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Industrial Mechs


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Poll: Industrial Mechs (185 member(s) have cast votes)

Do you want Industrial Mechs as an option when buying mechs?

  1. Yes, of course. They are canon after all. (49 votes [25.00%])

    Percentage of vote: 25.00%

  2. Yes, but only if close quarters combat is implemented. (14 votes [7.14%])

    Percentage of vote: 7.14%

  3. Yes, but with severe penalties. (9 votes [4.59%])

    Percentage of vote: 4.59%

  4. No, that would just be silly. (85 votes [43.37%])

    Percentage of vote: 43.37%

  5. Maybe, I would need some convincing. (39 votes [19.90%])

    Percentage of vote: 19.90%

If implemented, should Industrial Mechs be customizable?

  1. Yes, they were customized in some situations. (63 votes [33.16%])

    Percentage of vote: 33.16%

  2. Yes, but with restrictions. (56 votes [29.47%])

    Percentage of vote: 29.47%

  3. No, only canon versions should be allowed. (71 votes [37.37%])

    Percentage of vote: 37.37%

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#61 Fetladral

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Posted 03 April 2012 - 06:23 PM

View PostSchnuffs, on 22 December 2011 - 04:32 AM, said:

I'd rather go into battle in my underwear with my medieval flail...and yes I do own a medieval flail.


But do you own underwear?

#62 CaveHermit

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Posted 03 April 2012 - 06:57 PM

View PostCepeza, on 22 December 2011 - 03:57 AM, said:

Piloting Industrial Mechs? You can't be serious. We are Mechwarriors! Not Mechworkers.


MechFarmville?

#63 Gun Bear

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Posted 03 April 2012 - 07:07 PM

I'm with VYCanis

#64 ethnic minority

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Posted 03 April 2012 - 07:19 PM

Maybe just have them as destructible map props that are scattered throughout certain maps (non-functioning of course - their operators must have fled the warzone long ago). (For example, a battlefield might have a quarry in it - where you can find assorted abandoned industrial mechs as environmental props) Even better, the winning team of a match gets bonus points or salvage rights to random junk if they win a round on a map with industrial mechs provided they weren't destroyed during the game. The salvage wouldn't be the actual mechs of course, just random scrap metal for repair and the odd small laser.

#65 Nexus Trimean

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Posted 03 April 2012 - 07:23 PM

I could see some Potential using them in some kind of Demolition Derby Game type once we have Melee, but Right now, they dont have a place on the battlefield.

Edited by Nexus Trimean, 03 April 2012 - 07:27 PM.


#66 GratuitousLurking

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Posted 07 April 2012 - 02:05 AM

If you can afford an Industrial, you can afford a Urbie instead /thread

#67 William Petersen

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Posted 07 April 2012 - 03:12 AM

When I see an industrial mech in this game, I know it's well past time to leave.

#68 Hasan Rachid

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Posted 07 April 2012 - 08:49 AM

Why not? Would be like the Gray Death Legion on Verthandi in 3026 all over again

#69 Felicitatem Parco

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Posted 07 April 2012 - 09:03 AM

View PostWilliam Petersen, on 07 April 2012 - 03:12 AM, said:

When I see an industrial mech in this game, I know it's well past time to leave.

If you can see my Dual Saw coming down on you, then it's already too late.


"...the Dual Saw is usually found on IndustrialMechs that are used either for construction or demolition. The Dual Saw is based on the Chainsaw, but instead of a single chain, it uses twin high-speed circular ferro-carbide blades that spin around a central axis. This circular saw is more compact than a Chainsaw and easier for a pilot to use. Though the Dual Saw can slice down trees, its hardened blades are more useful in urban environments for cutting ferrocrete..."

Edited by Prosperity Park, 07 April 2012 - 09:05 AM.


#70 Rattlehead NZ

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Posted 07 April 2012 - 09:09 AM

Urban Mech...

For warriors who can't afford a real mech or love the challenge

#71 NotNewHere

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Posted 07 April 2012 - 09:34 AM

I would love to see an Urby sliced in half by a 12 ton chainsaw

#72 Kem

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Posted 07 April 2012 - 10:11 AM

Ofc if you low on c-bills you'll buy a tank (I whould like to see vehicles in game as a starter\cheap\massed support units on the field (just to make battles more diverse, larger at scale and more fun)
But I doubt that it will be implemented, so this "scrap" cannon fodder is a good ride for a newbie. (i.e. "training" and possibility to deside which game style is more preffered (light,med,hvy))

#73 Felbombling

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Posted 07 April 2012 - 10:16 AM

I highly doubt we'll see these Mechs in the future, of only because there are so many actual BattleMechs to be created before industrial Mechs get a look. On the bright side, if they come out with melee weapons as in the hatchet the Hatchetman and Axeman wield, they may come up with the chainsaw, sword, mace, etc. Cross your fingers many years down the line.

