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MechLab scratchbuilding


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Poll: MechLab builds (822 member(s) have cast votes)

Scratchbuilding or getting 'Mechs with factory armaments?

  1. Complete pre-made armaments (Ability to customize afterwards) (583 votes [70.92%])

    Percentage of vote: 70.92%

  2. Complete scratchbuild (239 votes [29.08%])

    Percentage of vote: 29.08%

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#541 Vollstrecker

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Posted 23 March 2012 - 10:24 PM

View PostSeabear, on 23 March 2012 - 05:36 PM, said:

Small tweaks ,I have no problem with but don't see why a custom built mech is such a desired thing. Half the fun of a game is to get the most within the rules or restrictions of available equipment. To make a mech that no one has ever seen is really out of the BT/MW universe in my opinion. Refit kits and small weapons tweaks are great without changing the basic purpose of the chasis. From a logistcs point of view, a force of custom built mechs is a nightmare! For me to want to play, I want the game based on a consistant in game logic based on the BT/MW lore. If you want to forget that, then I think there are other games that suit your style. For decades the pull of this game world has been its lore and the richness of the universe. I don't mean to be cruel or unkind in that statement, but I like the game because of the restrictions.

That said, there is a place for "customizations" when we start to take salvage. I'm sure there will be some "frankenmechs" once people start replacing missing parts with what's available. That is in the lore. Keep the ground up customs on Solaris where they belong, not on the battlefield.

Sorry if it sounds like I'm preaching.


This is my feeling exactly. After having min/maxed 'mechs for years, I personally feel that it is more fun to show what you can do with the Canon units.

#542 Voidreaver

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Posted 23 March 2012 - 10:32 PM

View PostGorith, on 16 December 2011 - 11:14 PM, said:

Mechlab should be VERY limited (if atall) to avoid frankenmech play style of the previous games


Frankenmech? Dude... if you go by MechWarrior 3 setups, ANY 'Mech can be a "Frankenmech"... Even in MW4: Mercs, you could customize your 'Mech as you wished, provided it had the appropriate bays for your chosen gear.

If you have an issue with "Frankenmechs", then maybe I should show you that, yes, you CAN mount an Ultra AC20 on a Light 'Mech! Admittedly, it'll be the easiest target ever, but I managed it. Fitted a Puma with one. Left me enough room for 1 ton of ammo.

#543 VarietyOfCells

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Posted 23 March 2012 - 10:51 PM

I agree with Toucans. A big part of MWO is going to be the persistent world. Not only does this apply to faction influence, but your pilot and what he owns will be the same from match to match, which is new for online play. Being able to customize your mech will help you feel like it's your own mech and add more layers of strategy other than picking between four load outs. Personalization is very important to me, as long as there are the appropriate balancing measures put into place.

The biggest thing missing from MWLL is personalization and a persistent world. It gives you a stronger connection to you mech and would keep you from charging blindly into battle like an ***** because you actually care about the time and money you invested into your machine.

#544 Kid Weeb

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Posted 23 March 2012 - 11:22 PM

I believe that everyone should start out with the canon standard mechs and have the opportunity to modify/update to the canon variants. Maybe later on the devs can make the mechs more customizable. If the devs are planning on sticking with the canon and lore of Battletech, then we should have to operate canon mechs. Just my opinion. Btw, we will have a few of the TRO's to choose our canon variants from: 2750, 3025, 3039, 3050 not to mention some of the other source books available. TRO 3039 looks to be the source of the mechs released so far so that's a good place to start researching.

#545 LordDeathStrike

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Posted 24 March 2012 - 12:14 AM

we already know mech xp will be variant specific, that should tell you via common sense that while there is a mechlab in game, its only going to be for minor tweaks. the variants are still going to be that variant, maybe just with 1 ton less armor for 1 ton more ammo, or tweaked heat sinks ect.

the weapon load makes the variant and xp is variant specific, so thats a rather glaringly obvious point of fact that we wont have custom weapon loadouts with our crappy 3048 IS mechs, which is canon to its core and i appreciate that.

later on in 3055 era we get omni and changing up weapons is viable.

