Jump to content

True customization or not



413 replies to this topic

#361 Nik Van Rhijn

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,905 posts
  • LocationLost

Posted 21 February 2012 - 08:10 AM

Actually the ER PPC Awesome doesn't have that problem as there is no min range.

#362 Kael Tropheus

    Member

  • PipPipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 282 posts
  • LocationOrlando FL

Posted 21 February 2012 - 08:30 AM

Did something in the rules change to take away min range on PPCs? IS ER PPCs still had the issue last time I looked as far as I can remember. Note that in recent times I have only played either clan or 3025 stuff, but I thought min range remained an issue for the IS even with the new technology.

#363 Durant Carlyle

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 3,877 posts
  • LocationClose enough to poke you with a stick.

Posted 21 February 2012 - 10:35 AM

The ER PPC has had its engagement envelope extended both at the short end and at the long end of its range. Where standard PPCs had a 90 meter minimum range due to the field inhibitor, ER PPCs have no such limitation. This goes for both Clan and Inner Sphere models.

#364 Fluffinator

    Member

  • PipPipPipPipPip
  • The Grizzly
  • The Grizzly
  • 132 posts
  • LocationKY

Posted 21 February 2012 - 02:31 PM

View PostNik Van Rhijn, on 21 February 2012 - 08:10 AM, said:

Actually the ER PPC Awesome doesn't have that problem as there is no min range.


After becoming lostech during the Succession Wars, the ER PPC was first reintroduced to the Inner Sphere in 3037 by the Draconis Combine.

#365 Kael Tropheus

    Member

  • PipPipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 282 posts
  • LocationOrlando FL

Posted 21 February 2012 - 04:57 PM

You are correct they did get rid of that. They also added some secondary weapons. But the armor isnt as heavy as I remember and it still builds up +7 heat if running and only firing PPCs repeatedly, more if the secondaries get involved. Do that twice in a row and you risk shutdown. Hopefully high heat will have a blurring effect on your screen in addition to other effects, and maybe pilot skills will help tone them down.

#366 Siphonaptera

    Member

  • PipPip
  • 27 posts

Posted 21 February 2012 - 08:30 PM

The solution is still to not allow players to alpha strike instantaneously. The max heat dissapation needs to occur over 10 seconds, and if the total heat for the 10 seconds occurs at once the mech should take massive overheating damage. If players have 20 medium lasers, but can only fire 4 without critically overheating, no more one shot boat.

e.g. if max heat = 1000, and each laser increases the heat by 300, firing four takes the mech over the 1000 and the heat needs to dissapate for a couple seconds to avoid internal damage before firing the next. If they have a lot of heat sinks the time between firing is lowered faster but it never makes it possible to fire everything at once.

Problem solved, no more one shot boats and everything can be balanced off damage.

#367 RiskFrisk

    Rookie

  • 1 posts

Posted 21 February 2012 - 08:43 PM

Only weapons and possible painting of the mechs should be customization. (I want a Hello Kitty Atlas)

#368 Kael Tropheus

    Member

  • PipPipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 282 posts
  • LocationOrlando FL

Posted 22 February 2012 - 05:41 AM

Another thing I hope they incorporate is heat effects. I remember they did have shutdowns in the old mechwarrior games. On TT if you overheat too badly your ammo blows up and/or the pilot starts taking damage. The Awesome example would have to go 3 rounds of nonstop fire from just its PPCs to get to a possible ammo explosion, by that point your aim is +3(huge in TT terms), a 50/50 chance of the mech shutting down, -3 to movement(which means the Awesome is barely going anywhere since I think it have a 4/6 movement rate). Ammo explosion even with CASE is disastrous and most likely you will lose the body part,(a ton of machine gun ammo is 200 rounds at one point a piece to one location) and without CASE thats game over no matter the location(try a ton of AC20 ammo, yikes!).

So even if there is full customization(which I really hope there isnt, even in MW4 style) heat needs to play an extremely important role.

#369 Pht

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,299 posts

Posted 22 February 2012 - 03:39 PM

View PostMaddMaxx, on 19 February 2012 - 01:54 PM, said:

Where do you draw the line? So little, as to be basically a Moot exercise?


