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Tanks and Aero Fighters


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Poll: Tanks and Aero (445 member(s) have cast votes)

Should tanks and aero fighters be eventually added to the game similar to MWLL?

  1. Just Tanks (27 votes [6.07%] - View)

    Percentage of vote: 6.07%

  2. Just Aero (5 votes [1.12%] - View)

    Percentage of vote: 1.12%

  3. Both! (176 votes [39.55%] - View)

    Percentage of vote: 39.55%

  4. Nahh (50 votes [11.24%] - View)

    Percentage of vote: 11.24%

  5. EDIT: Yes, But only as NPC assets (187 votes [42.02%] - View)

    Percentage of vote: 42.02%

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#61 FroBanger

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Posted 23 July 2012 - 08:38 PM

They should be NPC assets and yes it would be awesome to see those thats kind of why Small Lasers exist in normal Battletech the mechwarrior didnt command the tank and infantry and aerospace fighters the army commander did so it would be just perfect and make it so yes small mechs can do alot of killing with their small weapons

#62 OP8

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Posted 23 July 2012 - 08:52 PM

Yeah I'm gonna have to say this topic is kind of a waste excluding a few minor points. This is MECHWARRIOR. If you want tanks, go play that game, if you want planes, go play that game too. The only functions the devs should be entertaining here are perhaps unarmed NPC vehicles to defend in some sort of escort the VIP mission, Or perhaps a "DEFEND the DROPSHIP till it's engines are repaired in 15 minutes" or something of that nature, but I think making any vehicle pilotable in this game that isn't a mech is a waste of our and the dev's time. I see so many of these suggestions as being too strayed from the point the designers were after : "oh but they could make heavy tanks people could drive in the cities along side the mechs!" or they could have made it turn based... This is Mwo- leave it that way.

#63 Bishop Steiner

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Posted 23 July 2012 - 08:52 PM

I've been roasted for saying the very thing you are, but I agree with all your reasons. Mechwarrior is sweet, but to make it really standout form the other Mech/mecha games, tapping into the unique combined arms elements of Battletech is essential. (My arrow IV equipped yellowjackets have your Atlas' number baby!)

One of my fave units to run was Hell'sArmadillos, an Armor regiment with infantry, Air Cav and artillery support.

#64 Sean von Steinike

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Posted 23 July 2012 - 09:41 PM

View PostKumakichi, on 23 July 2012 - 05:22 PM, said:

Please no tanks, fighters, etc... of any NPC variety. I dont want to lose a good battle thats coming down to the wire then all of a a sudden I die to an NPC!!! That would completely wreck the entire drop and competitive spirit.

Maybe if they add PvE at some point give it to the players who want to go that direction.

So, no commander called artillery or orbital strikes either then. A nice arena match where you know exactly what to expect at all times.

#65 Affront692

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Posted 24 July 2012 - 12:12 AM

Maybe in the Community Warfare mode where we are fighting for planet control they can have the NPC vehicles(I mean there have to be tanks, turrets and aeros when you fighting on a capital planet) and then they can remove NPC vehicles or vehicles of any kind in ranked/ladder modes.

#66 kojdog

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Posted 24 July 2012 - 12:26 AM

Is anyone else weirded out how the mechs miss each other completely half the time in tabletop and can barely aim but a slightly smaller Aerospace fighter travelling at least twice as fast is hit without a whole lot of fuss?

It's a good thing they've contrived to have Aero's carry ridiculously short range weapons as well otherwise mechs wouldn't stand a chance :P

#67 Redtracer

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Posted 20 August 2012 - 09:52 PM

Hey I would love a expansion to include ground veh's, playable, orderable AI ground troop squads, manable gun inplacements for defence, and areospace, VTOL craft..
sure they take less damage to put them out of service than a mech.. but would really add flavor to battles.. from attacking to recon, to ammo supply drops, to troop movement..ect...
I think this company has no idea how big this game is going to be, a F2P game thats going to have more people playing it than some of the monthly sub.. games on the market..

#68 SakuranoSenshi

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Posted 20 August 2012 - 10:01 PM

Pretty sure the developers have addressed this. They have no plans for now but if they do, they won't be player assets, is what I recall.

#69 LazarusII

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Posted 20 August 2012 - 10:29 PM

Im not sure about the rest of you but depending on how the aero's are designed they could easily dominate mechs a strafing run from a slayer would easily damage the heavies and for the lighter ones it would probably just destory them outright

#70 LazarusII

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Posted 20 August 2012 - 10:33 PM

View PostOP8, on 23 July 2012 - 08:52 PM, said:

Yeah I'm gonna have to say this topic is kind of a waste excluding a few minor points. This is MECHWARRIOR. If you want tanks, go play that game, if you want planes, go play that game too. The only functions the devs should be entertaining here are perhaps unarmed NPC vehicles to defend in some sort of escort the VIP mission, Or perhaps a "DEFEND the DROPSHIP till it's engines are repaired in 15 minutes" or something of that nature, but I think making any vehicle pilotable in this game that isn't a mech is a waste of our and the dev's time. I see so many of these suggestions as being too strayed from the point the designers were after : "oh but they could make heavy tanks people could drive in the cities along side the mechs!" or they could have made it turn based... This is Mwo- leave it that way.

Dude its mechwarrior its not just mechs (most of the time) its combined arms tanks, aeros, PBI's etc thats what makes it funner than the other games in its genre

#71 SakuranoSenshi

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Posted 20 August 2012 - 10:52 PM

View PostLazarusII, on 20 August 2012 - 10:33 PM, said:

Dude its mechwarrior its not just mechs (most of the time) its combined arms tanks, aeros, PBI's etc thats what makes it funner than the other games in its genre


For you, possibly, for most people it's about the giant robots with lasers and big guns.

