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Mech Loadouts not true to battletech rules


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#101 BurningArmor

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Posted 13 September 2012 - 08:26 AM

View PostKnowBuddy, on 06 August 2012 - 09:45 PM, said:


I always thought about it as an actual size restriction, not a power restriction. Also this "thousands of years in the future, things must be more infinitely more advanced" idea is incorrect to apply to the BT universe. It's more like "thousands of years in the future after catastrophic events and eons of feudal interstellar warfare have severely limited the understanding of existing technology, let alone how much fundamental technological understanding has been completely lost."



If we think about the lore of Battletech and MechWarrior, free form reconfiguration of most inner sphere mechs would not be the norm for a number of reasons.

1. Most people using these mechs did not have the required knowledge to make these massive changes. It is like cars today. How many of you out there actually know how to 'upgrade' your car's standard engine to a racing engine? There are a few people to be sure, but Mech Techs are worth their weight in gold in the 31st century. Most of the really good Mech Techs hold contracts with the factories that build these machines, or are employed by Regiments that can afford to pay them well. A Mech Tech for a lesser unit might only be a Mech Tech because they found a tech manual somewhere. The Great Houses and Mercs alike are consistantly on the look out for fresh talent.

2. Actually obtaining the correct replacement parts was often problematic. Many varients were nothing more than "battlefield repairs" fixed using the salvaged parts from the vanqished enemy. For example, an Atlas that lost an AC20 in combat might be 'fixed' by installing a lesser AC, an LBX, an Ultra AC, or another AC20 if the salvage was good. Returning to battle without that AC20 was always a possibility when that brown stuff hit the fan. Repair parts from other sources tended to be expensive, and did not always arrive in a timely manner if they were not carried by the unit's supply personnel. There is most likely some truth in the statement, "You know you are in combat when you are short of everything except the enemy."

Oh well, that was just my two cents worth on this subject. Take it for what it is worth. :P

#102 Bipper

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Posted 13 September 2012 - 08:57 AM

@Cuddles,
It sounds like your argument applies more to the economy of the game in general (and whether there should be one) than to the economics of this compromise idea.

Anyway, the limits aren't there to prevent anyone, or even most people from being able to do the special order stuff. The point is to limit it so the aspect doesn't completely flood the game and wipe out any sense of variety when it comes to the mechs being fielded. That is the real concern, not that people are going to be able to do it or use it to create and field mechs which are designed for cheap kills. Because that's already possible in the current system.

Yes, even with the proposed system there will be people who are going to do their darnedest to create what some would call abusive designs. Personally, I could care less if someone wants to field a mech with all autocannons or gauss rifles or all LRMs. They're still facing limitations which can be exploited whether it be lack of long-range capability, ammo restrictions, heat, XL engine vulnerability, the list goes on and on and on. I think what irritates some people the most is that they want a mech battle to come down to pure skill. If you read between the lines of many of these arguments (and believe me there are TONS of threads on this) you'll basically see "I know I'm the better pilot, but this noob in this XYZ mech with his cheese platform killed me and that shouldn't be allowed!" Somehow that then becomes "the customization options are too liberal as it is... the PeonMech was never meant to have anything more than a machine gun there, and some noob put a gauss rifle there and shot my much more complicated, heavier design to pieces."

Edited by Karl Strakor, 13 September 2012 - 08:58 AM.


#103 Strum Wealh

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Posted 13 September 2012 - 10:20 AM

View PostCuddles, on 13 September 2012 - 07:05 AM, said:

View PostKarl Strakor, on 13 September 2012 - 05:38 AM, said:

Allow a "Factory Special Order" option which allows you to set the weapon type allowed on the particular hardpoints. This option by design will have to be extremely expensive and limited to prevent abuse and people running ONLY special order mechs.

The trouble with this is that such limits simply can't work. The problem is that there is no limit on money. People have to be able to gain money, because otherwise there would be no point in having it in the first place. But if people can gain money, that means they can gain more money. As long as something is cheap enough that's it's possible for anyone to save up for it, as time passes it's inevitable that the majority of people will eventually do so. You can avoid this in linear single player games that have a finite amount of money ever available, but it's impossible to avoid in a game like this where more money is created every time the game is played. You can slow the process down by having higher costs and putting in money sinks like repairs, but you can't avoid it without removing the possibility for people to make profit at all.


Perhaps Karl's idea work better if it were not tied solely to capital?

For example, suppose one needed to have a certain amount of Loyalty Points and/or have a certain rank in order for a factory to authorize such a customization (since, of course, a factory would only logically do so for someone that had earned the influence and recognition to actually be noticed)?

