny to see. Its like an overgrown urbanmech.

Also, same thing with supposed faction only mechs, something being Wolf Dragoons only doesn't mean anything. Mechs aren't faction specific so they're fair game as far as I am concerne. In addition, they're going to eventually let people "join" famous mercy groups like the Dragoons. Hell, you can't walk two feet into the hiring hall with someone claiming to be an offshoot of a sub unit of the dragoons.

Rampage is a bit of a stretch but I just like it. :mellow:





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