Haeso, on 06 December 2011 - 02:24 PM, said:
When customizing, yes. I was talking about in regards to the stock/variants. As for smaller weapons being better, depends on the weapon type. LRM5s were sort-of better sort-of-worse than LRM20s because of the way missle hits worked compared to the tonnage/crits.
You mean a merc with half a brain can customize a mech, but the company that made it in the first place didn't explore its potential? Sorry, but I still find this a hard sell.
Haeso, on 06 December 2011 - 02:24 PM, said:
There's nothing ineffective per se. Actually one of the best setups in MW and TT too, was a metaphorical ton of Med Lasers. In MW4 for example, 2 LRM 10s took the same space and tonnage as an LRM20 with one extra ton of ammo (Leading to the same total damage, the LRM20's sole advantage was slightly less heat per damage. The real problem isn't the weakness of small weapons, it's the effectiveness of boating. Why put an LRM10 and a large laser and a smaller Autocannon when you could have two Larger Lasers or two LRM20s or whatever.
Actually, 2 LRM 10s would have a bigger percentage of missiles shot down than 1 LRM20 in MW4 (as AMS was calculated per launcher, not by the total sum of missiles incoming), so that was a huge advantage right there. And that's exactly the gist of the problem you mentioned: a ton of Med Lasers. What about the one laser Assassin is sporting? What about its SRM2? Is Assassin supposed to be a junk mech? That's the disrepancy I'm talking about. A boat of lasers or machine guns is useful, but the entire AC line, ultra AC5 and more, entire SRM line, streak 2 and 4, lower bracket LRMs? All rubbish weapons. Surely you cannot say that rubbish weapons are fine per canon? Do people go "oh, this mech has only those weapons. Let's ignore him for 5 minutes" in official books?
I know how it works in products made so far, all I'm saying is that I'd like to see it fixed.
Haeso, on 06 December 2011 - 02:24 PM, said:
In TT 'Mechs are far more durable than in MechWarrior, actually. It's part of why pinpoint accuracy and the old damage/armor model conflict so much. The damage/armor models of TT are designed with completely random damage distribution lending to 'Mechs that last much longer.
The critical system is also, again, far more dangerous to components than total 'Mech health. The most dangerous location on a 'Mech isn't the cockpit, it's whatever section holds the ammo bin! An AC20 does 20 damage. An SRM ammo bin can deal 200+ damage that cascades to nearby locations. Boom! But again, overall, 'Mechs lasted much longer and took more actual damage before they were destroyed. In most MW matches, how often were you alive and still had all your weapons intact? Pretty often, single or multiplayer (On higher difficulties at least), because if you'd lost weapons, chances are you were about to die anyway. With the critical system, you could lose weapons before a segment was totally destroyed, it lead to pieces of equipment being far more likely to die.
More durable than in which Mechwarrior? In 2 and 3 mechs exploded after a few shots, and minimal damage to the leg caused limping in MW3, more damage caused destruction, there were also 1 hit kills. A bigger hit to the chest fried your internals. The armor was cardboard, assault mechs tripped from medium laser shots and arms were falling off all the time. Not hard to be more durable than that.
MW4 mechs were way more durable than 3 in general (at least there was way less random chance involved, and less tripping unless from truly overwhelming hits), it's the ease of core sniping that made it seem different. That too could go, and I sure wouldn't miss it. You do lose weapons often in the campaign, but on multi everyone just goes for the CT, since it takes up half your mech's surface anyway.
Haeso, on 06 December 2011 - 02:34 PM, said:
Oh and because I forgot to directly address it, the reason canon/stock variants aren't using all the same weapons, it goes right back to the books actually. BattleMechs were designed to be fully functional on their own, to be able to handle any threat. It's just that it's more effective to have specialized 'Mechs covering each others weaknesses, look no further than the hunchback and catapult for specialized 'Mechs designed exclusively for a single role.
That's my whole issue with the thing, is that canon/stock variants can't handle anything. Someone would be bound to notice after... let's generously say "the first two centuries", and they would all become, even if not boats, exclusively higher caliber if those weapons were supposed to be rubbish like in games so far.
Haeso, on 06 December 2011 - 02:34 PM, said:
Consider MW4, if you went the all ERLL route and ended up fighting a few dozen tanks. Those ERLL might rock other 'Mechs, but they're woefully inefficient against tanks, you're going to be spending all day killing tanks with an ERLL boat, but if you had a large pulse laser or a small caliber autocannon?
Funny you mention that, ERLL are one of the absolutely best ways to handle tanks and aircraft as well as mechs in Mechwarrior games as well. Do you know Black Knight's "Flank Guard" mission, the one where you escort a convoy and at least two dozen tanks come knocking? Nova Cat with 4 ER LL's on single fire makes it a breeze even on the inhuman BK's Elite, literally easiest possible. They are best for everything but brawling, they rock mechs, vehicles, turrets, dropships with a good angle, I've finished the latter half of the game piloting exclusively a Supernova-style 6 ERLL Daishi, and it was a walk in the park with max 3 tries per mission. It really isn't good.
Anyway, I guess I'll let this thread gently slide back on its track. Thanks for the conversation all the same!
Edited by Alex Wolfe, 06 December 2011 - 02:59 PM.