Jump to content

Ultimate Mech Discussion Thread

BattleMech Balance

20517 replies to this topic

#15161 Sereglach

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,563 posts
  • LocationWherever things are burning.

Posted 04 December 2016 - 06:41 PM

View PostMetus regem, on 04 December 2016 - 06:21 PM, said:

Force them to stay in hybrid mode, solves the transformation issue, 5 hexes is 150m, not that far really. The biggest problem is the fact that they 'hover' at height 1 over all terrain, meaning full Mech cover, would only be half cover for them. Yes the turning radius would suck, but you would be going stupid fast, so a good pilot could make landing a blow hard. Still I wants them, and aside from the Crecent Hawks series, they have never been in a PC game.

While forcing them to stay hybrid might solve one issue, it brings up others. LAMs strength is supposed to be their versatility; and you're removing that by removing transformations. They're basically no longer LAMs but a kind of hovering pseudo-aerotech.

Very aware of hex/meter ratios; and sadly the 15 hexes isn't anywhere near as fast as you think. The Locust LCT-5W with MASC active goes 18 hexes, which according to lore is only a bit over 180kph. The 15 Hex movement rate that the LAMs would get would still be well below the 170kph threshold that PGI currently enforces. Thusly, they'd barely go as fast as most lights . . . right around 150 kph or so.

I suppose the question there is are you willing to give away most of the mech's features and taking on most of the weaknesses just to say you have LAMs in the game? Food for thought.

#15162 Metus regem

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Sureshot
  • The Sureshot
  • 10,282 posts
  • LocationNAIS College of Military Science OCS courses

Posted 04 December 2016 - 06:44 PM

View PostSereglach, on 04 December 2016 - 06:41 PM, said:

While forcing them to stay hybrid might solve one issue, it brings up others. LAMs strength is supposed to be their versatility; and you're removing that by removing transformations. They're basically no longer LAMs but a kind of hovering pseudo-aerotech.

Very aware of hex/meter ratios; and sadly the 15 hexes isn't anywhere near as fast as you think. The Locust LCT-5W with MASC active goes 18 hexes, which according to lore is only a bit over 180kph. The 15 Hex movement rate that the LAMs would get would still be well below the 170kph threshold that PGI currently enforces. Thusly, they'd barely go as fast as most lights . . . right around 150 kph or so.

I suppose the question there is are you willing to give away most of the mech's features and taking on most of the weaknesses just to say you have LAMs in the game? Food for thought.


Yes I am willing to make that trade, I do enjoy Locust life after all.

#15163 Sereglach

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,563 posts
  • LocationWherever things are burning.

Posted 04 December 2016 - 06:59 PM

View PostMetus regem, on 04 December 2016 - 06:44 PM, said:

Yes I am willing to make that trade, I do enjoy Locust life after all.


What about a Locust only going 150kph hovering 30m off the ground and turning slower than assaults? That's what you'd be piloting with those "fixes"/"compromises" in a Wasp LAM or Stinger LAM.

Not saying they couldn't/shouldn't be implemented. I'm just saying it's a very tricky thing and would require a lot more work than it looks to be, just to make a viable mech. Even just making a mech hover 30m off the ground is something never done before, it'd require a boatload of work, and it'd cause problems on maps like HPG or Mining Collective -with tunnels- that'd require even more work to fix.

It gets ugly; and that's the reason why I'd much rather shoot for Melee and Quads before I'd ever consider worrying about LAMs.

Edited by Sereglach, 04 December 2016 - 07:00 PM.


#15164 Odanan

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 8,210 posts
  • LocationBrazil

Posted 05 December 2016 - 03:28 AM

Not exactly topic related, but here is compilation of the Mechon announcements:


Skill Trees look pretty awesome!
  • no quirks in the mech itself.
  • limited choices.
  • NO MORE 3 VARIANTS TO "MASTER".


#15165 Steinar Bergstol

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,622 posts
  • LocationNorway

Posted 05 December 2016 - 04:18 PM

View PostOdanan, on 05 December 2016 - 03:28 AM, said:

Skill Trees look pretty awesome!
  • no quirks in the mech itself.
  • limited choices.
  • NO MORE 3 VARIANTS TO "MASTER".


1) Okay. Depending on how it ends up being done this is something I can get behind.
2) Good. Now just make sure there's not just 1 useful "path" of choice so we don't end up with everyone just picking the same choices because everything else is crap.
3) Oh, thank the bloody gods of all that is Battletech! No more variant mastery grind! YES! YES, YES, YES!