#74 Amolas

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Posted 07 April 2012 - 10:25 AM

Are they still putting the MadCat into this?

#75 Felbombling

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Posted 07 April 2012 - 10:46 AM

View PostAmolas, on 07 April 2012 - 10:25 AM, said:

Are they still putting the MadCat into this?


Not confirmed, but every indication says that it will appear with the Clan invasion, along with all the other Clan Mechs, which will begin shortly after launch.

#76 Knusern

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Posted 07 April 2012 - 11:13 AM

Can i get green skin and shout waaaagh! all the time?

#77 Tadakuma

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Posted 07 April 2012 - 12:48 PM

Indy mech's weren't use in combat by anybody but the most desperate groups. Generally if you were wealthy and advanced enough to be able to modify and equip an industrial mech for combat you could build armoured vehicles that were more effective.

The average combat grade industrial mech had the speed of a slow assault mech, with the armour and firepower of light mech. In terms of cost they're not cheap enough to justify their reduced effectiveness when compared to tanks and light mechs,

So while I can see some settings were they might be interesting (a re-unification war expansion pack or Operation Klondike expansion pack) I can't really see them being in the game.

On a purely practical level there are enough mech's already in the game (Just from TRO 3039) that the DEVs have more mechs then they can ever release.

#78 Felix Dracc

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Posted 07 April 2012 - 12:57 PM

Sweet mother why would you want one of those, any mech or tank worth the C-bill paid for it would tear a Industrial/Agro Mech into scrap metal. I wouldn't want them in game even for laugh factor. They would just take valuable man hours away from more important things like more real mechs added to the game.

Edited by Felix Dracc, 14 April 2012 - 08:01 AM.


#79 wwiiogre

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Posted 07 April 2012 - 01:03 PM

Field Repairs cannot be done in the timeframe most of the matches according to the Devs 15-20 minutes will last.

Example:

To repair one ton of Armor or as the Devs have said 16 points would take 5 minutes per point of armor to repair or 80 minutes for a single ton of armor and a Medium laser hit causes 5 points of damage and would take 25 minutes to repair a single medium laser hit, in other words not gonna happen in the middle of a battle based on a sim. So no magic powerups, no magic armor fixes, no magic ammo reload boxes kiddies. Its the real deal, a simulation not a fps xbox/ps3 game but a full blown military simulation based on a game called BattleTech.

To Repair a single Heat Sink takes 120 minutes or two hours To Replace a single heat sink takes only 90 minutes or an hour and a half.

So my guess and its a good one is that Repairs in game will never happen. Never, Never, Never and Never. Because then it wouldn't be a sim any more it would be MechAssault or Hawken and not BattleTech or MechWarrior.

By the way the above listed information is in the book Strategic Operations by Catalyst in the Master Repair Tables on pages 183 to 185.

The in Base rearm tables are listed on page 186 of the same book and they list different times to rearm than the infield rearm rules because there is no chance for an explosion when you aren't in combat and they are rated based on the quality of the team doing the reload.

Green teams take 15 minutes per ton
Regular teams take 10 minutes per ton
Veteran teams take 8 minutes per ton
Elite teams take 6 minutes per ton

Omni mechs take half the time listed and certain IS mechs with special ammo modules take half the time as well.

Reloading in the field can be done if you have a cargo hauler, the right ammo or another mech with working hand and all arm actuators. It only takes 30 seconds for the hauler to load a ton of ammo and only 50 seconds for a mech to load another mech with a ton of ammo.

BUT FOR EVERY TON OF AMMO RELOADED IN THE FIELD DURING COMBAT THERE IS AN 8% CHANCE OR 1 IN 12 THAT THE AMMO EXPLODES DOING FULL DAMAGE TO THE MECH BEING LOADED. OR IF THE MECH BEING LOADED WHICH HAS TO BE SHUT DOWN IS HIT IN THE REAR DURING THE LOADING PROCESS THEN ALL AMMO ONBOARD THE MECH DETONATES NOT JUST WHAT IS BEING LOADED.

So Repairs in game will not happen, Ammo reloads probably won't happen for awhile cause it would take a considerable amount of Dev time to make the animations, figure in the explosions and chance of explosions etc. Plus the Dev's have already said no AI only player vs player.

So I want combined arms, but don't expect it for years. I want ammo reloads but don't expect it for years. There should never be in game repair.

chris

#80 Felicitatem Parco

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Posted 07 April 2012 - 01:44 PM

Solaris, people!


Cheap industrial Mechs with internal combustion engines and melee weapons can make for cheap, disposable gladiators. Think of a destruction derby: How many people bring a brand-new Land Rover into a destruction derby? Nobody! People bring in old junkers. Indy Mechs would be slow and underarmored, but they'd be great disposable close-quarters sluggers. Imagine an all-Internal Combustion Engine class of Solaris fights...





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