#41
Posted 05 February 2012 - 01:02 AM
This may be not so bad. But it isn't mechwarrior. It's like some kind of anime mecha that you could customize from up to arse. But for balance of the MMO it will be very bad. It will kill all the spirit of Battletech.
But I believe that our developers will hadle it and make more canon than MW3
#42
Posted 05 February 2012 - 01:14 AM
#43
Posted 05 February 2012 - 01:17 AM
Edited by John Clavell, 05 February 2012 - 01:18 AM.
#45
Posted 05 February 2012 - 01:26 AM
John Clavell, on 05 February 2012 - 01:17 AM, said:
Precisely John.
I'm eagerly anticipating how exactly PGI does the 'mechlab. I trust them to have an eye towards balance of this purely PvP game while still granting us the ability to tweak and let the tech-oriented folks tinker and play with their designs.
There is a golden mean, and I have a feeling they'll find it without too much issue.
<S>
-Havoc
A.K.A. Habokku
#46
Posted 05 February 2012 - 01:44 AM
#47
Posted 05 February 2012 - 02:15 AM
#48
Posted 05 February 2012 - 02:35 AM
sadamle, on 05 February 2012 - 01:44 AM, said:
It did far more than that.
An Omnimech has a set amount of tonnage that allows you to configure as you see fit. If you have 20 tons of 'pod space' you can fit weapons and heatsinks on it up to 20 tons...provided you had them on hand and the pods.
Mechwarrior3 allowed you to change 'fixed' equipment as well- engines, internal structure, armour etc. All of which not only requires significant time, skill and facilities... but reprogramming the gyro.
Omnimech or not, you can't change out the internal structure of a 'mech on the frontlines. Or simply swap out the engine for a smaller size like you could in MW3. On the other hand, for multiplayer...it could be a bit fun at times- allowing you to design your own 'mech with the exception of the tonnage.
While I love Battletech, I did prefer Mechwarrior's 4 take on things rather than Mechwarrior3. Considering MWO is supposed to be, well, more of an MMO...I hope they took a more restrictive approach. Not every mercenary or house unit has the money and resources to overhaul their entire 'mech between skirmishes afterall.
#49
Posted 05 February 2012 - 03:31 AM
The Upside to MW4 Mechlab
It made you really think about weapon loadouts for that particular Mech. Yellow hardpoints for ballistics, orange hardpoints for energy weapons, green hardpoints for missiles. It gave a version of "realism" for a particular Mech design (with the exception of the OmniMech's "all-purpose" gray hardpoints).
The Downside to MW4 Mechlab
If you didn't like a certain's Mech's hardpoints...you tended not to use it. For example, I thought the Fafnir looked awesome. It allowed two Heavy Gauss Rifles to be mounted in the torso; however, it had no missile hard points...at all. If you enjoyed using SRMs and LRMS...then this was not the Mech for you. I know people have mixed feelings on this. Some say, "Why have a laser boat Catapult, when it was originally designed to carry LRMs?" Good question; however, some fans would answer, "Because I like the look of a Catapult, but not its original loadout."
On a side note: As I have noted in an earlier thread, having fellow human teammates will allow me to not solely rely on myself. I can actually have good ballistic or missile weapons and not be afraid to use them due to ammo limitations.
With the urban setup of the maps (i.e. lots of buildings to move around or hide behind or take cover), I think using lasers exclusively will be unnecessary. Will some still do it? Yes, of course. Lasers are cool after all...but then again, so are Gauss Rifles, Autocannons, LRMs, SRMS and so on.
Edited by Maximilian Thorn, 05 February 2012 - 03:51 AM.
#50
Posted 05 February 2012 - 05:32 AM
#51
Posted 05 February 2012 - 05:46 AM
Quote
For instance in the MAD-4S Marauder II right torso you could put an LBX-10 since that is what it comes with but if you wanted to change those to rockets you would have to buy the MAD-4H variant/refit kit. Then you are now able to put rockets, missiles whatever in that slot.
That would allow for a lot of customization without allowing for total laser boating fails
That would be pretty new and "out of the box" thinking?
I think it would help prevent boats as well as allow much more versatility in terms of actual load-out without allowing for a "Archer in a Warhammers body" kinda thing.
FYI: I merged MechLab and "Talk about Mech Armament is suspiciously absent..." because they are essentially covering the same thing.
Edited by Mason Grimm, 05 February 2012 - 05:50 AM.
#52
Posted 05 February 2012 - 05:48 AM
Judas Ebon Michaels, on 05 February 2012 - 02:15 AM, said:
A mix of both labs could be the best solution for customization.
With two layers (that share limited critical space):
MW3 Equipment layer: Ammo, JJ,Heat sinks etc.
MW4 Weapon slot layer: weapons
#53
Posted 05 February 2012 - 05:53 AM
Mason Grimm, on 04 February 2012 - 02:27 PM, said:
Of course. Plus, they should limit the 'initial' variants even within the number that are available according to the timeline. In the Locust's case, six would be available at game start. Maybe limit that initially to three?
#54
Posted 05 February 2012 - 06:39 AM
#56
Posted 05 February 2012 - 07:29 AM
#57
Posted 05 February 2012 - 07:43 AM
Regardless of all the talk, it would seem 'Mech Warfare month will answer a few, many, or all of our questions and end much speculation--and start alot of grieving.
#60
Posted 05 February 2012 - 04:53 PM
Maximilian Thorn, on 05 February 2012 - 03:31 AM, said:
The Upside to MW4 Mechlab
It made you really think about weapon loadouts for that particular Mech. Yellow hardpoints for ballistics, orange hardpoints for energy weapons, green hardpoints for missiles. It gave a version of "realism" for a particular Mech design (with the exception of the OmniMech's "all-purpose" gray hardpoints).
The Downside to MW4 Mechlab
If you didn't like a certain's Mech's hardpoints...you tended not to use it. For example, I thought the Fafnir looked awesome. It allowed two Heavy Gauss Rifles to be mounted in the torso; however, it had no missile hard points...at all. If you enjoyed using SRMs and LRMS...then this was not the Mech for you. I know people have mixed feelings on this. Some say, "Why have a laser boat Catapult, when it was originally designed to carry LRMs?" Good question; however, some fans would answer, "Because I like the look of a Catapult, but not its original loadout."
The limitations on what you could put where in MW4 didn't bother me, either, I liked that part of the system.
With "variants" on a chassis, I could see it being either
- Variants with set design loadouts that can't be customized, besides our "module" loadouts
- Variants that change the performance of the chassis (e.g. engine power, armor quantity, jump jets/no jump jets) but allow us flexible usage of pod space for weapons, but little else.
- Variants shift around what type of pod space is available a la MW4, but the base chassis performance remains the same.
- Some combination of 2 and 3.
Maximilian Thorn, on 05 February 2012 - 03:31 AM, said:
With the urban setup of the maps (i.e. lots of buildings to move around or hide behind or take cover), I think using lasers exclusively will be unnecessary. Will some still do it? Yes, of course. Lasers are cool after all...but then again, so are Gauss Rifles, Autocannons, LRMs, SRMS and so on.
I think this will be the case, so long as the weapons are balanced correctly respective to each other in terms of accuracy, cycle time, heat build-up, etc. and factors like heat build-up and dissipation rates have a significant impact on gameplay.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users