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You Guys Think It Is Time For More Mech Variants?


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#21 Marquis De Lafayette

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Posted 17 July 2020 - 08:43 AM

I would absolutely buy a mechpack now....there I said it...

I am very critical of lots of PGI’s decisions, but I still like this game and would pay to have some new content. Plus I want them to keep the lights on here. New mechs (even the not so great ones) and new maps have always been one of the best parts of this game.

That said: chance of new content happening 0% or near 0%

Edited by Marquis De Lafayette, 17 July 2020 - 08:46 AM.


#22 Nesutizale

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Posted 17 July 2020 - 09:15 AM

While there are variants that I would like to see as stock models to buy directly I think most of those could be build with an existing model.

It might be better to introduce more variants with moveing the timeline along. We are currently in the Steiner-Davion war...what was the next big thing? Buttlers... I mean Blakes Jihad?

An introducton of new tech, new variants and maybe a few new mechs would be nice.
...and if you let indulge me in my wet dreams...FW where a good AI takes over the roll of Blake forces and all Players fight in an epic campaign against Blake.....ahhh...mhhhh....now I need a towl. ^_^

Back to topic. I think new variants should come with new tech so that there is realy a good incentive to get the new variant to get the tech for cheap or to have something new to play with.

#23 martian

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Posted 17 July 2020 - 10:46 AM

View PostNesutizale, on 17 July 2020 - 09:15 AM, said:

While there are variants that I would like to see as stock models to buy directly I think most of those could be build with an existing model.

It might be better to introduce more variants with moveing the timeline along. We are currently in the Steiner-Davion war...what was the next big thing? Buttlers... I mean Blakes Jihad?

An introducton of new tech, new variants and maybe a few new mechs would be nice.
...and if you let indulge me in my wet dreams...FW where a good AI takes over the roll of Blake forces and all Players fight in an epic campaign against Blake.....ahhh...mhhhh....now I need a towl. Posted Image

Yeah, and PGI could offer the "Celestial Six" 'Mech Pack with the Word of Blake OmniMechs. Posted Image

Posted Image


View PostNesutizale, on 17 July 2020 - 09:15 AM, said:

Back to topic. I think new variants should come with new tech so that there is realy a good incentive to get the new variant to get the tech for cheap or to have something new to play with.


Yeah, sure. For example MMLs would nice.

And then you remember that PGI has never managed to implement LBX Autocannons with switchable Solid/Cluster ammo or physical attacks. Posted Image

#24 Lanzman

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Posted 17 July 2020 - 01:06 PM

Give me a three-fer mechpack with a Wasp, Stinger, and Valkyie.

#25 Bud Crue

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Posted 17 July 2020 - 02:30 PM

Even when PGI actually was making new mech packs,when this topic would come up I would always say the one mech that I wanted most was a crappier, lighter version of the Mauler hero (but with jump jets): the Hammerhands.
https://www.sarna.net/wiki/Hammerhands

It would be spectacularly awful in this game, and I would buy them ALL!

#26 thievingmagpi

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Posted 17 July 2020 - 02:32 PM

what weapon combo isn't already in the game though?

#27 VonBruinwald

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Posted 17 July 2020 - 03:52 PM

View Postthievingmagpi, on 17 July 2020 - 02:32 PM, said:

what weapon combo isn't already in the game though?


ECM+MASC is rather sparse,

And IS Omnis...

#28 Zuul the Burninator

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Posted 17 July 2020 - 04:11 PM

View Postthievingmagpi, on 17 July 2020 - 02:32 PM, said:

what weapon combo isn't already in the game though?


Well if we are talking missing weapon systems missing you still have weapons like X-Pulse, Binary Laser, Improved Heavy Gauss, Silver Bullet Gauss, Rifles... and thats only some of the IS Weapons you can still add.

For the clans you still have AP Gauss rifles, HAG's(Hyper Assault Gauss), their own RAC's, and the armor Ferro-Llamellor(Think stronger, ferro but is sparse due to weight. that also gives a bit of oomph to structure)... but these things will never happen, as much as I'd love it, it's PGI, they stopped caring so long ago. Mech wise... so many great mechs missing, and will remain missing.

https://www.sarna.ne...Equipment_Lists - Here's a full list of stuff for yahs.

Edited by Tech4417, 17 July 2020 - 04:13 PM.


#29 thievingmagpi

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Posted 17 July 2020 - 04:16 PM

they can't even figure out how to balance the current weapons lol

Anyway, something like a Champion with high torso mounts would be nice.

#30 C E Dwyer

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Posted 17 July 2020 - 04:32 PM

View PostLanzman, on 17 July 2020 - 01:06 PM, said:

Give me a three-fer mechpack with a Wasp, Stinger, and Valkyie.