This is where: http://mwomercs.com/...dpost__p__54497

Quote

We already know what allowing Customization (to an extent to please even close to most of the player base) does. Gun Bags Online.


No, you don't know this. I am going to guess that you're referring to mw2/3 and maybe mw4? Those do not represent the totality of how a 'mechlab can be done.

Quote

So we have 1 or 2 Builds that everyone will eventually have to drive in order to compete. No thanks.


... I was making reference to your idea, not mine. Hey, if you want to make my argument for me...

#370 Thomas Covenant

    Member

  • PipPipPipPipPipPipPipPip
  • 1,186 posts
  • Google+: Link
  • LocationOn an adventure.

Posted 22 February 2012 - 03:47 PM

View PostCattra Kell, on 05 December 2011 - 05:14 AM, said:

I wouldn't mind a mixed version of this system.  As much as I liked the freedom of the Mw2/Mw3 system I found far to many players min-maxing.  With Mechwarrior 4 I did enjoy the hard point system as well due to the fact it *tried* to balance what weapons could be fitted.  
Lets also not forget in the Novels and lore wise that indeed you could fit what you wanted but it often took weeks of hard work that involved either buying a new arm or tearing out all the guts in the arm and reconstructing it after the weapon was installed, most of the time if there was a large laser in the arm before, you either were installing a PPC or other lasers to replace the large laser due to the capacitors already there.

I wouldn't mind seeing though, different mech variants...


...I wouldn't mind seeing though, different mech variants.  What I mean by this is the same mechs, say there are 3 versions of the Thorn, the only difference is the hard points available on it. This would allow some customization (based on what variant you want) but also keep some balance so you don't roll with a 5 ERPPC Alpha-Cat.  Just my own opinion on the subject,  I am sure other people have other opinions and I hope that they post them too. ;)



I like this! Vote placed. I do trust devs decisions though :o

#371 neodym

    Member

  • PipPipPipPipPipPip
  • 493 posts
  • Locationready to help with closed beta

Posted 22 February 2012 - 03:50 PM

more customization,the better... I really would like to give my mech a custon arm with lets say ac 20 where was before two PPC or something and it would also look different

the engine selection and armor types,reactive,reflective,normal,gadgets like AMS,advanced giro,extra optics,countermeasures... I want it all lol ;)

I believe the customization should be really deep combining all elements from MW2,MW3 and MW4 maybe with even more new elements

#372 Tannhauser Gate

    Member

  • PipPipPipPipPipPipPipPip
  • The Blood-Eye
  • The Blood-Eye
  • 1,302 posts
  • LocationAttack ship off the Shoulder of Orion

Posted 22 February 2012 - 04:10 PM

View Postneodym, on 22 February 2012 - 03:50 PM, said:

more customization,the better... I really would like to give my mech a custon arm with lets say ac 20 where was before two PPC or something and it would also look different

the engine selection and armor types,reactive,reflective,normal,gadgets like AMS,advanced giro,extra optics,countermeasures... I want it all lol ;)

I believe the customization should be really deep combining all elements from MW2,MW3 and MW4 maybe with even more new elements


Negative, Ghostrider. Pattern is full.

#373 WingMcCallister

    Member

  • Pip
  • 16 posts
  • LocationMSP

Posted 22 February 2012 - 04:56 PM

An MW game without customization is an MW game I just won't stick around to play. I don't really care whether it's a MW2/3/4 configuration. I played all three games, and I learned how to build things in each that were fun to play. To be blunt, I also don't care about references to what is canon or not. What works on paper doesn't necessarily translate into what's playable, and that's what were all truly here for, isn't it? We all want a fun game to play. A lot of the fun for me came from the ability to throw something crazy together and run it in a match, and if I can't do that in MWO, then I just don't see myself playing it for any extended period of time. That's enough hypothetical rambling for me though. We'll just have to see the system when there is a beta to see, and then the community can harp on it from that point on.

#374 Pht

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,299 posts

Posted 22 February 2012 - 05:31 PM

View PostWingMcCallister, on 22 February 2012 - 04:56 PM, said:

An MW game without customization is an MW game I just won't stick around to play. I don't really care whether it's a MW2/3/4 configuration.


