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Hand Actuators


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#21 HammerMaster

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Posted 27 August 2018 - 08:37 AM

View PostEisenhorne, on 27 August 2018 - 06:40 AM, said:


See, the problem with this logic is that you're blaming the players for taking the best choices. A "good" player takes the mech that is the best, without regard to arbitrary rules that you imagine the game should follow. If you have two players of equal skill, the one with the optimal laservomit hellbringer will ALWAYS kill the one with the "lore" variant. Don't blame the player for that. It's a game. You're supposed to try to win. If you're not bringing the best possible mechs, you are at a significant disadvantage, and so is your team because you're probably not pulling your weight.

If you want to blame someone for this, blame PGI instead of the players. They could have implemented more specific hardpoints. For example, machine gun ballistic mounts instead of just ballistic mounts, or PPC mounts instead of just energy mounts. They didn't though, so players are free to optimize their mechs for specific roles. If you don't, you are just putting yourself at a significant disadvantage for no real reason. Don't blame players, calling them " top tier/meta pukes".... we're just playing the game PGI has made. Don't try to make it something it isn't. It isn't a deep, battletech lore centric game. It's a slow mech shooter with battletech inspired rules and settings.

Trying to will it to be something else with imagined rules is just... delusional.


Pretty sure you and I have gone down this circuitous exchange and we know how each other feels but hey let's do it again.
Lore is NOT arbitrary.
It's the bedrock that makes it MechWarrior in BattleTech. NOT Some Other Game tm.
Doing as you say to min/max (listen I get it. Its "better" but it's not built like it WOULD BE) is not lore/immersive.

PGI DID sell us a Lore Heavy immersive game.
They failed to deliver it. So yes you are correct. Blame PGI.
I know I'm on an island. Ask Russ. But delusional is a stretch.
I do have hopes this will return to real lore/rule books roots.
That's OPTIMISTIC!

Edited by HammerMaster, 27 August 2018 - 09:22 AM.


#22 Peace2U

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Posted 20 September 2018 - 01:53 PM

So, their has been some discussion concerning whether hands could be used for things (like picking up power cells during incursion) or could allow for some damage absorption (roll of the dice chance this might work).

What do you guys think about having the option to remove hands (for those who don't feel lucky) in exchange for the slots and weight they occupy (since hands can't be used for anything practical in-game)?
Close as I could tell, 'handy' mechs would sacrifice potential arm damage protection for a bit more room and whatever small weight they carry.
And don't forget the benefit to PGI - Programmers, and graphics artists don't have to account for, or paint the darned things if they are not there (less pixels to redraw on the screen).

Is this a fair suggestion?
Peace

#23 Variant1

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Posted 20 September 2018 - 02:16 PM

View PostEl Bandito, on 22 August 2018 - 09:04 PM, said:

Very simple.

1. PGI should give battlemechs the option of removing hand actuators.

2. Mechs with hand actuators equipped should gain +15% hill climb bonus.

The ability to remove hand actuators is very important as it will allow IS mechs to cram in 3 DHS in a single arm as opposed to mere two.

not really, removing the hand actuator would make the cn9 d the only played centurion since it would make yen low and ah pointless to take. Hill climb one doesnt make sense unless the mechs are literaly going to be rock climbing.

View Postthievingmagpi, on 22 August 2018 - 08:41 PM, said:

A bit of crit padding doesn't hurt

it does, this game already has enough min maxing, with hand actuators it makes it even more crit pading/min maxing.

#24 El Bandito

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Posted 20 September 2018 - 04:43 PM

View PostVariant1, on 20 September 2018 - 02:16 PM, said:

not really, removing the hand actuator would make the cn9 d the only played centurion since it would make yen low and ah pointless to take. Hill climb one doesnt make sense unless the mechs are literaly going to be rock climbing.


Anyone with an ounce of creativity can shuffle around quirks to make all Centurion variants worth playing. As for hill climb one doesnt make sense, so does bipedal mechs in 30th century warfare. Gameplay > all.

#25 Dragonporn

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Posted 20 September 2018 - 05:24 PM

Hand actuators can be insanely beneficial to specific mechs and builds, also for people who know how to make best use of them. There are many suggestions with adding quirks and stuff, which could work and would be cool to have, but let's be realist, it's too far off for PGI to implement. So I'm gonna keep it simple and just agree with folks who say that any mechs who have built-in actuators can enable and disable them freeing up some slots. Would be best compromise IMO.

#26 Peace2U

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Posted 21 September 2018 - 02:09 PM

Thanks DP, My thoughts exactly.
Peace





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