Add a crusader, the old guard are then complete except quads

#31 Zuul the Burninator

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Posted 17 July 2020 - 04:38 PM

View Postthievingmagpi, on 17 July 2020 - 04:16 PM, said:

they can't even figure out how to balance the current weapons lol

Anyway, something like a Champion with high torso mounts would be nice.


Well yeah... I know they couldn’t balance weapons to begin with... or anything for that fact, I’m a clan fan boy and when the clans first released it was even hard for me to play them with a clean conscience on how op they were. But that goes back to my remark about them not caring. A lot of great weapons to add, but none would be balanced. But hey... we can hope, even if the amount of hope I have is so tiny you need an electron microscope to see it.

#32 Nesutizale

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Posted 18 July 2020 - 05:06 AM

The point with Clans is that they where intendet to be OP. Thats why in the TT they had less BV, tonnage or units to counter the advanced tech as well as a special combat behavoir with their "code of honor".

While you couldn't make the "code of honor" work work with anyone except maybe some hardcore lore fans I think that some sort of BV/tonnage restriction and asymetrical playernumbers could have worked very well but PGI was allways insisting on "uneven numbers" won't work with the game engine.
Something I can hardly belive concidering that there was Crysis with its version of Battlefield that works with uneven numbers and uses the same engine.

Returning a bit to the lore...the IS only started to counter the clans effectivly when new tactics and new tech was introduced. Basicly when the new tech of the last update was introduced to MWO it would have been that IS and Clan started to be on par in the tech department but still you would see smaller units of clans take on IS units....so still unsymetrical warfare.

That PGI never got into asymetrical warfare is a big problem with the balance because it forces to make both sides to similar in my opinion. Sure there are still some differances but stuff like the XL engine problem between IS and Clan is something you can't handle right as long as you stick to the rule that 3 engine hits are killing you. Also it would be a slightly different thing if you don't need to loose the entire torso on the Clan side but 3 crits would be enough. For example one in each torso or one side torso gone and on crit in the CT or other side.
That way IS would potentialy still die faster but the chances for Clans would be higher as well then tasking IS players to remove 2 torsos.

#33 Willard Phule

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Posted 18 July 2020 - 05:23 AM

I think it's time to go to the MW3 model, without hardpoints and mixed tech.

#34 VonBruinwald

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Posted 18 July 2020 - 05:40 AM

View PostNesutizale, on 18 July 2020 - 05:06 AM, said:

The point with Clans is that they where intended to be OP. That's why in the TT they had less BV, tonnage or units to counter the advanced tech as well as a special combat behaviour with their "code of honour".


You hit it on the head, ClanTech is meant to be OP, it should never be introduced to a multiplayer game. You can't balance it and keep lore. And the the power-gamers will always complain that it doesn't follow lore when it's balanced, not that they'd ever follow the honour aspect of lore when it comes to winning a match. The problem with BV is it also takes into account pilot skill, we need a working PSR system for that!

View PostNesutizale, on 18 July 2020 - 05:06 AM, said:

That PGI never got into asymetrical warfare is a big problem with the balance because it forces to make both sides to similar in my opinion. Sure there are still some differances but stuff like the XL engine problem between IS and Clan is something you can't handle right as long as you stick to the rule that 3 engine hits are killing you. Also it would be a slightly different thing if you don't need to loose the entire torso on the Clan side but 3 crits would be enough. For example one in each torso or one side torso gone and on crit in the CT or other side.
That way IS would potential still die faster but the chances for Clans would be higher as well then tasking IS players to remove 2 torsos.


How engine crits are handles is a big issue, personally I think they should have moved away from the rule of 3 and made it percentage based. For each engine crit you have a 20% chance of destruction when that component is destroyed:
  • XLs have a 60% chance of destruction (16% chance of surviving both ST losses)
  • LFE/cXL's have a 40% chance (36% chance of surviving both ST losses)
It would make XLs more viable and lead to an increase in TTK as more mechs go zombie.


The other issue is weapon damage, PGI dropped the ball on implementing clan tech and followed the classic mistake of thinking TT damage is damage per shot when it is actually DPS. If they had focused on implementing clan tech with a higher DPS instead of a higher alpha they could have stuck closer to lore. It would have also curbed the insane alpha clan mechs can boat. Arguably it would have fitted with lore better, the IS are sneaky backstabbers, they want high damage so they can spring an ambush and cripple the enemy in one shot. Clanners by comparison fight for honour in a face-to-face fight, they want dps so they can out damage the enemy in an extended engagement. This can actually be seen happening in the reverse in MWO, IS mechs with higher DPS have an edge in solaris where DPS is key, in quickplay peak-and-poke is the dominant style and favours the clans (so much for that clan honour; hiding behind a hill!).