#15166 SlightlyMobileTurret

    Member

  • PipPipPipPipPipPipPip
  • Lance Corporal
  • 718 posts

Posted 05 December 2016 - 06:42 PM

No more quirks? at all?

#15167 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 05 December 2016 - 06:43 PM

View PostKeshav Murali, on 05 December 2016 - 06:42 PM, said:

No more quirks? at all?

Not until you unlock them with Skill Points.

#15168 SlightlyMobileTurret

    Member

  • PipPipPipPipPipPipPip
  • Lance Corporal
  • 718 posts

Posted 05 December 2016 - 06:44 PM

I'm just worried that mediocre mechs right now will become utter dog-crap after this is released. (like 2 years ago)

Of course, must give PGI the benefit of doubt.

Edited by Keshav Murali, 05 December 2016 - 06:44 PM.


#15169 Odanan

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 8,210 posts
  • LocationBrazil

Posted 06 December 2016 - 03:59 AM

So, Fire Moth or Wasp next month?

#15170 Bradigus

    Member

  • PipPipPipPipPip
  • 189 posts

Posted 06 December 2016 - 04:05 AM

View PostOdanan, on 06 December 2016 - 03:59 AM, said:

So, Fire Moth or Wasp next month?


If it's the Fire Moth, it could be good. Not worth spending 20 dollars or more on, nor waiting until summer, but at least clans would finally have their 20 ton omni slot filled.

Wasp on the other hand requires severe hardpoint inflation to be even considered usable, otherwise it'll be inferior to locust in every way. Also if it's another IS mech, then I might as well stop playing and come back in the summer and see what the situation is then.

Keeping in mind a third of next years mech slots have already been filled, I don't see that much good coming in 2017 for MWO.

#15171 Steinar Bergstol

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,622 posts
  • LocationNorway

Posted 06 December 2016 - 05:14 AM

I'm fairly sure the next mech will be a clan mech since last month's announcement was the Assassin and this month was the Roughneck, both IS mechs, and Russ has said we were going to get back to more or less alternating clan and IS mechs following the release of first a bunch of Unseen IS mechs and then months of clanmechs one after the other.

So, Dasher/Fire Moth? Could be, though I'm not sure PGI is willing to go for anything moving that fast as long as MWO is still running on Cryengine. I suspect we might not see really fast mechs like the Dasher until after a switch to Unreal engine (and yes, MW5 using Unreal means, to me, that I'm pretty sure MWO will be ported to that engine as well eventually since it makes sense for PGI to use work they've done on MW5 to improve MWO).

#15172 Karl Streiger

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Wrath
  • Wrath
  • 20,369 posts
  • LocationBlack Dot in a Sea of Blue

Posted 06 December 2016 - 05:20 AM

uhm i didn't thought that the speed has anything to do with the engine but with the hit registration.

MWLL uses the cry engine either - no problem with vehicles faster than 150kph

Edited by Karl Streiger, 06 December 2016 - 05:21 AM.


#15173 MeiSooHaityu

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 10,912 posts
  • LocationMI

Posted 07 December 2016 - 03:11 AM

I'm not really digging the new Marauder IIC design wise. It looks like a Marauder, but somehow inflated. Maybe I need to see more shots of it, but I think I prefer the IS Marauder looks wise.

Posted Image

#15174 Bradigus

    Member

  • PipPipPipPipPip
  • 189 posts

Posted 07 December 2016 - 03:56 AM

View PostMeiSooHaityu, on 07 December 2016 - 03:11 AM, said:

I'm not really digging the new Marauder IIC design wise. It looks like a Marauder, but somehow inflated. Maybe I need to see more shots of it, but I think I prefer the IS Marauder looks wise.


That's probably because it is. The intakes at the back got an extra shell on top of them, center torso got elevated slightly, and the side torsos bulged upwards. The legs got additional plate pieces.

So yeah, you're absolutely correct that the MAD-IIC is inflated in comparison to the regular Marauder.

#15175 Odanan

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 8,210 posts
  • LocationBrazil

Posted 07 December 2016 - 04:30 AM

View PostBradigus, on 07 December 2016 - 03:56 AM, said:


That's probably because it is. The intakes at the back got an extra shell on top of them, center torso got elevated slightly, and the side torsos bulged upwards. The legs got additional plate pieces.

