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Mw5: Back To Its Roots!


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#261 Karl Streiger

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Posted 11 December 2019 - 07:26 AM

View PostOdanan, on 11 December 2019 - 05:03 AM, said:

You can upgrade/downgrade the engines in MW2.

I don't remember if you could in MW3, but everything else was customizable in that game (an Awesome with 8 AC/2s? - no problem)

In fact, the fully customizable mechs in MW2 and MW3 were the biggest immersion killer of that games. It just made all mechs the same thing (only the geometry and tonnage matters). But in MW2:M's campaign at least you spend a LOT of money to change anything in the mech.

MW2 as well as MW3 were fully customizable. especially important in MW2 with the broken hitboxes, weapon in the arms of a StoneRhino or Hellbringer were a lost cause.

MW3 had a button to increase speed - or was this in MW4? JumpJets in MW3 only came in the 0.5t size . quite handy for Summoner (plus ES) became my ride from the mission I salvaged one till the end.

However this is a PVE Game - there is really absolutely no reason not to have a 100% customizable mechlab - the only reason to have weapon slots and types are the weapon visuals, and if PGI had ever read the feature suggession forums they might have read how to turn the weapon visuals system in a visual appealing, logic sane, lore accurate and light-weight system - but they didn't and so you have to live with that overcomplicated sytem.

Edited by Karl Streiger, 11 December 2019 - 07:28 AM.


#262 Odanan

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Posted 11 December 2019 - 08:04 AM

View PostKarl Streiger, on 11 December 2019 - 07:26 AM, said:

However this is a PVE Game - there is really absolutely no reason not to have a 100% customizable mechlab - the only reason to have weapon slots and types are the weapon visuals, and if PGI had ever read the feature suggession forums they might have read how to turn the weapon visuals system in a visual appealing, logic sane, lore accurate and light-weight system - but they didn't and so you have to live with that overcomplicated sytem.

The game has no fully customizable mechs exactly because it's singleplayer. Really, for once, this is actually a good game design by PGI.

#263 Karl Streiger

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Posted 11 December 2019 - 08:09 AM

View PostOdanan, on 11 December 2019 - 08:04 AM, said:

The game has no fully customizable mechs exactly because it's singleplayer. Really, for once, this is actually a good game design by PGI.


I would think the other way arround its the better - lots of restrictions in PvP to avoid - MetaBuilds (ok this include that you carefull choose wich mech you release and which not - KDK.3 was a ****-move because it made a couple of other changes necessary)

in PvE however... when you only have fun in running a optimized 65t Mech at optimum speed with an array of 10 M-LAS and minideathstar any target into tiny bits with every shot - then its your game you are ruining, not the game of 23 other guys.

#264 Odanan

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Posted 11 December 2019 - 09:29 AM

View PostKarl Streiger, on 11 December 2019 - 08:09 AM, said:

in PvE however... when you only have fun in running a optimized 65t Mech at optimum speed with an array of 10 M-LAS and minideathstar any target into tiny bits with every shot - then its your game you are ruining

The answer is right there.

#265 Koniving

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Posted 11 December 2019 - 11:34 AM

View PostMiG77, on 11 December 2019 - 04:25 AM, said:

About those engines and different armor and their customization. Game starts 3015 so XL engines and FF didn't even exist then if I remember right(or were lost tech at the time)?


Lost tech. If someone had an XL engine, it was a prized jewel that was more likely to be kept as a museum piece.

This said I doubt PGI included this, but XL engines, Ferro armor, etc... the best place to canonically find them in the BT universe before they are reintroduced is in Marik space (or in the Sol system from Comstar; but you'd never escape alive with it).

Marik has the largest supply of feasibly attenable lost tech, because they spent the least amount of time-fighting and hoarded their best ****, and uses it as a deterrent.
So while factions (particularly Liao) get into skirmishes with Marik, no one dares go into outright war with them.
Subsequently, they have the best healthcare of all the factions and many benefits of living there, like not getting stepped on by a Battlemech while attending school before any warning of conflict comes.

The real largest supply within the IS, naturally, is Comstar. But even if by some miracle you escaped from losttech Aerospace fighters and warships after getting some of it and trying to flee, the jumpship won't take your *** anywhere because guess who controls those...

Edited by Koniving, 11 December 2019 - 11:37 AM.


#266 Jackal Noble

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Posted 11 December 2019 - 11:50 AM

View PostKarl Streiger, on 11 December 2019 - 08:09 AM, said:


I would think the other way arround its the better - lots of restrictions in PvP to avoid - MetaBuilds (ok this include that you carefull choose wich mech you release and which not - KDK.3 was a ****-move because it made a couple of other changes necessary)

in PvE however... when you only have fun in running a optimized 65t Mech at optimum speed with an array of 10 M-LAS and minideathstar any target into tiny bits with every shot - then its your game you are ruining, not the game of 23 other guys.


Undoubtedly something like that will come into essence. For this base game however to maintain integrity it should be limited somewhat, otherwise it straight up becomes mechassault. Which in itself would be cool to see down the road but not for the initial play through experience. That is my opinion of how it should be of course, and not everyone will agree with that sentiment.





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