#546 Peiper

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Posted 24 March 2012 - 12:29 AM

View PostProsperity Park, on 17 December 2011 - 09:04 AM, said:

I don't think any of the Mech factories in the BattleTech universe produce unarmed Mechs and sell them that way... so the idea of scratchbuilding is, as far as I know, non-canon and most likely will not part of MWO.


(Somebody please point-out if this is incorrect, because if there are canon-examples of unarmed Mechs rolling off the production lines and being made available for sale, then this idea might be reasonable)



From the novels, tech readouts and such that I've read:

With pre-existing chassis, like those endlessly produced from the Star League era (which includes all the unseen mechs, btw), have typically been produced in batches. Because so much technology has been lost through the succession wars, it is not easy to produce a new mech, and it takes time to create a variant of an existing mech. If you read the tech readouts, you'll find that they often attribute a variant unique to a certain house.

Here's some examples: The Zues was initially meant to be armed with a PPC in it's laft arm, but there were problems with that, so they went with an autocannon until the factory could figure out the issues and put the PPC back on. So, most of the early production Zeus's had Autocannons, but a majority of them have been produced with PPC's. (From TR: 3025, and Sarna.net) The Zeus is produced soley by Defiance Industries in the Lyran Commonwealth and as of our timeline has not had a lot of variants.

Now, if you bought a stock Zeus brand new from the market, it probably would have a PPC. If you bought a used one, you could find it with an Autocannon or a PPC, or you might find one heavily modified by a particular pilot.

Example Two, from En Garde, book one of the Warrior Trilogy (circa 3020's). House Laio sets up a raid against a training cadre on Kitery. It consists of several lances of Cicadas. They are all armed the same. Likewise, the training cadre are all in Wasps, which are all armed the same. Later in the trilogy, you see Kurita setting up a few raids. There are Panthers all over the place! They are all armed with an SRM 2, a PPC and jump jets. You see dozens of them in the book. Cicadas are made in Laio territory, and Panthers in the Draconis Combine, so it makes sense that they are equipped as such.

Ranked/named characters... Okay, in all the above situations, there are single examples of other mechs. In the Cicada vs. Wasp fight, the top guy had his own Valkyrie and the top bad guy owned a Rifleman. Both of these were stock, but very importantly, they were owned by the Mechwarrior.

Now, in the Panther vs. Kell Hounds fight, there is a different story all together. The Kurita forces were House forces and the mechwarriors were issued mechs out fo the acadamy. The leaders of those forces often had their own mechs, like the above example. The leader of the Kurita forces had a Stock Warhammer. The Kell Hounds mercenaries, on the other hand, all had their own different mechs. These were almost all, if not all, stock variants. I can think of a Locust, Marauder, Archer, Victor, Catapult, and Wolverine as examples. One of the main characters, Daniel Allard loses his Valkyrie in a battle and becomes 'dispossessed.' A mechwarrior who does not have a mech joins the sad ranks of the dispossessed, and he hopes, he prays that his regiment can give him one of their captured panthers, or even a 'frankensteined' mech made up from spare parts and salvage left-over from future Kell Hounds engagements. Because he's a hero, though, the Kell Hound leadership hooks him up with a hot, new mech just developed the "Wolfhound."

Example Three: Mods. What do you need to modify a single mech? You need a garage with a crane, and a freakin awesome mechanic. You need access to the parts you want to switch out, a rich sponsor, or access to a used mech/part vendor.
Justan Xiang Allard, buys a used mech so he can compete in Solaris VII. Now, it should be noted, he's of a noble family. The Allards have a bit of pull and wealth, so he went to the used mech dealer and bought a Centurion. This Centurion was stock, despite probably being used many times in the arena before, or in war, every time it was repaired, they put the same stuff on the mech once again. Now, his personal mechanic, on his orders, replaced the AC10 with an AC20. This did not seem to cause much of an issue. He also had claws installed on the non-armed hand. I believe they mentioned he had to strip some armor from the gun arm to balance the weight of the AC20, but it was feasable

It must be noted that this mech is famous and unique. It is the Yen-Lo-Wang. Justin surprised his opponent with the AC20, which suggests that even in Solaris, at least at this time, variants are not too common.

