Should all mechs (which have been introduced) be available at launch?
#221
Posted 26 March 2012 - 07:19 AM
i think most people agree, we'll have access to all the mechs on day one. pick the weight limit you want, get a choice of whats in there and go.
and i know its been stated that you'll get mech XP to spend on your mech. you can look at that as either "UNLOCKING" abilities or simply "LEVELING UP" that mech.
that means if people wanna buy extra mech slots with RM/C-Bills to have more mechs available, fine. but those mechs will not have the bonuses you main mech will have untill you play in that mech. so having a stable of 20 mechs, while i see that as possible, only means you have alot of un-bonused mechs. i for one will have my MAIN mech, and maybe 1-2 others as back-ups for senarios that are , IMHO, not good for my main mech setup. (IE, a hunchback in a open field= dead mech for me).
Have a little Faith people, these Devs had said time and again that they are "FANS" of the BT/MW universe. trust them to make a game that they themselves can enjoy.
#222
Posted 26 March 2012 - 07:22 AM
#223
Posted 26 March 2012 - 07:23 AM
just sayin, assault has a place and can be driven by a pro, even an atlas(which i think is the best brawling shape, not sure what level of mech lab or customization will be available, but as just a shape, i think its the best)
#224
Posted 26 March 2012 - 07:26 AM
#225
Posted 26 March 2012 - 01:28 PM
That being said there is another question that has been on my mind
Bull Frog, on 04 March 2012 - 08:36 AM, said:
The logical compromise would be to have a list of "starter mechs" per category but I find that equally pointless. We'd potentially end up with just four mechs models on any given drop on launch day. Some 25 tonner, 45, 60 and 80, etc...
With only 7 mechs announced so far there is not going to be a wide variety of mechs on the field come launch. I'm trying not to sound whiny, but at the rate of mech release info it is totally plausible that come launch we could see only 12 mechs. Off the bat that wouldnt be that bad, but given a month or so and things will start to get boring. Yes there will be customization and pilot modules but that will only change so much and Yes its true that some mechs can already fill the role of a "newer" introduced mech. Some ppl may just want to pilot a different mech cause they like that style or are bored of the other one.
Battletech is filled with tons of mechs. I hope we get to see more and different ones those that have been featured in previous games.
#226
Posted 27 March 2012 - 03:17 AM
#227
Posted 13 May 2012 - 10:55 AM
Imho it should allow 2x starter mechs (let's say a 2x types of mech that can be a free supply from your house choice or merc company) just choose 2 models who can fullfill several roles in a battle and allow the pilots to test the fight style they like with them before need to buy a mech of your like.
Just think in a trainning course for everyone before jumping in the real action.
#228
Posted 13 May 2012 - 11:02 AM
first mech should be choice of gamestyle not choice of heaviest avaliable!
#229
Posted 13 May 2012 - 11:05 AM
The mech is the template which you need to play games to pay for weapons to load your rides out better.
Makes sense to have the launch mechs all available.
I would imagine there will be "pay to unlock mechs" and when that happens....people will whine. Everything for free without a thought of how to pay the bills.
#230
Posted 13 May 2012 - 11:07 AM
#231
Posted 13 May 2012 - 11:19 AM
#232
Posted 13 May 2012 - 11:20 AM
I personally haven't seen anything regarding that and even though I adore the risk VS reward feeling of losing metal or making someone else lose theirs, I doubt it will be modelled in the game.
What I could see working is a hybrid......certain "advanced mechs" are use at your own risk and when blown up.....are toast from your mech stable.
This would create default mechs your warrior has access too as they are supported by your faction or merc group as you buy them to "unock them" and the more interesting rides cost you influence and Bills to take the weapon for a ride.
Plus...if someone has no cash left....they.....do what exactly?
Edited by PANZERBUNNY, 13 May 2012 - 11:23 AM.
#233
Posted 13 May 2012 - 11:23 AM
PANZERBUNNY, on 13 May 2012 - 11:05 AM, said:
The mech is the template which you need to play games to pay for weapons to load your rides out better.
Makes sense to have the launch mechs all available.
