

Mechs with chicken legs vs Humanoid mechs
#1
Posted 08 July 2012 - 02:50 AM
#2
Posted 08 July 2012 - 02:53 AM
#4
Posted 08 July 2012 - 03:04 AM
#5
Posted 08 July 2012 - 03:06 AM
#6
Posted 08 July 2012 - 03:06 AM
From the Tabletop experience there is also no difference between hitting any arm, no matter the size, as the damage allocation does not take such things into consideration.
In a videogame it will be (and always was) of course a lot easier to hit a larger target, and the actual mechsize and the size of the individual parts suddenly play a big role in the actual effectivness of the design. So yes, directly targeting larger sized arms/parts is a lot easier in that case, making designs with exposed/oversized parts easier to target and destroy.
One advantage of those human arms with hands that does not translate to the videogames and only exists in the tabletop, is the ability to use them more effectivly in melee combat as you can either procure a makeshift weapon on the battlefield or equip one from the start. Sadly no mechwarrior game ever focused on that, as melee is one of the fields where IS technology is superior to the clans, with triple strength myomer beeing available quiet a bit earlier for IS designs and beating someone up with tripple strenght myomer with a a tactical mace equipped can realy ruin his day.
#7
Posted 08 July 2012 - 03:19 AM
Mechs with chicken legs like Catapult or Stalker do not have arms. On the other hand humanoid like mechs have arms which should be vulnerable and choppable.
Generally I think it would be great to customise each mech's damage model.
#8
Posted 08 July 2012 - 03:24 AM
If you read on i tell you that the actual size and placement of componentes is important in videogames where you get to aim yourself, as it makes it easier/harder to hit certain locations based on the size and placement of them. For example i expect the hunchback to be very vulnerable to hits to it's right torso in game, because of the size of it, towering over the center body, and extending forward and back thanks to the gigantic AC/20 'pod'. So i'll put some extra armor on that area once i get ingame.

#9
Posted 08 July 2012 - 03:26 AM

#11
Posted 08 July 2012 - 03:33 AM
#12
Posted 08 July 2012 - 03:36 AM
Anyhoo, don't remember where I saw it but I thought that the chook leg mechs were generally faster and better at climbing gradients/acceleration, but the human leg ones were slower/more stable and better on rough ground.
I'm prolly way off the mark...
#13
Posted 08 July 2012 - 03:37 AM
#14
Posted 08 July 2012 - 03:42 AM
facilitate a higher top-speed.
this isn't the case in BT, really it's aesthetic.
I think they look cool.
#15
Posted 08 July 2012 - 03:43 AM
That is true, there are, as far as i know, no plans for weakspots that allow to bypas the armor in certain regions. A bodypart will have a homogenous armor cover in accordance of how many armorpoints the player allocates to that bodypart. So yes, it is a rather simple damage model. But players will be able to customize the armor layout, assinging armor to different bodyparts as they see fit. A weakspot system would make such armor allocation mood, as you could bypass them by targeting said weakspots.
Also Battletech (and mechwarrior for that matter) does not simulate armor penetration (with the exception of through-armor criticals) and armor is only handeled in an ablative way.
Of course you could find quiet a few arguments that would support a change into a more penetration/module damage based system. But i think the devs are quiet a bit too far into development to make such drastic changes... also it would steer quiet a bit away from the original BT systems and previous games, probably alienating the potential oldschool/veteran playerbase.
#16
Posted 08 July 2012 - 03:44 AM
All that being said in game it does not matter jack, 4 tons of armor and 4 heatsinks are just that no matter the shape of the leg.
#17
Posted 08 July 2012 - 03:48 AM
If I understand the physics correctly, it's all about stress on the ankle & knee joints.
#18
Posted 08 July 2012 - 03:57 AM
And take a look at Catapult - http://mwomercs.com/...atapult-concept Missile lauchers are firmly soldered to the sides. There is no way you can make them fall apart from the main body.
#19
Posted 08 July 2012 - 04:03 AM
Baron Kreight, on 08 July 2012 - 03:57 AM, said:
And take a look at Catapult - http://mwomercs.com/...atapult-concept Missile lauchers are firmly soldered to the sides. There is no way you can make them fall apart from the main body.
the Catapult C1 and Hunchback 4G share the same weight in armour, but the Catapult isnt as well protected as the Hunchback, for exmaple the arms on a Catapult have 13 points of armour, where as the hunchback has an additional 3 points. it doesnt sound like much, but given that the Catapults arms take up a larger area and are raised above the cockpit they will be faily easy to take out.
Edited by Kodiak Jorgensson, 08 July 2012 - 04:11 AM.
#20
Posted 08 July 2012 - 04:09 AM
Yep, but gameplay wise there will be no difference. The launcherboxes are the Cats arms (at least as far as i remeber the catapult has arm mounted LRMs), hitting them will first damage the armor and once its gone the internal structure. Same for the 'conventional' arms of the hunchbacks. You will not be able to target specific subsystems of the arm, like the weapons themselves.
The only advantage/disadvantage will be the size and position of the complete part (arm/leg/etc) and how much armor you allocate to that position, not the 'type' of arm or leg used. All this info is of course based on the limited public information we got and on the experience of former videogames in the BT universe and on the Battletech rules themselves.
Edited by Feindfeuer, 08 July 2012 - 04:09 AM.
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