SO, how does a mechwarrior become a mechwarrior/get a mech?

1. Mechwarriors at this time are often nobility, and mechs are passed down from generation to generation. Yen-Lo-Wang was passed down to Kai Allard-Laio, used to win the championship in Solaris, then went to war with the Clans. During a lull in the fighting, Yen-Lo-Wang was further modified with NEW technology. It was given a Gauss Rifle to replace the AC20, and I believe it may have had it's lasers replaced with pulse lasers. (It's been awhile.) It must be noted, that Kai was a graduate of an acadamy, and personal friends with Victor Steiner-Davion, himself a prince. Victor had the resources to put into modifying the Yen-Lo-Wang with this new cutting edge technology. Only the richest mercenaries and noble houses would have the resources to pull this off.

2. Goin' to school. Typically well-to-do, smart kids, with families known to be loyal to a house can go to a military academy. IF they test right, they MIGHT be lucky enough to be trained as a mechwarrior and enter into the House military. The mechs they would be assigned were typically whatever the house ordered up for them. Only when they had the rank and clout could they, MAYBE, get a mech of their own choice. Otherwise, mechwarriors would be assigned new mechs only when they worked their way up to a new weight class, or when they lost theirs in battle. IF a mechwarrior was particularly outstanding, or was able to knock out and salvage an enemy mech, he might be awarded the mech as his own property. This would enter him into the royalty (like Knights of old) of a Mechwarrior family. He or she would pass his mech or mechs on to his/her children.

3. Mercenaries. Mercenaries don't have the economy of an entire house to back them up. So they have to rent or own their own facilities. Typically, mechwarriors who have inherited their mechs, or have left the service of a house with their own mech, make up the ranks of mercs. Some mercenary companies have home bases on a planet, or like the Wolf's Dragoons later on, will OWN their own planet (Outreach). Mercenary companies typically own their own dropships, but like others, have to rent space on jumpships to go from system to system with their dropships, aerospace fighters, mechs, infantry, etc... Because mercs do not have access to House military resources, to get more/new mechs, they have to pick them up off the battlefield as salvage and rebuild them - which is common practice - or order up a batch from a mech factory. Even though a merc company may order up a batch of mechs from a factory, they still tend to be all of the same variant - though often these variants are unique to the buyer. It may not be possible to rebuild a salvaged mech up to stock with other cannibalized parts, so they might use the parts they have available, and that's where you'll find some of the most unique mechs out there. HOWEVER, it should be noted, most of these non-stock mechs are COMPROMISES, as opposed to idealized mechs that we normally think of when we drool over mech lab options.

WHY so many stock mechs and not so many custom ones?

Think of mechs like automobiles. It is much, much easier to rebuild or repair a car to stock, because you know that this manifold fits with this engine which is set up to work off this distributor cap. If you put in a new engine, you have to also put in a new suspension - if the engine is significantly more powerful, or weighs more, new battery to start the engine, new transmission, etc... Some things are far easier to modify than others. You can change the shape of a car into all kinds of crazy body shapes and as long as you keep the frame the same, it drives like normal. You can change the wheels out, rims, chrome packages, horn, sound system, interior, etc...

So, my theories on how far customization should go:
A mech chassis is typically mated with a certain sized engine which provides power to the myomer muscles, and the frame (skeleton) is built heavy enough to handle the engine and a typical load of weapons and armor. You aren't going to change that without manufacturing a completely new mech.

However, you could put in how ever many lasers the fusion engine could handle powering. You could put a supercharger on it - MASC, or an extra-light (alluminum block) engine, but that could be tough considering how much space there is to put a larger, if lighter, engine inside the frame/body. You could put on missle launchers and guns, but within reason. Putting an AC20 on a light mech, though MAYBE possible Battletech rules-wise, but I imagine the recoil would spin the torso like a top. Note, the AC10 on the urbanmech. The Urbanmech is VERY slow. Why? because the AC10 is SO BIG that even if it had an engine that could move it like other light mechs, the engine is probably so overtaxed that its all it can do to carry around the weaponry that weighs more than the engine, armor, and chassis itself! Also, the Urbanmech is produces ESPECIALLY to carry the weapons it does and for a very specific purpose. Many may make fun of it, but it's good for what it does. Kill masses of protesters and clear traffic jams on highways.