I would imagine there will be "pay to unlock mechs" and when that happens....people will whine. Everything for free without a thought of how to pay the bills.
couldnt say it better
Edited by neodym, 13 May 2012 - 11:24 AM.
#234
Posted 13 May 2012 - 11:25 AM
#235
Posted 13 May 2012 - 11:30 AM
Zakatak, on 13 May 2012 - 11:25 AM, said:
well I anxiously await the information that will lead me to believe a source of revenue is possible for this game to keep it going and evolving.
I don't think pay to win would have much effect in mechwarrior. Sure, the "Grand Dragon" may be a pay 2 unlock mech, but it is marginally better than the normal dragon, but with a cosmetic skin change. You think people would REALLY complain about something like that being introduced when it can be blown away by any default mech in its weight class and maybe even below it by a skilled pilot?
I think people are against MASSIVELY powerful pay 2 win mech upgrades from those who choose to play free, but I think there is room for exceptions that could fit in nicely.
Edited by PANZERBUNNY, 13 May 2012 - 11:33 AM.
#236
Posted 13 May 2012 - 11:31 AM
#237
Posted 13 May 2012 - 11:32 AM
If the MM in MWO is anything like WOT, every assault on your side will be paired with an assault on their side. So no problem with 12 Atlas vs 12 Commando.
But the biggest Point. Major Problem with world of tank is the penetration mechanik. Lower tier tanks are often literally unable to do any damage to higher tier tanks what so ever. Whole different story in MWO, every hit will do damage. Maybe not much, but it will add up.
Imagine WoT with every shot penetrating. I guess you would see a lot less of that awfully slow big tanks. And a lot more of the fast ones.
Edited by Snotling, 13 May 2012 - 11:36 AM.
#238
Posted 13 May 2012 - 11:48 AM
In past MW games, it made sense to have the moving up through the ranks. Unfortunately, that "Bigger is better" philosophy meant that once you went multiplayer, everyone automatically reached for the Assault 'mechs, with heavies only if you wanted to scoot around a little faster. It led to a very disappointing online expereince, to me, when it all boiled down to "Strap as much clan-tech on the heaviest jumping chassis you can find". It's even been said that this game is not going to be about larger size leading to automatic wins, so limiting the chassis you can take doesn't seem to serve any purpose.
MWO, I hope that all of the 'mechs that we're being teased with are available - but I also hope that we will be granted access to even more mechs. 12 feels like a pittance compared to the other Mechwarrior games. The only Mechwarrior game with fewer 'mechs was Mechwarrior 1, and that was forgivable in an age where entire games could take up less than three megabytes. I'm hoping that, whether "Unlockable" via acheivements, purchase*, or just added over time, the roster to choose from expands further still.
*Many people cry "Play 2 Win" at this, but frankly, it's BS. From my observations, the 'mechs that we've been seeing in our teasers have been some of the best that the era has to offer. At this point, spending money on unlocking 'mechs wouldn't be P2W so much as adding flavor and selection to the game. Is the Charger really more impressive than the Atlas? The Enforcer worlds apart from a Centurion? The Jagermech leaps and bounds better than a Catapult? The fears stem from people that either don't know enough about Battletech to realize that most of their fears are unfounded, or people that assume the worst and expect the staff to release the few game-breaking, rare, and overpowered designs like the King Crab or the Devastator -1D
Edited by ice trey, 13 May 2012 - 11:50 AM.
#239
Posted 13 May 2012 - 11:50 AM
LordKelvin, on 03 March 2012 - 10:53 PM, said:
I would favor something similar but make it faction based. All the common mechs and mech of a players faction (i.e. Davion, Kurita, Marik, Steiner, Lio) available to start but all other factions need to be unlocked.
#240
Posted 13 May 2012 - 12:27 PM
Anything we can't access at launch should be things announced and delivered post-launch whether you pay with c-bills, or real money. It would make sense to have some mechs be universal and several specific to certain houses/factions but I don't know if that's in the best interest of the game in terms of playability. A salvage system might be nice for the victors, especially when the clans comes streaming in from the periphery. I know I'd like to get my hands on a Vulture or a Thor.
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