Mech customization NEEDS to be limited
#161
Posted 13 July 2012 - 06:30 PM
Granted now, I do feel their should be limitations on how often and extreme changes can be made. As others have probably pointed out, these are not Omni Mechs and you can't go adjusting them whenever and however you like.
#162
Posted 13 July 2012 - 07:29 PM
Wolv e, on 09 July 2012 - 03:23 PM, said:
Then you just have a chat to PGI for us then, and get them to quickly whip up the Rifleman IIC and every other design we might want for us, ok? ;-)
Plenty of people (like myself) love customising mechs (please don't read that as "min/maxing"). And MWO already has limits: hardpoint weapon type restrictions.
Edited by Graphite, 13 July 2012 - 07:43 PM.
#163
Posted 13 July 2012 - 07:31 PM
Now moving on... I want open customization it make it interesting to see how others react when say I pull out my Atlas with a Long Tom (or 2) and start pounding them at range or when I have a Fafnir loaded up with blocks of Ultra AC 2's or rotory AC 5's and massive stocks of ammo its odd ball configs that are at the very least fun to try out and see how far I get with them.
#164
Posted 13 July 2012 - 07:31 PM
Oh Yeah!!!!!
#165
Posted 13 July 2012 - 07:33 PM
Xandre Blackheart, on 11 July 2012 - 07:03 PM, said:
I understand the desire to avoid optimization of a single design until it is the only logical choice, but I just don't see that happening with the current restrictions in place - such as hardpoints, actual cbill costs for repair, and defined roles for different mechs (especially scout mechs).
As for the fear of being surprised by a non-standard mech design, that's actually part of the fun of battletech. Knowing what to expect and predict every time I see a jenner pop over the hill is boring as crap. People who can't handle the unexpected will just have to adapt.
Adapt or whine, that seems to be the options in most games. Apparently whining is easier. It's definitely more popular.
#166
Posted 13 July 2012 - 07:44 PM
#167
Posted 13 July 2012 - 08:39 PM
Wolv e, on 09 July 2012 - 03:23 PM, said:
However playing the IS WAS supposed to be hard, they were no Omni mechs like the clans, thus the IS had Variants of their mechs and this is what we need to stick to also...the variant models. Or at the least limit the amount of a specific type of weapon can be put on an IS mech.
An Atlas with 4 large pulse lasers would make no sense, as there is already a mech that has that config (Rifleman IIC) and the Atlas role if close and personal with beefy armor, or would you put 3 ER PPC on an Atlas, when the Awesome already has that config?
To be true to the table top game you also have to be true to the varaints and each mechs limitations, as each mech was built to fit a role with certain needs in mind.
The Omi mech (clan mechs and later the IS introduced their versions) Is the only mech capable of taking and swapping various weapson and heatsinks without penalty...........we should keep it like that. My 2 cents...FLAME ON!
I'm too lazy to read all of this thread. Shot version is that customization IS limited. This is due to the hardpoint system and the adherence to the construction rules. No energy hardpoints, no energy weapon there. Not enough crit spots for your uber gun? guess what, you don't get to equip it.
#168
Posted 11 November 2012 - 05:08 PM
#169
Posted 11 November 2012 - 05:13 PM
No way in hell would I play this game if you took away my universal customization. That's 75% of the fun, and I would be willing to bet a six pack that it will not change.
Edited by Memory, 11 November 2012 - 05:14 PM.
#170
Posted 11 November 2012 - 05:26 PM
Skadi, on 09 July 2012 - 03:31 PM, said:
This mech belongs on Solaris on nowhere else:
http://youtu.be/OgUzhO1TiAc
We didn't have customization at all in MPBT:Solaris and it didn't hurt popularity any. Few are advocating for no customization, but 4 ERPPCs on a Cicada?! Come on.
Edited by Kaijin, 11 November 2012 - 05:34 PM.
#171
Posted 11 November 2012 - 05:29 PM
Hawkeye 72, on 09 July 2012 - 03:26 PM, said:
De'ja vu here...
Alright it passed.
"Flame on" is starting to become a bad catch-phrase around here. There are hardpoints bro, so restrictions are there. The devs had a whole thing on "role warfare" and have been very clear on this. Thanks for your input.
^^^ This
Hardpoints
Limited customization. Looks like it
#172
Posted 11 November 2012 - 06:03 PM
Lt Scumbag, on 11 November 2012 - 05:08 PM, said:
Whoa....zombie thread! KILL IT WITH FIRE!
#173
Posted 11 November 2012 - 06:05 PM
#175
Posted 11 November 2012 - 06:31 PM
#176
Posted 11 November 2012 - 06:35 PM
I still think this game would go nowhere with out customization. But perhaps we need to add some "realism/logic" behind the hard points. Like limit the hard points to # of criticals. So a machine gun which takes up 1 critical should be a 1-4 critical hard point so you could maybe put an AC/2 or a AC/5 in its place but not a gauss rifle or a AC/20.....
In the end....ITS BETA.... ITS GONNA GROW!!!....and....LET IT!
#177
Posted 11 November 2012 - 06:44 PM
We have limitations in the form of hardpoints that are worse than MW4; and that tile was the most restrictive ever.
The system is plenty crackdown for fairness. That being said, there is nothing unrealistic about gutting a mech's weapons, halving armor, and dumping its speed in the golden throne, just to give it a couple large guns rarely seen in its weight class. The ultimate limiting factor is the max weight of the mech. A 40 ton mech is still only 40 tons. You get to choose where that 40 tons goes.
If someone wants to build a mech with the lightest engine possible, and imited armor, that is their choice. If you cannot find a way to exploit that mech, the problem is with you as a player and not build imbalance.
Calon Farstar, on 11 November 2012 - 06:35 PM, said:
I still think this game would go nowhere with out customization. But perhaps we need to add some "realism/logic" behind the hard points. Like limit the hard points to # of criticals. So a machine gun which takes up 1 critical should be a 1-4 critical hard point so you could maybe put an AC/2 or a AC/5 in its place but not a gauss rifle or a AC/20.....
In the end....ITS BETA.... ITS GONNA GROW!!!....and....LET IT!
It would be more like taking an AC130, and stripping out all the crap no one cares about to add a second howitzer.
#178
Posted 11 November 2012 - 06:46 PM
#179
Posted 11 November 2012 - 06:56 PM
we could only play the game with set variants if it was a truly team play game and not pugs.
example; i run a jenner with tag if in a grp, i don't use tag when puging because lack of ability to
type and run at the same time, this is a issue for me and as a so called lone wolf, I stick to hunting down lone hvy and assault mechs.
in a grp with TS running i can simply say such and such taged, LRM's rain down.
now maybe in the future we could have a set variant battle which only use said variants.
people in these games would know what their mech is best at, and so know their roll in the team and stick to it.
but atm pugs means been able to adapt the mech to deal with randoms
#180
Posted 11 November 2012 - 09:50 PM
Vermaxx, on 11 November 2012 - 06:44 PM, said:
Technically the autocannons are just as important if not more so than the howitzer itself... depending on the circumstances...
at the very least the bofors are likely to stay in order to engage targets where collateral of the 105mm is not desirable or targets that the 105mm may have difficulty tracking.
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