So, conclusion.

A mech should be able to customize it's weapons, SOME of it's armor in weight, ammo loads, placement of those weapons and ammo, heat sinks, sensors, superchargers and XL engines when they come out and Ferro-Fibrous and other armors when they come out. Like automobiles, as someone says, you can make a pinto LOOK like a corvette, but it's just a pinto with makeup. But if you try to put a corvette engine in a pinto, the pinto's frame will be torn apart in no time by the torque produced by the engine, and the damage to the suspension from making the pinto do what a corvette is designed to do.

Economy and upgrades/modifications?

Well, House forces should get their mechs as if just coming out from the academy. They should have cheap repairs and replacement parts, but would have to work their butts off to get a name for themselves. If they go up a weight class, they could get a new mech, provided by the house, of that weight class. They probably wouldn't have a choice over what they got, as it would be assigned to them. Now, if they got command of a lance or more, they would be able to ask the techs to customize their mechs a bit, or they might be able to keep or trade some of the salvage - off the books, paperwork errors, you know - to save up for buying their own mech. They could probably get a discount if they buy from a contractor already in House. Repairs on said mech would probably be cheap and they could use their meager salary and combat pay bonus to buy stuff from time to time to upgrade or modify it.

Merc companies, the grand garage sale. Mercs will start with a stock mech, handed down to them or previously earned from military service. It might be brand new when they start the game, but they will not have access to the great garage in the sky that regular mechwarriors would have. They would have to buy, scavenge, sell, make deals, whatever to keep their mechs running. As each merc group is unique, it may be that "you keep what you kill" or everything salvaged goes into a great bucket and the merc officers distribute it as they see fit. This may be an equal split, split by the types of mechs the mercs own, by performance scores/kills, or by personal greed. The mechanics COULD modify mechs, but the merc would have to provide the part. Parts on the market would be prohibitively expensive (underground arms dealers), but salvaged parts could be free from kills, traded with other mercs in the company, or whatever. In any case, the further away from stock you modify a mech, the harder it may be to get spare parts and materials. However, while mercs would have the freedom to customize their mechs however they wanted - within reason - it would be a scavenger hunt to do so. You might want to make a PPC boat, but end up with only one PPC, a large laser, and the choice of a couple medium lasers or an autocannon. Maybe not the best choice in the world, but if you didn't have a PPC at all before, now you do! Keep working!

Lone Wolves: Whether they inherited or stole their mech, they work for cash. They probably wouldn't have the crew and resources to salvage stuff they come upon, but they would be the ones with the best access to the black market. (they need each other!) They would rent the repair facilities of the units their running with and those C-Bills will go to that unit. Lone wolves would HAVE to be good at their job, or extremely cheap, to get work. If they are good, they should be paid accordingly. House's might pay with c-bills, but merc units might pay in a percentage of salvage, c-bills, or repairs. A lone wolf, having full access to the black market, would have the most options easily available to kit out their mech something special, but they would also have to bust their rumps just to keep their mechs running, and it would be hard for them to save up for a new mech. Repairs might be all they could afford if they stink?

Anyway, I think I might put this up as it's own thread. But for now, I'm done. I hope this helps answer questions, and that the second part: suggestions, makes sense.

As far as the poll goes, I did not vote. I would say that all of our first mechs should be stock. We get one mech for free, any weight class. Obviously, it would cost a lot more to keep up an assault mech, and take forever to get the resources to do more than repair it. Those who choose light mechs would probably have faster access to the perks as they would be more cost efficient. All mechs should come stock, like an automobile, and in various states of repair, if used. House members could earn new chassis and perks as they go along through pay/savings and merit. I kind of envision mercs having a garage full of spare parts in hopes of building a classic car. They trade with each other for the parts, salvage, or buy them. So, when the house guy has 3 brand new stock mechs, the merc guy has two variant mechs in need of a good paint job, and 5 mechs at 20-70% complete on his front lawn. Meanwhile, the lone wolf is in his super-customized, supercharged, 4-speed dual quad mech straddling a pile of C-bills and arms shipments, and looking over his shoulder for the guys who want to steal his rims.