#35 Nesutizale

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Posted 18 July 2020 - 05:43 AM

View PostWillard Phule, on 18 July 2020 - 05:23 AM, said:

I think it's time to go to the MW3 model, without hardpoints and mixed tech.


I am against both.

No restrictions in hardpoints will just lead to more mechs haveing the exact same loadout. People are allready fielding nearly the same loadouts to play the meta or close to it.

While MW5M system has been dismissed by many people its actualy the more interesting one as each chassis now realy has its advantage or disadvantage BUT it only works well within the Mercs setting I think.
MWOs Mechlab is actualy pretty good and maybe one thing PGI did right in my book. It allows a lot of costumisation while still giveing you a reason to have different mechs.

Mix tech is also a no go for me. People are allready min-max-ing pretty hard but it has its limits. Opening it up to mixtech will not only lead to all mechs beeing more of the same with different skins but also a min-max-ing that spirals out of control.

#36 LordNothing

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Posted 18 July 2020 - 05:51 AM

View PostOneTeamPlayer, on 15 July 2020 - 08:01 AM, said:

The game is in maintenance mode, "new" almost anything isn't coming unless it involves any coding at all.

/thread


fixed

#37 East Indy

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Posted 18 July 2020 - 06:02 AM

Why pile on pixels when half of them aren't used?

The next best thing is for PGI to revert a lot of the 2017 changes to quirks that removed fun and effective niche roles for dozens of variants. Maybe go even further and find a few more.

We now know that the general player complaints PGI listened to ("I hate feeling forced to put a [weapon] on my beloved [variant]") and the design philosophy driving the changes ("We feel players may be underestimating some of the boons...through the Skill Tree system, the engine desync, and the way these interact with the current Quirks") didn't exactly pan out. Skill Tree didn't make up the difference, many variants disappeared from use, and while players like to customize they do so practically — so nobody who's serious has a problem skipping over variants that favor one loadout over the other when there are 5-6 for each of dozens of chassis.

If Chris Lowrey or Paul or their team don't have the time or interest to review...well, didn't the community just do the heavy lifting for PSR? Go back to the same players for quirk suggestions. Let's see 50 more variants active in the queue next month.

#38 Nesutizale

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Posted 18 July 2020 - 06:48 AM

View PostVonBruinwald, on 18 July 2020 - 05:40 AM, said:

You hit it on the head, ClanTech is meant to be OP, it should never be introduced to a multiplayer game. You can't balance it and keep lore. And the the power-gamers will always complain that it doesn't follow lore when it's balanced, not that they'd ever follow the honour aspect of lore when it comes to winning a match. The problem with BV is it also takes into account pilot skill, we need a working PSR system for that!


I think I wouldn't go for a 1:1 copy of the BV system but it could very well be a basis. I think it would help in balanceing matches a lot if we have a system that takes the loadout of a mech into account.
While BV can hardly be ever fitting to everything and you can even min-max with it pretty hard and create low BV mechs that are killers its rather hard to do so.

I think such a system could generate more balanced matches without secrificing clantech on the altar of balance. More to that further down.

As for the pilots. Yes PSR needs further adjustments. I think damage is overweighted as well as wins. Personaly I would kick wins out the window because you hardly depend on the team you are dropped with for winning.

When the goal is to have a system that judges a single person in the team don't increase that persons standing on win an loose of a random team.
When you are the best player on the battlefield you should be rewarded accordingly and not be pushed or brought down by a random chance you have no influance over.

Just yesterday we had a match with two guys with 955 and 777 damage with them alone killing half the enemy team...guess what they lost because random people. Next best player in the team had 489 damage but there where also two with sub 100 and one with 0...and he wasn't AFK. F*** how do you manage that?
Anyway W/L with randoms...no kick it out. It dosn't work for a Personal Rating System (yes that would be PRS not PSR ^_^ )

Quote

How engine crits are handles is a big issue, personally I think they should have moved away from the rule of 3 and made it percentage based. For each engine crit you have a 20% chance of destruction when that component is destroyed:
  • XLs have a 60% chance of destruction (16% chance of surviving both ST losses)
  • LFE/cXL's have a 40% chance (36% chance of surviving both ST losses)
It would make XLs more viable and lead to an increase in TTK as more mechs go zombie.


How about we kick side torso destruction completly out of the window and make it so that you cradualy performe worse?
I mean that is allready implemented just that IS XL gets more heat when a side torso is missing.
So Clans would still have the advantage that they get less heat from loosing a side torso loss but IS players could actualy field XL reactors at all. I think I have no IS mech anymore that hasn't been changed to LFE by now.

