Mech builder program?
#1
Posted 09 July 2012 - 02:36 PM
Just wondering.
#2
Posted 09 July 2012 - 02:38 PM
#3
Posted 09 July 2012 - 02:39 PM
#4
Posted 09 July 2012 - 02:39 PM
#5
Posted 09 July 2012 - 02:45 PM
I would stay a decent distance from M$'s builder, they had there own heat scale that was wonky
#6
Posted 09 July 2012 - 02:53 PM
You'd think that this kind of thing leads to "standard" loadouts but that is actually not the case. If you were to browse the various "fits" for different ships in Eve, there are certainly popular and common loadouts that people have developed but there are also a plethora of other variations and envelope-pushing designs.. some weird loadouts that don't make sense at first glance but with experience and understanding make more sense than the stock standard loadouts. That was the other good thing about EveFit, it was integrated with an online database of fittings where people could view them, vote on them and discuss them... it really made loadout design almost a game in itself.
#7
Posted 09 July 2012 - 04:42 PM
#8
Posted 09 July 2012 - 04:46 PM
Wolfclaw, on 09 July 2012 - 02:39 PM, said:
MW4 is very different from dmg to heat and even speeds, I would not advise using it
trycksh0t, on 09 July 2012 - 02:39 PM, said:
Skunkworks is the best free one.
#9
Posted 09 July 2012 - 04:48 PM
(Oh please make this happen PGI )
#10
Posted 09 July 2012 - 04:54 PM
#11
Posted 09 July 2012 - 04:58 PM
#12
Posted 09 July 2012 - 05:15 PM
Wolfclaw, on 09 July 2012 - 02:39 PM, said:
I really wish they had just used the Tech Manual rules for all of this and had the base variants as the Technical Readout versions.
Tincan Nightmare, on 09 July 2012 - 04:58 PM, said:
Edited by Congzilla, 09 July 2012 - 05:14 PM.
#13
Posted 09 July 2012 - 05:23 PM
Congzilla, on 09 July 2012 - 05:15 PM, said:
I really wish they had just used the Tech Manual rules for all of this and had the base variants as the Technical Readout versions.
Well except for the hardpoint system they pretty much have, which is why I wish we knew what the hardpoints are going to be for the different mechs to start making designs.
#14
Posted 09 July 2012 - 05:25 PM
#15
Posted 09 July 2012 - 07:16 PM
Quote
On hardpoints, until we get some more concrete information, I'm going under a few assumptions:
- Each weapon on the default loadout counts as 1 hardpoint of that type.
- Each hardpoint allows you to mount 1 weapon of appropriate type, so long as that area has enough critical slots free.
- Jump Jets are fixed to their location and cannot be added or moved, only removed.
- The option for Lower Arm and Hand cannot be changed. No free critical slots for the munchkins
If anyone has a better idea on how hardpoints might work, please chime in (without breaking the NDA if you're actually in the Beta).
Edited by Derek Icelord, 09 July 2012 - 07:17 PM.
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