#72 Deathz Jester

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Posted 20 August 2012 - 11:32 PM

View Postkojdog, on 24 July 2012 - 12:26 AM, said:

It's a good thing they've contrived to have Aero's carry ridiculously short range weapons as well otherwise mechs wouldn't stand a chance :P



Lol what?

have you heard of these?

Shiva

Chippewa

Gotha

Jagatai


just to name a few, that have long range weaponry.

#73 Arrack

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Posted 21 August 2012 - 01:12 AM

I think it would be nice to have an occasional tank or helo on the maps, would make the world more alive, but all should be AI controlled.

#74 Strum Wealh

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Posted 21 August 2012 - 04:54 AM

View PostSakuranoSenshi, on 20 August 2012 - 10:01 PM, said:

Pretty sure the developers have addressed this. They have no plans for now but if they do, they won't be player assets, is what I recall.


Basically, this.

From the recent interview with Russ Bullock:

Quote

G: I know it’s very early to even think about it, but have you ever thought about including elements from other tabletop games of the Battletech/MechWarrior franchise? I’m thinking about AeroTech, BattleSpace, BattleTroops and the others.

R: Never say never, but for us MechWarrior Online has always been about the Battlemech and we want players to feel like the most elite warriors in the universe. Under that philosophy, those other combat arms have more of a chance of showing up in MWO as AI controlled entities then player controlled.


The (current) plan is to keep us in the BattleMech cockpit, and let everything else (assuming such things are ever implemented) be AI-controlled.
I'd like to see them appear as either or both of 1.) elements included as "part of the map" and/or 2.) elements that can be summoned (and possibly controlled to a limited degree) by Commander-skill specialists.

That being said: I hope that the other combat assets, if implemented, are brought into the game with their full capabilities.

Something like an LRM Carrier or SRM carrier, or a Schrek, or a Demolisher, or a Behemoth should pose a credible threat to a BattleMech of equal or lesser mass.

Likewise, a Shilone, or a Lucifer, or a Chippewa, or the aptly-named MechBuster should also pose a credible threat to a BattleMech.
In fact, the threat posed by AeroSpace assets is part of the raison d'être for BattleMechs like the JagerMech (MWO's BattleMech 14) and the Rifleman (which, unfortunately, is among "the Unseen").

Your thoughts?

Edited by Strum Wealh, 21 August 2012 - 02:04 PM.


#75 Hyzoran

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Posted 21 August 2012 - 10:10 AM

Yes please, as NPCs, as many have said, adds to the immersion and tactical elements of the game. and yes Aerospace should be included as call-in airstrikes and VTOL should be added too and can be called in from your base. To anyone complaining about VTOL and Aerospace are OP in MWLL, the way MWLL simulates aircraft is completely idiotic and unrealistic as they have no changed vehicle physics much from the default Crysis game, if VTOL and Aerospace are included they should have much less agility and more momentum to reduce their controllability and remove their ability to 'Hover' above you which is completely idiotic. I hate it when people suggest that things be removed instead of fixed :\

#76 Aodr Arnarson

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Posted 21 August 2012 - 01:35 PM

Aerofighters can devastate a heavy mech single-handedly. Tanks... Those could be pretty useful in urban warfare. I doubt a Vedette is going to be able to take on an Atlas - but a Wasp? Sure

#77 Tekti

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Posted 21 August 2012 - 01:49 PM

View PostI like to meow, on 20 July 2012 - 11:09 AM, said:

Part of what i think makes MWLL is the competitiveness of not just mechs, but tanks and fighters, and while they do rule for the most part (as they should according to cannon). I think it would be really cool if tanks and aerofighters where eventually included in MWO, and given its F2P nature i do not think that is out of the realm of possibility...

Edit:
I should add that I think the devs have much more important things to focus on, and im not pushing for it now :D

Edit:
Perhaps NPC Tanks/Fighters/Dropships could make it more interesting... The commander could call in these assets, saw that down below and thought it was an excellent idea !

Thoughts?

There should be pilotable tanks and fighters, but make them weaker than they are in MWO. They shouldn't be as weak as they were in MW4 (1 hit and they're dead), but not as strong as they are now.

#78 High Priest Dre

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Posted 21 August 2012 - 01:56 PM

Demolisher, please. People hate LRMs now, wait until they are eating Arrow IV.

#79 CycKath

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Posted 21 August 2012 - 02:00 PM

Not really interested, would rather they focus more efforts on 'Mechs

#80 DragonsFire24SS

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Posted 21 August 2012 - 02:17 PM

If they were use aero, and tanks it would be best for them as NPC's. You would have to buy them with C-bills(of course), Price range will vary depending on NPC unit being called in. Here is a little post bulletin on how I think they should work.

Aero units
*scout roles doing a couple of strafes along a row of sectors(e1-e10) or a1-e1
*same goes for attack units, have them do a certain amount of strafes
*then have air-air support units that will fight off other units, that way mechwarriors can focus more on enemy mechs, and tanks

tank units
*ALL vehicles enter the game from starting point, and move to designated sector and stay in sector
*they will only attack units in their range or units that attack them if in range
*LRM support vehicles can only target units that are painted(pressing R)
*also to help counter aero fighters have anti-air units that will of course attack air units only

also have it to where the only way you can call in support is you have to install a Support Module. So thats my .02 cents on the idea. I think it would be a great addition to the game.





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