Also, there are the "refit kits" described on pages 188-189 of Strategic Operations.
  • Class A: field refit kit allowing for replacement of a single already-present weapon with one of the same type (energy/ballistic/missile) and similar or lesser size (criticals)
  • Class B: field refit kit allowing for replacement of a single already-present weapon with one of a different type (energy → ballistic or missile, ballistic → missile or energy, missile → energy or ballistic) and similar or lesser size (criticals)
  • Class C: maintenance refit kit allowing for change of armor type and distribution, replacement of a single already-present weapon with one of a different type (energy → ballistic or missile, ballistic → missile or energy, missile → energy or ballistic) regardless of size, movement of a component to another location (e.g. RT → LT, or vice versa), addition or removal of ammunition bins, or addition or removal of a heat sink (but not a change of heat sink type)
  • Class D: maintenance refit kit allowing for the addition of a new (not already-present) weapon or piece of equipment, a change of heat sink type, or a change of engine rating (but not engine type)
  • Class E: factory-level refit kit allowing for the installation of CASE or a change of myomer type
  • Class F: factory-level refit kit allowing for a change in internal structure, engine, gyro, and cockpit types
The price of each kit is 1.10*(sum of prices of all components in the kit).
Each kit allows for only one instance of the listed effects, thus necessitating multiple kits to produce multiple changes of the same type (e.g. changing each of an Atlas' Medium Lasers to Medium Pulse Lasers would require a separate Class A refit kit, so changing all four lasers requires four separate refit kits).

It could get interesting if the Devs were to make the purchase and use of refit kits a process in MWO, such that one could convert one variant into another variant via purchasing and installing refit kits as an alternative to purchasing the new variant outright...? :P

View PostHythos, on 13 September 2012 - 08:10 AM, said:

According to THE rules, large weapons (including the standard AC-20 AND the LBX-20, Arrow-IV systems) can have criticals spread between adjacent locations: side torso+arm.....
The weapon location technically exists from either position - and because the builk of the equipment is NOT the barrel/missle-tube, the designer is free to determine where the actual weapon deployment mechanism (barrel, missle-tube, etc) exists...
Therefor, EX:
an LBX-20 barrel COULD be mounted in an arm**, while having as few as 2 critical slots (considering the remaining 9 critical slots co-occupied a side-torso along side of an XL-engine's shielding, for example).
** Edit: OR even the center torso...


The same rules also state that for split weapons (with the current rules (Total Warfare, TechManual, Tactical Operations, and Strategic Operations) listing only actually the three class 20 ACs and the Heavy Gauss Rifle as splitable... even though the older CBT Master Rules does also list the Arrow IV, Thumper, and Sniper artillery weapons - but not the Long Tom - as splitable :)), the weapon uses the most restrictive firing arc.
That is, a weapon that is split between the arm and the adjacent side-torso (ex. each of the King Crab's AC-20s) functions as a torso-mounted weapon for aiming purposes, even though the deployment mechanism may be represented as being located in the arm (if that is where most of the criticals are located; again, see the King Crab's AC-20s).

As mentioned previously, each of the King Crab's AC-20s are split between the arm (8 criticals) and the adjacent torso (2 criticals).
The Arrow IV launcher of the CLPT-C3 is split between the Right Arm (9 criticals) and the Right-Torso (6 criticals).
The Axman's AC-20 is split between the Right-Torso (8 criticals) and the Center-Torso (2 criticals).
The Helepolis' Sniper Artillery Piece is split between the Right Arm (10 criticals) and the Right-Torso (10 criticals).

In each case, the weapon's deployment mechanism is represented as being where the greater number of criticals are located - the King Crab's AC-20s are shown as being "in the arms", the CLPT-C3's Arrow IV launcher is shown as being "in the right arm", and the Axman's AC-20 is shown as being "in the Right-Torso".
The Heleoplis' Sniper (RA/RT split) is shown as being more off-set than the Axman's AC-20 (RT/CT split), and seems to be positioned over where the shoulder joint would be if the 'Mech were bilaterally symmetrical.

#104 Sasuga

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Posted 25 January 2013 - 02:53 PM

View PostxXxBANExXx, on 11 September 2012 - 06:20 AM, said:

Personally, i love how you do the load-outs in this game..... it makes you think and get creative.

Me too!

I was caught off-guard by the hard-point system at first, and with that my first reaction was "Ugh! Yuck!"

However, now that I understand it I actually very much prefer it.

There is one thing I'd like to see changed, and plan to make a suggestion for in another thread... I feel like mentioning here: Ballistic/Energy hard-points. That is, some mech chassis maybe having a slot that is an either/or slot. They could be a more expensive chassis maybe.

I'm not talking about full-on Omni mech action here. I also don't think there should be missile/ballistic or missile/energy slots either... But now I'm drifting WAY off point.

My point is: My first reaction was, "Yuck" but now I really like it. You may be in your first reaction stage, or you may hate the hard-point system forever... Personally, my vote is to keep with it. .... I hope we don't see clan mechs for years... I'd like to see more stuff developed for this game with the Innersphere... start to see some more background and world stuff put into the game... again, I'm drifting off topic... but my point: While I hope its a few years before clan stuff ever gets introduced, I am looking forward to clan stuff... so I hope they have plans for it in the works.





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