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Roughneck Pre Order Is Here


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#201 ice trey

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Posted 06 December 2016 - 05:44 AM

View PostWhite Bear 84, on 05 December 2016 - 03:02 PM, said:


So..





and as far as being OP goes, do you consider all mechs with high hardpoints to be OP?? Posted Image

Some mechs have no high-mounted hardpoints, like the Atlas.

Some mechs have some high-mounted hardpoints, like the Hunchback.

Some mechs have too many high-mounted hardpoints, like the Kodiak-3. The only players who haven't considered this design OP are the people who paid money for one. Hmm. Wonder why... No quirks means no way to limit it besides remodelling to give it atlas-style Hip-o-cannons.

Save for the two piddly machine guns, this mechs hardpoints are ALL high mounted. The MGs will be the first things to go.

Edited by ice trey, 06 December 2016 - 05:45 AM.


#202 Major0103

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Posted 06 December 2016 - 05:53 AM

Heh, so much salt about this particular mech. But after reading the story and seeing all the Mechcon stuff I kind of suspect it was a deliberate move. You see, in this story there is so much about bucking against the odds, showing your virtues when everyone is looking down at you etc. Yes, you pilot some make-shift, half-industrial, possibly inferior mech and you know it. And, yes, you keep advancing. Just like entire PGI and MWO. I sense a lot of bitterness in this story, more than in any previous one. I think that PGI knew very well that they will enrage the haters with using Mechcon to announce another mech, let alone made up one. And they knew they could afford it, taking into account what comes next. It is their little pay back for all those years of histeric criticism. It is not that they didn't deserve a good part of it. But equally well, this game could fade away 2-3 years ago and no one would consider producing mech-related games for another decade. So this mech is not necessarily meant to sell well, it might be a kind of PGI testimony. They could come up with anything, or just throw in another much loved, super-meta stuff. But they've chosen this story of a persistent industrial girl fighting her meager legacy. Just like MWO, just like MWO :]

#203 Myke Pantera

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Posted 06 December 2016 - 10:52 AM

I think it looks cool, and creating something from scratch is certainly fun for PGI. You guys deserve having a shot at your own creation. I don't mind having a non-canon mech in this game every now and than, as long as this doesn't become a regular thing.

#204 SilentSooYun

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Posted 06 December 2016 - 02:15 PM

I think it looks awesome! It's got a raw, brutish, powerful look to it; not polished and integrated like a BattleMech, nor a cobbled-together pile of blades and sheet metal like Dark Age AgroMechs. It's as if someone made a drag-racing bulldozer Posted Image

Edited by SilentSooYun, 06 December 2016 - 02:16 PM.


#205 Arkhangel

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Posted 06 December 2016 - 07:59 PM

View PostSereglach, on 05 December 2016 - 09:16 PM, said:


Whether MWO/PGI is doing well or poorly right now doesn't matter; and I never implied in this thread that it was failing. I said the Roughneck was an utterly stupid decision. I also stated the lack of communication and hyping of their announcement really caused a massive letdown over the Roughneck reveal. Maybe it wouldn't be received so poorly if Russ had just told everyone 6 months ago that one of the big announcements for Mech Con was a homebrew mech that will be brought into canon by Randall Bills after being designed by Alex at PGI.

In addition, where did they deliver on anything? No patch hit with Mech Con. We haven't seen or tested any of these changes, and the actual presentation items for MWO were all videos of work in progress stuff. For all we know it's going to end up as another CW/FW Phase 3 and flop horribly. Even Russ said he has no idea how Escort mode is going to work out in the live environment.

Yes, they actually showed off a functional Pre-Pre-Alpha v.0.0.7 of MW5 at mech con; and I actually have a fair bit of desire to see that game succeed, but it doesn't mean I have much in the way of hopes right now. PGI needs to actually deliver on some things before hope can be restored. I'm also not saying it's not possible . . . I'm just saying that that time isn't even remotely now.

People have been holding out as long as they can and we're constantly reading about people closing their wallets to PGI (look at the Roughneck thread) because of the state of the game and recent decisions; and that they're not investing more into PGI until they actually see things delivered and in the game. PGI's flopped on many promises from previous presentations, so a lack of hope from people shouldn't be surprising to anyone.

THAT is why I'm saying that I won't get my hopes up until PGI actually delivers on what was shown in their presentations; and apparently I'm not alone.

that's because a patch is due NEXT week. they keep to their schedule. also, bear in mind, a bunch of stuff they announced AT MechCon is coming in that.