#547 Catharsis

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Posted 24 March 2012 - 12:43 AM

View PostAdridos, on 17 December 2011 - 02:40 AM, said:

It is meant that way: Do you want to buy a mech, choose a variant and then customize it as much as you want (different weapons, etc.), or you want to buy mech´and build him yourself, choose armor, engine, all the weapons, computers, targetting systems, etc. As far as I go, I chose the first option. Building from scratch would probably destroy my mech, since I have very little experience with something like that. :D


I would want to have control over my mech's armor and engine, as well as all the weapons and electronics. At least to the degree that a certain chassis will allow it. As for how a mech comes when you first buy it, I would prefer to buy a stock configuration and then be allowed to strip it completely or just tweak it slightly, based on my preferences. And again, at least to the degree that a chassis would allow.

For instance, while I did not like a lot of the features of MW4, the hardpoint system was a decent feature, where it prevented you from installing certain weapon systems in certain spots based on what kind of hardpoint the chassis had there. Like for instance, the TimberWolf had 6 missile hardpoints in the torsos, which represented its twin shoulder launchers.

I do think we should be able to alter a hardpoint to change its role, but that should cost money or time.

And of course you have omnimechs, which are a whole other story. But nonetheless.

#548 Catharsis

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Posted 24 March 2012 - 12:54 AM

View PostHolmes, on 17 December 2011 - 06:49 AM, said:

I've said it once, and I'll say it again. No MechLab, No Buy. It's free. Oh. Well, No MechLab, No Play. Not even worth the time. I uninstalled MW:LL within hours after discovering there was no MechLab, and it took me days to download on my joke of an internet connection. I don't **** around, MechLab is half the game for me. I'm the same way with any game. In Gran Turismo I spend hours and HOURS tweaking suspension and gear ratios etc. per car until it is EXACT. I downloaded some bad *** pirate MMO to play with my buddy, found out you couldn't customize how your guy looks... bam game done. Uninstalled.


I am so glad to find someone that has this same outlook on customization!
I feel the same way. I have gotten to where I NEED customization to enjoy a game over any long term, especially if other games in the same niche offer a wide range of options.

The example I always use is the difference between Rainbow 6 Vegas and Vegas 2.
Sure, they are both First Person/Third Person tactical shooters and they both have the same level of graphics and gameplay, but the 2nd game offers the ability to customize what armor you wear AND it actually affects gameplay somewhat.

On top of that, there is the whole issue of "unlocking" stuff over time. Vegas 2, Mechwarrior 3, Heavy Gear, any game with an unlock system for its equipment and weapons can pull many dozens more hours of gametime out of me than an equally good game without such a system.

I especially liked how in MW3 you were forced to make do with the scrap you could pull together after each battle. Rather than just loading up your favorite assault mech loadout, you often times had to learn how to use weapons and systems you were not familiar with in order to make it through a mission.


And... I just went on a huge tangent. Sorry about that :D
So! MechWarrior without the mechlab and a sense of creativity OFF the battlefield simply would not appeal to me. The game and universe, after all, is about a lot more than dueling giant robots.

#549 Nik Van Rhijn

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Posted 24 March 2012 - 03:01 AM

There are over 100,000 mechs in the BTU, there are about 35 customised mechs outside Solaris. They are producing mechs and apparently variants. Why would they do this if you have unlimited customisation? All they need to do is produce a basic chassis at each weight level and let peoples imagination run riot, of course it will be difficult to balance, but hey it's only PvP only after all and no ones going to moan about this or that being OP are they?
The Mechlab from the previous games was an artifact of those games and intended for SP PvE.