Even if going the way of mw2/3 would result in you only seeing one, maybe two mechs of each weight class, and all of those in one of two configurations, all the time, every time, and everyone that tries something different getting summarily crushed for doing something less effective?

Even if none of the 'mechs are unique in any sense beyond visuals and in game 3d model volume?


Quote

To be blunt, I also don't care about references to what is canon or not. What works on paper doesn't necessarily translate into what's playable, and that's what were all truly here for, isn't it? We all want a fun game to play.


So, you don't care if, say, MW is reduced to playing as an overweight midget riding a pink-pony tricycle jousting with a Styrofoam lances in a circus sideshow? Hey, if you don't care about the canon, and treat it like a wax nose, to be shaped to whatever at will, this is entirely possible.

"What works on paper..." Well, first, how do you know? Second, If you think you know this, can you give a good argument for it?

"we all want a fun..."

Yes, and some of us think that sensibly getting the lore into the video game format would be really fun.


Yes, customization is fun; as long as it doesn't result in all the 'mechs being the same in all respects beyond weight and 3d model volume.

#375 Maris

    Member

  • PipPipPipPipPip
  • 121 posts

Posted 22 February 2012 - 06:17 PM

I customised the heck out of the earlier MW games and even in MW4 (the Mektek's version is my fav) but for MWO, I rather they stick to canon variants or at least a highly balanced customisation that do not disrespect the lore materials.

I want my mechs this time to actually have meaning and char, not just visual differences. A full custom mechlab will totally make having all these different mech designs absolutely meaningless and if thats the case, as i said earlier, just put a single design for each weight classes and call it a day.

#376 FinnMcKool

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,600 posts
  • Locationunknown

Posted 29 February 2012 - 09:55 PM

"And they Danced"

There will be a Mechlab, what that is I dont know.

But Im gonna go to that partie ,and Im gonna have a good time.

#377 Rastan

    Member

  • PipPip
  • 31 posts

Posted 29 February 2012 - 11:47 PM

I hope it's like in MW3 where it's basicly a blank slate and you can do almost what ever you want within you given tonnage.

#378 cardinal vice

    Member

  • PipPip
  • 27 posts
  • Locationhelena, montana

Posted 01 March 2012 - 12:39 PM

This discussion always returns to a canon vs. boating debate, without taking into consideration what we already know of the initial game development.

Role warfare helps a pilot determine which chassis would play best to their strengths. The number of module slots and basic load-outs will encourage players to gravitate toward a particular mech that will fulfill their intended playstyle. This is reinforced by the XP allocation for refining mech efficiency within a certain chassis.

In order to develop my skills within my favorite mech AND improve my abilities to achieve progression in my chosen role(s), I will need to make some tweaks and occassionally a major over-haul to the platform.

The idea of limited or restricted customization contradicts this core strategy of allowing us to play and develop the style that is most appealing to each of us.

The potential for the in-game economy also demands a wide range of customization, but at the same time the market could discourage boating for efficiency/exploits due to prohibitive costs.

The speculation and debate is interesting, but the logical conclusion (to me) is wide-open custom options with the economy used as a foil to prevent extended min/max abuse.

#379 Nik Van Rhijn

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,905 posts
  • LocationLost

Posted 01 March 2012 - 12:50 PM

.Using the economy as a dis-incentive to min/maxing merely reduces it to those who, either through cash or massive hours played, can afford it. Most people who want to "tweak" their mech will end up maximising it rather than working around the disadvantages. Mechs were originally designed to have drawbacks as part of the game. If they had not intended it to be that way then they would have maximised the mechs for mech v mech combat.

#380 Matchstick

    Member

  • PipPip
  • 34 posts

Posted 01 March 2012 - 01:11 PM

a mechwarrior game with no customization? mybe PGI should change the name to Battletech online cuz the last mw game to not have that was the first one lol. oh well looks like MW4 is going to be around another 10 year

Edited by Matchstick, 01 March 2012 - 01:12 PM.






28 user(s) are reading this topic

0 members, 28 guests, 0 anonymous users