#206 Sereglach

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Posted 07 December 2016 - 08:19 AM

View PostArkhangel, on 06 December 2016 - 07:59 PM, said:

that's because a patch is due NEXT week. they keep to their schedule. also, bear in mind, a bunch of stuff they announced AT MechCon is coming in that.

Which, again, is why it's deliver first on things, and then maybe hopes will start to be raised. Also, to reiterate, none of the things in the patch have been tested and even Russ doesn't have any idea how well escort is going to go over or how it'll play out in a live environment. I, among plenty of others, want to see results first before getting hopes up and putting any faith into PGI.

#207 Dee Eight

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Posted 07 December 2016 - 10:44 AM

Oh when Paul joined the live chat during the mechcon stream before the Emp/Eon final, I told him he was the master at shutting up forum trolls when he had them put up the new mech pack on the website an hour before mechcon started, and then proceeded to shut their pie holes when he dropped bombshells of updates onto them 9 hours later. He already had a few thousand in the live chat going enthusiastically bonkers with the new skill tree system, FW Phase 4.1, escort and assault mode and the solaris 1v1....and then he drops the nuke that is MW5:Mercenaries.

Edited by Dee Eight, 07 December 2016 - 10:44 AM.


#208 TheLuc

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Posted 07 December 2016 - 10:55 AM

skill tree, you will get less out of it than what you currently have, FW 4.1 so in no way a major change but more a merging of what we already have to influence the map, escort is as scouting, solaris its been 4 years we playing that already and the nuke of MW 5 mercs, a raven in 3015, a HUD that is horrible and all those details but we didn't see the pilot going in the Mech, plus its PGI so I doubt it will be a proper Mechwarrior game.

Paul or not end result is the same, we are stuck with this till bandai unlock Gundam Online, FromSoftware revive the Armored Core franchise for PC or when Heavy Gear Assault get out of Beta with proper armor models for the gears.

Edited by TheLuc, 07 December 2016 - 10:57 AM.


#209 MovinTarget

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Posted 07 December 2016 - 11:03 AM

View PostTheLuc, on 07 December 2016 - 10:55 AM, said:

skill tree, you will get less out of it than what you currently have, FW 4.1 so in no way a major change but more a merging of what we already have to influence the map, escort is as scouting, solaris its been 4 years we playing that already and the nuke of MW 5 mercs, a raven in 3015, a HUD that is horrible and all those details but we didn't see the pilot going in the Mech, plus its PGI so I doubt it will be a proper Mechwarrior game.

Paul or not end result is the same, we are stuck with this till bandai unlock Gundam Online, FromSoftware revive the Armored Core franchise for PC or when Heavy Gear Assault get out of Beta with proper armor models for the gears.


We need to find the guy that peed in The Luc's cheerios fast... he's in over-troll mode!

#210 TheLuc

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Posted 07 December 2016 - 03:01 PM

No I`m on proto-troll level now, forgot the upgrade I got from BloodWolf ??

#211 Arkhangel

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Posted 07 December 2016 - 08:37 PM

View PostTheLuc, on 07 December 2016 - 03:01 PM, said:

No I`m on proto-troll level now, forgot the upgrade I got from BloodWolf ??

given it's pre-alpha, you know they might actually change it to a time-appropriate light, like, say, a Jenner or a Commando. :P mean, there's probably talk about whether or not the tanks that got shown are int hat timeframe either, like the Strikers and Manticores (left side and right side, respectively).

#212 Solis Obscuri

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Posted 08 December 2016 - 12:30 AM

View PostKoniving, on 04 December 2016 - 07:34 AM, said:

Third question.... Why do we still have Mech Rifles (FLD 1 shot then reload tank-like cannon) instead of Autocannons (magazine [Cassette] fed weapon that fires in singles at fully automatic rates or in bursts to deliver many bullets to net the categorized damage over time) -- unless maybe the FLD is gone for the AC? Even so the Armstrong AC/5 is an 80mm which is a 6 to 10 shot (to consume 1 'round' of ammo and 5 damage) AC/5 depending on the source. (Sarna example of a 120mm AC/5, the most common scale of autocannon shell among 5s, 10s and 20s, so while 3 does 5 damage, 6 does 10 and thusly 12 does 20. Reason for AC/20s having such poor range? They fire shells 4 times faster than AC/5s at whatever comparable size shell the two might be able to use. Note that AC/5s cap out at 120mm. AC/2s cap out at 90mm, which still isn't big enough for a single shell to do 2 damage.)