#550 Peiper

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Posted 24 March 2012 - 03:57 AM

Nik, you are obviously a victim of the electronic age. The mechlabs in MW II and III reminded me of one of the most fun elements of both Battletech and Mechwarrior. If they could set up a mechlab as accurately as they did in the past 15-20 years ago, then they can easily do it again now, and do it better. They might even be able to model mechs with the right number of weapons/barrels by shifting out an arm or torso plate/skin section.

Just because they can - and SHOULD - do it, doesn't mean we all should have access to everything right away. Part of the fun of a video game is working to build our perfect ideas of what a mech should be. If they can accurately portray the strengths and weaknesses of each mech and system from Classic Battletech - which they really should be able to do now - than I wouldn't worry about people making 'perfect killer mechs.'

This game may be only PvP to you, but to us old and/or creative people, it's about affecting the Inner Sphere AND tweeking out our perfect idea of a mech. One thing I can't wait to try to do is to totally mess with the borders in the Inner Sphere. It might mean nothing to you, but to us, it's rewriting a history that we know, love, and have always wished to rewrite.

Cheers!

#551 ENDMYSUFFERING

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Posted 24 March 2012 - 04:03 AM

View PostGorith, on 16 December 2011 - 11:14 PM, said:

Mechlab should be VERY limited (if atall) to avoid frankenmech play style of the previous games


I personally think it should be MW4 customization at least, hardpoints so it's semi-realistic, and some speed and armor. That way it could be somewhat balanced instead of MW3s "Load 40 machine guns on Daishi. Rip crap to pieces."

#552 William Petersen

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Posted 24 March 2012 - 04:16 AM

View PostPeiper, on 24 March 2012 - 12:29 AM, said:

Amazing Post. Long, but well worth reading.


o.o /speechless

#553 Nik Van Rhijn

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Posted 24 March 2012 - 04:22 AM

@ Peiper - I might be older than you. I have no problems with designing mechs for fun, I play with SkunkWerkes all the time. It's just that it doesn't make any sense to have an unlimited mechlab. Otherwise you end up with a few optimised designs that bear no relationship to the original mechs. In PvE it makes no difference as it's purely for your own fun. In PvP it is the difference between winning and loosing. Standard mechs were deliberately not optimised for mech v mech combat to make the original game fun and more strategic. the same still applies.
I used to play Tt a lot and except for the occaisional "fun" game it was always stock or approved variants.

#554 William Petersen

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Posted 24 March 2012 - 05:13 AM

View PostFlametrace, on 24 March 2012 - 04:03 AM, said:


I personally think it should be MW4 customization at least, hardpoints so it's semi-realistic, and some speed and armor. That way it could be somewhat balanced instead of MW3s "Load 40 machine guns on Daishi. Rip crap to pieces."


What an obscene waste of tonnage.You can do the same thing with a 60-tonner, packing *way* more speed (5/8 vs 3/5) ,though admittedly just over half the armour. Due to critical space limitations, however, you would "only" have enough ammunition for 45 salvos of fire (which lasts way longer in the TT than it does in a sim for M.Guns). Essentially you turn the whole mech into a very short-ranged SRM40.

If you're going that route, why not just go ahead and make an SRM boat? On a 60 ton frame with maximized armour you can stuff 8 SRM-6 racks fueled by 12 tons of ammo (enough for 22.5 salvos). Since wight is more of an issue on the weapons (and double heat sinks), you need to use Ferro F. Endosteel and an XL Engine, but you maintain the same movement profile as the M.Gun boat with three times the range and 20% more firepower (and, of course, heat neutrality)!


...this whole 'experiment' is an exercise in why unfettered customization is (or leads to) absurd(ity).

#555 Peiper

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Posted 24 March 2012 - 05:27 AM

View PostNik Van Rhijn, on 24 March 2012 - 04:22 AM, said:

Standard mechs were deliberately not optimised for mech v mech combat to make the original game fun and more strategic. the same still applies.
I used to play Tt a lot and except for the occaisional "fun" game it was always stock or approved variants.


Alright Nik, that's a good point.

I like the hard points in MW4, but it always bugged me that they were dedicated to a certain type of weapon. We know from the interviews that there is going to be customization, especially in weapons loadouts. There are certain things that seem silly to me, like missle launchers instead of hands. If I were to get a mech like that, I would immediately put a barreled weapon in its place just because walking around with a box full of explosives where my fist would be seems silly.

