Alistair Winter, on 19 April 2016 - 04:14 AM, said:
2 PPCs and 2 MPLasees make no real difference. You are creating a heavy mech with essentially 4 hard points and saying 2 of those have to be 1 crit slot. That makes an iconic mech that no one will play. Hard point restrictions will effectively murder the K2.
Now, if you want to add 2 additional energy (2 in each arm and one in the torso), then maybe a 2 PPC, 4 MLaser or 4MPLaser build might actually do something. As it is though, hardpoin restrictions would devastate this chassis without hard point inflation.
I also feel restrictions do nothing but restrict. They do not promote variety, but squelch it. With the K2 as an example, you can run big ballistics, you can run PPCs, you can run LPLasers. With restrictions to hard points, all you can run is PPCs and MLasers. All variety is gone for the sake of what some feel a K2 must be.
I understand wanting it to be a PPC machine because of lore, but it doesn't add more variety but instead shoehorns one build into one very exact role. You might see this as a shame, but in some cases, it helps people play a mech they like in a role they are more comfortable with. I see no issue in this. I guess it's subjective.
Quote
I agree, but that is more of a weapon issue IMO than a hard point issue. Restricting hard points won't stop some mechs from being more effective than others. If anything it also restricts variety. Certain mechs will have higher potential with their hard points vs others. This will influence more chassis to be abandoned for a very special few that now outperform due to lore hard points.
Sometimes the unrestricted hard point system allows for lesser mechs (hard point location and number wise) to compete when in general they couldn't.
If you really want to promote more variety in weapons, more weapons need to be as viable. You need to want people to carry a variety of weapons, not force them too or they will find another way.
Quote
It's like playing a Star Wars game and seeing people use TIE Fighters as troop carriers while TIE Interceptors become torpedo-wielding capital ship hunters, because of some wacky game mechanisms. If I play a Star Wars game, I want it to be like Star Wars. I don't want Stormtroopers with Wookie bowcasters, I don't want Sandpeople with lightsabers and I don't want AT-AT walkers to fly.
Battletech is built not just on battle, but also modification. A lot of chassis variants in general exist because even houses experimented with a mech to create something new.
The K2 was a regular Catapult until House Kurita decided "Hey, why don't we strip these missile racks and add PPCs?". That right there spits in the face of the iconic Catapult with its iconic missile ears and replaces them with PPCs.
The universe is built on this sort of behavior (where something like Star Wars isn't, well not really). Why can't you as a player do the same thing as House Kurita?
In true BT, such modifications can be costly and have a chance to fail, but I think for a game like this, that wouldn't add much.
Besides, at the end of the day, nothing stops a player from running a PPC K2 if they want to run an icon. The reason it just isn't seen as much is because of the faults of PPCs. This is again more of a weapon issue than a hard point issue.