So yeah, you're absolutely correct that the MAD-IIC is inflated in comparison to the regular Marauder.

It's 10 tons heavier, right? ;)

#15176 SlightlyMobileTurret

    Member

  • PipPipPipPipPipPipPip
  • Lance Corporal
  • 718 posts

Posted 07 December 2016 - 04:38 AM

MAD-IIC won't be tanky, but it's going to run close to 40 tons of gun running 70 kph at a minimum.

I am sad.

#15177 Beaching Betty

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 710 posts
  • Location-

Posted 07 December 2016 - 05:09 AM

Umm hi..

#15178 MeiSooHaityu

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 10,912 posts
  • LocationMI

Posted 07 December 2016 - 06:19 AM

View PostBradigus, on 07 December 2016 - 03:56 AM, said:


That's probably because it is. The intakes at the back got an extra shell on top of them, center torso got elevated slightly, and the side torsos bulged upwards. The legs got additional plate pieces.

So yeah, you're absolutely correct that the MAD-IIC is inflated in comparison to the regular Marauder.


It's unfortunate (IMO) that is has to look like it was literally inflated.

Posted Image

Each person sees something different I suppose *shrug*.

Edited by MeiSooHaityu, 07 December 2016 - 06:20 AM.


#15179 Virlutris

    Member

  • PipPipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 1,443 posts
  • Google+: Link
  • Twitter: Link
  • LocationVery likely goofing off in a match near you.

Posted 07 December 2016 - 09:22 AM

View PostSteinar Bergstol, on 06 December 2016 - 05:14 AM, said:

I'm fairly sure the next mech will be a clan mech since last month's announcement was the Assassin and this month was the Roughneck, both IS mechs, and Russ has said we were going to get back to more or less alternating clan and IS mechs following the release of first a bunch of Unseen IS mechs and then months of clanmechs one after the other.

So, Dasher/Fire Moth? Could be, though I'm not sure PGI is willing to go for anything moving that fast as long as MWO is still running on Cryengine. I suspect we might not see really fast mechs like the Dasher until after a switch to Unreal engine (and yes, MW5 using Unreal means, to me, that I'm pretty sure MWO will be ported to that engine as well eventually since it makes sense for PGI to use work they've done on MW5 to improve MWO).

View PostKarl Streiger, on 06 December 2016 - 05:20 AM, said:

uhm i didn't thought that the speed has anything to do with the engine but with the hit registration.

MWLL uses the cry engine either - no problem with vehicles faster than 150kph


We mostly need to decide whether we cannot have the Fire Moth without its MASC.

It doesn't need MASC to be the fastest mech in the game. It's already that by virtue of mounting a 200-rated engine on a 20 ton chassis. It will require only the slightest top speed adjustment to bring it down into the neighborhood of the old max-engined and speed-tweaked Commando speed. It's the fastest mech in the game with its stock engine alone.

If having and playing a 20 ton ClanTech Omni is paramount, then this is easy. We strip the MASC (as unusable equipment), freeing up 1 ton and 1 crit. Extra armor or an extra DHS make adequate placeholders on the stock loadouts, as has been done on other variants of ClanTech chassis that lost irrelevant equipment.

If we're completely wedded to the idea that it's not a Fire Moth without the ability to go ludicrous speed by engaging MASC, then it's simply not an option. If it merely has to be the fastest mech in the game, then it's doable.

I'm entering broken record territory here, but I'd prefer to have it without the MASC to start. If the dev team solves the hitreg issue, they can patch it back in as locked equipment much like they did with the JJs on the TBR-S and KFX-S.

Edited by Virlutris, 07 December 2016 - 09:25 AM.


#15180 Pariah Devalis

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Clan Cat
  • The Clan Cat
  • 7,655 posts
  • Google+: Link
  • Twitter: Link
  • LocationAboard the NCS True Path

Posted 07 December 2016 - 10:21 AM

I mean, they got close. Looks like the torso assembly is bigger, but it's a fairly close rendition of the reseen MAD-IIC.

Posted Image

That cockpit looks amazing. I canceled my preorder only because I don't pilot assault mechs, so I learned my lesson this time. That said, I see myself picking at least the ECM one up down the line for C-Bills.





21 user(s) are reading this topic

0 members, 21 guests, 0 anonymous users