So, what can we do to keep it from going overboard?

Let's take the Awesome, that so many people seem to be wetting their pants over. WHY? Because it's a heavy PPC boat. Okay, some might really like the fluff and the artwork/design. But you know that most are just in it for the raw damage that a triangulated multi-ppc shot would do. I personally, am paranoid about ammo explosions, especially before the advent of CASE. So, what does this mean? Are we going to see 55% of all players running around in Awesomes because they can't customize their other mechs to be laser/ppc boats? I certainly hope not, but you know the thought is running through a lot of people's minds. IF they have to take a stock/prime mech, they are going to take the mech that they feel is most effective and dump the rest. When those particular mechs are revealed, you're going to see everyone trying to get one. It doesn't matter how cool the fluff is, the artwork looks, or the intention of a particular mech design if there's another design that will prevent that. I, personally, hate the Awesome. But I do love the twin PPC love of the Warhammer. Even so, I would probably drop the missles and machine guns for other things if I could, be they speed, more armor, heat sinks, or more lasers. But, if I had to choose, stats wise, between the two of them, I might have to pick the Awesome. Please don't make me do that. : (

So, Nik, if it were the two of us in charge of the mechlab, could we find a compromise between the two of us so that both are happy? Or are we going to remain polarized. For the sake of argument, as I'm sure the decisions were made at least a month ago by the devs; what compromise would you propose that you feel is fair to everyone?

#556 MacabreDerek

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Posted 24 March 2012 - 07:30 AM

I am hoping that the customization on each mech is limited to making role-swapping a possibility, but I would rather not have mechs scratch built. Coming from both Battletech 3050 and Mechwarrior 2-4, I've found there has always been a balance issue when you give the players too much freedom when it comes to mech building. In order to maintain balance in MWO, they are going to need to be somewhat restrictive, and that's all the better for figuring out balances. I am actually surprized they allowed any customization at all, rather than a locked-in set of load-outs you can take.

That being said, if I see a Jenner running around with a pair of PPCs, I'll be disappoint.

#557 Irreverence

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Posted 24 March 2012 - 08:32 AM

Questions are not specific enough for me to vote. I'd like to have the choice of stock variants, but the ability to customize, weapons, armor, engine, heatsinks, electronics within the parameters of canon if I choose. If it takes extra c-bills or time to do, that's fine. I just want the choice.

EDIT: If certain things aren't unlocked right away, that's fine too.

Edited by Irreverence, 24 March 2012 - 08:37 AM.


#558 Gremlich Johns

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Posted 24 March 2012 - 09:14 AM

Whatever mechlab is created, there cannot and should not be any cross-teching allowed (that means no Clan tech on IS mechs and vice versa)

#559 BarHaid

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Posted 24 March 2012 - 09:11 PM

This really does strike to the heart. Mech design is FUN. Making the perfect laser boat or closest approximation of a Destroid Tommahawk is a worthy endeavor. But what are we playing here? A mech sandbox, or a centuries-long war that we are ALL responsible for winning?

As much as I want to see my personal take on a Command Pod Glaug or Roundfacer hit the field, you have to remember that we are at war here.

We have to remember the context here. We are playing as Grunts, not idle Nobles with unlimited C-bills and a family-owned Mech factory laying about. Oh how I wish it were otherwise.

#560 Dlardrageth

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Posted 24 March 2012 - 09:46 PM

View PostGremlich Johns, on 24 March 2012 - 09:14 AM, said:

Whatever mechlab is created, there cannot and should not be any cross-teching allowed (that means no Clan tech on IS mechs and vice versa)


Which is possible and legitimate by (some) canon rules. So you are actually advocating to willfully ignore those just because they don't fit your fancy? B) Could as well do away with the whole MechLab as next step in that case...

(For the record, I could totally live with that, I'm actually hoping for a seperate game mode where no customizations at all are allowed in.)

Edited by Dlardrageth, 24 March 2012 - 09:48 PM.






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