There's a mechanical issue between the BT fluff and the actual game mechanics for how autocannons work (though arguably the direct blow/glancing blow advanced rules give a little wiggle room for interpretation). A very rapid burst might still roughly work, but having variable numbers of rounds/burst for different autocannon types would likely be a balancing mess - a crusher super-heavy autocannon firing 10 shells is going to be much more likely to concentrate damage effectively than, say, a Pontiac 100 firing ten times that many in a burst. It'd be hard not to make ACs even more worse than lasers and gauss rifles... though MW3's solution of boosting the overall damage per shot on the idea that there would be some spread from recoil was pretty neat. (I was also a big fan of the fluff-correct homing SRMs in that game.)

#213 KodiakGW

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Posted 08 December 2016 - 06:43 AM

Getting back on subject. Mech as it is...meh (as in I can't be bothered to deal with the pain of trying to level them, even in the new skill tree). Have a number of chassis already that are similar.

Now, add 360 torso.....very interested.

Since it is completely out of existing lore, why not?? Would be the first one since the Urbie.


#214 Koniving

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Posted 08 December 2016 - 08:38 AM

View PostSolis Obscuri, on 08 December 2016 - 12:30 AM, said:


There's a mechanical issue between the BT fluff and the actual game mechanics for how autocannons work (though arguably the direct blow/glancing blow advanced rules give a little wiggle room for interpretation). A very rapid burst might still roughly work, but having variable numbers of rounds/burst for different autocannon types would likely be a balancing mess - a crusher super-heavy autocannon firing 10 shells is going to be much more likely to concentrate damage effectively than, say, a Pontiac 100 firing ten times that many in a burst. It'd be hard not to make ACs even more worse than lasers and gauss rifles... though MW3's solution of boosting the overall damage per shot on the idea that there would be some spread from recoil was pretty neat. (I was also a big fan of the fluff-correct homing SRMs in that game.)

Oh I'm aware. Part of the trick of balancing that... is establishing the already existing the fact that the weapon categories are based on expected damage, accuracy and heat within a given unit of time.

For example let us establish that a weapon category (heat, damage, etc.) is expected of 5 seconds (twice the ten second standard). Assuming that ratings are for 5 second periods...
  • Let us take the GM Whirlwind/5 AC/5.. It is known for shooting 3-4 shots per second (establishing the firing rate) with a cassette (magazine) size of 3 shots. Thus it also only requires a second to deliver its payload, and under normal conditions this means approximately 4 seconds (give or take) to reload.
  • Lets assume that this is a burst-fired weapon and thus you fire all 3 rounds in your magazine on each squeeze, complete with the recoil associated with it.
  • Now lets assume it only requires 3 seconds to reload, 1 second to fire, and the standard rate accounts for 1 firing in 5 seconds.
  • Now let us establish the fact that in advanced Battletech rules, all autocannons can at least double-fire in a turn where lasers and all other weapons cannot, however unlike UACs with a small percentage chance to jam, regular ACs have an exceptionally high risk of jamming.
  • This means that the Marauder 3M's GM Whirlwind/5 AC/5 turret can now fire twice within 5 seconds at the exceptionally high risk of a permanent or lengthy temporary jam... or you can wait that extra second after reloading to allow the weapon itself to cool just enough to fire again safely.
  • If the player were to equip an Extended Cassette design quirk, this Marauder could fire its payload twice in succession without a jam risk, however it would not begin to 'reload' until after it has fired both shots and also gains a penalty of 1 second to reload time. (requiring a minimum of 6 seconds to fire both bursts and reload, though if only begins reloading after both uses are consumed.)
Now, for comparison, lets take the Shadowhawk 2D's Armstrong J11 80mm category 5 autocannon (AC/5). Assume all the above is true and established for balance purposes.
  • The Armstrong J11 is an AC/5 for the Shadowhawk 2D, a short 9.63 meter scout mech (unlike the "nearly 2 meters taller" post-Project Phoenix Shadowhawk 5th generation made larger to fit in bulkier yet lighter equipment such as XL engines, double heatsinks, etc.)
  • This 80mm AC is just short of the largest possible AC/2 of 90mm, which still isn't a one-shot-does-2-damage weapon.
  • Lets assume The Armstrong J11 requires 6 shots to deliver 5 damage (0.8 and 1/3rd damage per shot, putting 90mm at 1 damage per bullet and fitting in with the rest of the ACs.)
  • Lets assume the Armstrong J11 is an automatic weapon that fires 'singly', as in you can choose to fire a single bullet instead of a full payload. This means you can choose when and how much to fire. By automatic, lets assume that this means it is belt/chain fed and not reliant on cassette reloads. This means that there are no dead times in which you cannot fire, unlike the example above which dictates that the GM Whirlwind/5 has a minimum dead time of 3 seconds.
  • Now lets assume it can fire up to 8 shots in three seconds before the weapon itself begins to heat up.
  • As the weapon itself heats up (separate of 'Mech Heat), the risk of jamming steadily increases from slight to moderate to worse to guaranteed. Ceasing to fire will allow the weapon itself to cool off, allowing the Cooling Jacket and heatsinks to do their job. (Mech heat would build normally and dissipate, the weapon heat beyond the weapon rating would not affect the mech's heat and is instead its own balancing factor to determine jam risks).
  • It can fire up 13 shots in 5 seconds at extreme risk of jamming.
  • And finally that the Armstrong J11, due to its low caliber, has very little recoil.
  • This establishes that while not a fantastic weapon, it has a it of an edge that if you have the skill to land your shots (and since you have full control of when it fires this is entirely in your hands), you can have a slight edge from your AC as opposed to that more FLD user. This weapon is also dynamic and unique in how it feels, giving a fresh feel and look at potential strategies that could come out of this weapon and the mechs that can carry it.
This is just an example.