Another point that I could imagne is giveing IS some advantage instead. Like you can put more heatsinks into the reactor when using an XL reactor. You would still go boom faster then a clan mech but concidering the large double heatsinks....I might be tempted to use an XL when I can put more double heatsinks into it. That way I could actualy make more use of the tonnage I freed up by using an XL instead of haveing to use single heatsinks because I can not use the free tonnage meaningfull.

Quote

The other issue is weapon damage, PGI dropped the ball on implementing clan tech and followed the classic mistake of thinking TT damage is damage per shot when it is actually DPS. If they had focused on implementing clan tech with a higher DPS instead of a higher alpha they could have stuck closer to lore. It would have also curbed the insane alpha clan mechs can boat. Arguably it would have fitted with lore better, the IS are sneaky backstabbers, they want high damage so they can spring an ambush and cripple the enemy in one shot. Clanners by comparison fight for honour in a face-to-face fight, they want dps so they can out damage the enemy in an extended engagement. This can actually be seen happening in the reverse in MWO, IS mechs with higher DPS have an edge in solaris where DPS is key, in quickplay peak-and-poke is the dominant style and favours the clans (so much for that clan honour; hiding behind a hill!).


I am quite on the oposite end. IIRC lore correct clansmen prefered harder, faster combat. I think there was even a mentioning of IS tactics to dry up clan supplies by haveing extended campaigns and fights because clanmechs usualy had very little ammunitions. Clan duells where allways short because the mechs had more firepower and better pilots.
Also the Batchall, where they used as few resources as possible, led to shorter campaigns.

In that regard I think IS would be the one that should be centered around extended battle durations while Clans would be hard hitting.
While my first idea would be to have clan weapons either produce more heat or have a lower firing rate so they would have a higher damage potential in a short timeframe, they would need to destroy their target in that short timeframe. Else the IS player could push in and kill them because they can put out a constant barage of damage.

Problem is that this would open up and entire can of problems like "How does the IS player survive that first attack?"
"How short should that timewindow be?" "Wouldn't that tose lore out the window in some way?"

I don't have a solution for that right now. I think there would have to be a lot of thinking and first of all a direction to be found.
Do we go with what the weapon tables tell us? That would mean that each clan equipment part on its own is supperior no matter what. That would mean that we need balance in teamsizes / BV / tonnage.

Do we go with the lore in regard of what I mentiond above and make battles more "themed" around IS doing long fights and clans short ones? In that case we would have to ignore weapon tables and make new values for everything.

#39 Willard Phule

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Posted 18 July 2020 - 10:23 AM

View PostNesutizale, on 18 July 2020 - 05:43 AM, said:

I am against both.

No restrictions in hardpoints will just lead to more mechs haveing the exact same loadout. People are allready fielding nearly the same loadouts to play the meta or close to it.

While MW5M system has been dismissed by many people its actualy the more interesting one as each chassis now realy has its advantage or disadvantage BUT it only works well within the Mercs setting I think.
MWOs Mechlab is actualy pretty good and maybe one thing PGI did right in my book. It allows a lot of costumisation while still giveing you a reason to have different mechs.

Mix tech is also a no go for me. People are allready min-max-ing pretty hard but it has its limits. Opening it up to mixtech will not only lead to all mechs beeing more of the same with different skins but also a min-max-ing that spirals out of control.


Six of one, half dozen of the other. MW3 was closer to TT than any other MechWarrior game has been. I still have fond memories of flying about in a 35 ton bowling ball full of MGs.

Mixed tech, however...look, I'm not gonna lie. I'd love to slap RACs in a Clan mech.

#40 VonBruinwald

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Posted 18 July 2020 - 10:40 AM

View PostNesutizale, on 18 July 2020 - 06:48 AM, said:

I am quite on the oposite end. IIRC lore correct clansmen prefered harder, faster combat. I think there was even a mentioning of IS tactics to dry up clan supplies by haveing extended campaigns and fights because clanmechs usualy had very little ammunitions. Clan duells where allways short because the mechs had more firepower and better pilots.
Also the Batchall, where they used as few resources as possible, led to shorter campaigns.

In that regard I think IS would be the one that should be centered around extended battle durations while Clans would be hard hitting.


I think all of that was more down to the way clanners fought. They didn't have wars, they had duels. As a result supply lines were a tertiary thought. In clan society attacking an enemy whilst he's reloading and off-guard is a faux pas, they'd rather wait for their enemy to freshen up their mechs then openly challenge them than lose the honour.

Their duels were shorter on account of zellbrigen, they weren't ordinarily allowed to move outside of enemy los or even outside their weapons range! Duels were basically staring matches, and in that situation you want DPS.

Now for the IS, dragging out a match, playing shoot and scoot, and springing ambushes during the enemies downtime is all par for the course.





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