Random Carnage, on 21 January 2016 - 07:37 PM, said:
As for this...
If a battle comes to you, you're either in a base or in the near surrounds in which case you're familiar with the area and the general conditions and have adapted your load out to suit, or you spend weeks and perhaps months in a drop ship between planets specifically heading for an assault zone, in which case you have time to prep for your destination.
Either way, the assaulting side will have prepared, and the defending side will be ready. Where two sides come together in the middle of nowhere, they both would have already kitted their mechs for the area they're in.
The situation we have in MWO is more like what you'd get if two opposing drop ships collided on a random planet while heading to a different area entirely. Not likely.
I think if you look at the actual logic/fluff behind Battletech 'mech designs and how the game plays in the original tabletop incarnation, most 'mechs (and variant loadouts) are designed to fit a certain range, damage, and heat efficiency/sustained fire profile, and intended to be effective regardless of climate. The heat sinks are built to dissipate waste heat efficiently regardless of the environment, and actually function as sort of a heat pump. As a result, battlemech loadouts don't tend to be changed frequently, in much the same way a military doesn't decide to issue a different type of standard battle rifle every time the weather changes. Major loadout changes are also expensive and technically difficult, usually requiring lengthy factory refits to accomplish. A good analogy might be refitting the 120mm smoothbore main gun on a tank with a 155mm howitzer because, after seeing the enemy position, you find they have less heavy armor and more entrenched infantry than you'd expected... it's going to require major modifications to the turret, the suspension, what have you... not gonna happen overnight. And with the battlemech itself able to operate efficiently in almost any environment, including extreme heat, extreme cold, hard vacuum, corrosive environments, underwater... refits are pretty infrequent.
What
is supposed to happen, though, are a series of adjustments made to the computers governing the movement and fire control for a battlemech establishing looser or tighter limitations on safe operation based on the environment they are expected to fight in. These can typically be accomplished over the course of the jump and dropship travel to a new location. Also, most environmental conditions in TT play reflect a fairly modest adjustment to heat sink performance. Fiction pieces and the MW video games have tended to exaggerate this effect, sometimes in nonsensical ways (e.g. the vacuum of space being a "cold" environment). They also have neglected the various penalties to movement rate and weapon accuracy that plague hot-running designs in TT play, meaning that players tend to tax their heat systems in MW video games in ways that would often be tactically unwise in a TT battletech match - mobility and accurate direct artillery fire being the prime benefits of armored cavalry, after all.
Additionally, a single planet may have a variety of climate biomes, and battles during a raid or invasion may be fought in a variety of places - we have a handful of continually reused maps in MWO that are described as a specific place but meant to approximate a variety of planets and conditions - it's unlikely there would be any planet that was
all wavy snow dunes, or
all volcanoes and toxic waste, or
all forests and coastline, or
all scorching basalt desert, and with 'mech forces moving around fluidly, weapon refits mainly available at a few (increasingly rare) factory locations, and jumpship travel taking weeks or months, any force is typically going to be configured for some kind of "average" predicted conditions. You could try to do some field refits under the repair rules, of course, but you needed to have really good master techs and there was a moderate chance of something getting screwed up, and the 'mech getting resulting negative quirks (like being unbalanced and more likely to fall, or difficulty targeting with an added weapon, or a weapon that produces extra heat... all of which would be
really cool in a logistical campaign setting, but which don't really work out in standard PUG arena fights in MWO).
Considering the high battlefield value of 'mechs and their relative scarcity, even units strongly associated with a certain planet or city location could be called away to fight elsewhere at almost any time, so heavy specialization of loadouts isn't super common canonically. Particularly considering how many 'mechs are old, salvaged designs - the nearest analogy might be if every army in the world today was equipped with a mishmash of every kind of tank produced between WW1 and the Vietnam conflict, plus a few "LosTech" 1980's designs, and you might have a missile-launcher M551 Sheridan fighting alongside a battlescarred 1917 British MkIV covered with all sorts of armor upgrades and a new engines crammed in sometime in the 1950s, next to a frequently-repainted WW2 German Jadpanther with an upgraded main gun. Just because that's what had been acquired in the armory over decades centuries of trade and conflict.
And, tbh, what real-world military isn't equipping it's troops for the next war based on the lessons of the last war (or projected conflict)? Weapons programs can take decades to develop. Just in my lifetime, the US went into the first Gulf War with forces equipped mainly around fighting massive incursions of soviet armor through valleys in central Europe and delivering massive counterstrikes, discovered it was an expensive pain in the *** to haul all that stuff to the four corners of the earth, and retooled with a bunch of new weapon systems based on mobility over armor and role flexibility to deal with emerging threats in the global policeman role. After a few years in the second gulf war, they wound up deciding all those light, mobile vehicles that were easy to ship around the world didn't deal quite so well asymmetrical warfare in hostile urban settings during an occupation, and bid out a bunch of new equipment to deal with those threats. A few years in the future the US will probably wind up fighting in a tropical swamp somewhere, wishing all the big heavy MRAPs didn't sink into the muck so fast and wanting some amphibious light tanks or shallow-drafted boats instead...
Armies are predictive to what degree they can be, but you can't call a do-over after the surveying the battlefield and deciding you'd like to launch a new acquisition program for new specialized vehicles and spend the next decade retraining your troops with different weapons and doctrines in order to better min/max this one coming battle. That is often "video game logic", though, but it's something I find unimaginative as a mechanic. Spreadsheet matches don't challenge players to be adaptive and think on their feet. And I think that "make the best you can out of what you have" military necessity is part of the gritty charm of the Battletech setting. It's something that unfortunately hasn't been captured well in all the past MW video games, though, and trying to cleave to that unlimited-customization outlook while also trying to bring back more of the spirit of traditional BT has always made MWO somewhat the servant of two masters.