The Pontiac 100, given that it is effectively a Gatling gun with its rotary gun housed inside a protective armored barrel, could probably churn through all 100 rounds in 1 to 2 seconds with a 'cool off' time of about 2 seconds, and be given a bit of a damage potential bonus... as well as potentially the merit of being a hit detection weapon rather than a true projectile weapon in terms of net code. After all, AC categories are "loose" and some ACs surpass the damage of their category.

In comparison..
With categories established, a laser could fire once for full damage in 5 seconds. (So ACs always have potential to deal double damage at some risk whether standard or UAC), or as preferred lasers would also have variants as in Battletech... lasers do in fact have variants (over 60 standard IS medium laser variants exist, of which 44 are Unique from one another in terms of beam time, firing pattern, merits, issues, etc.)
(Ideally the only true FLD one shot weapons are missiles, Gauss Rifles, and PPCs... seriously and genuinely emphasizing PPCs to be the power houses they are described to be despite the existing of AC/10s [which btw cap out at 120mm and are basically heavier UAC/5s without any jam risk for firing twice as fast as an AC/5 and delivering ten damage, and can potentially reach 20 damage before jamming).
(It also allows the accurate ranges to make sense, as bigger shells go FARTHER than smaller shells... but AC/20s [while they can fire up to 185mm for the IS] generally just shoot faster, up to 4 times faster than AC/5s).

(Also I know that TT summarizes hit location and damage for all weapons in the interest of expediting gameplay on a medium that would already take hours to resolve a battle of less than 15 minutes.)

Edited by Koniving, 08 December 2016 - 08:51 AM.


#215 Arkhangel

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Posted 08 December 2016 - 09:13 AM

Nice breakdown of why that's a potentially giant can of worms there, Koniving.

#216 Frytrixa

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Posted 09 December 2016 - 11:01 AM

Just bought the package to support Alex awesome work. keep it up!

#217 Lizardman from Hollywood

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Posted 09 December 2016 - 11:37 AM

I bought the collectors pack cause I want them whiners to know I paid real money to pound that *** with my high mounts.

Edited by Sephrus Shanadar, 09 December 2016 - 11:38 AM.


#218 Dee Eight

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Posted 09 December 2016 - 06:04 PM

If you're going to get into autocannon mechanics, its important to first know the difference between revolver, rotary and rotating cannons.

#219 Arkhangel

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Posted 10 December 2016 - 08:16 PM

View PostDee Eight, on 09 December 2016 - 06:04 PM, said:

If you're going to get into autocannon mechanics, its important to first know the difference between revolver, rotary and rotating cannons.

don't forget Puckle guns! :D

#220 Pz_DC

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Posted 16 December 2016 - 10:35 AM

Looks like our dear devs learn nothing. Single really unique feature - RGH-1A(S). Other parts of package - usual trash. But. To get S You need to pay 20$. So its 40$ for 1 unique mech. Lol, my month house rent payment (52m2, Moscow) is like 80$. So 40$ for ONE mech + some trash - no, thanks. 25, ok, even 30 - I'm in, other way - keep it for yourself, please.

P.S. I've told - change politics - make ANY package contain unique feature - standard pack - coming one month before all others, hero - unique pattern, available only for pre-ordered mechs etc. But now, when there is only one unique thing in whole pack - (S) variant....good luck with selling those.

Edited by MGA121285, 16 December 2016 - 10:40 AM.






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