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Based on the Screen Shots, these battlegrounds are huge!


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#1 Dragon Lady

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Posted 08 March 2012 - 05:37 PM

One thing I've noticed about the screenshots is that the minimaps are divided into grids, complete with grid references. On the screenshots, these references range from D6 to I3 (and I imagine that the first grid is A1). In addition, the Atlas' rangefinder gives us a reading of 1.2 km to a boulder in the middle of G4, when it's in the lower corner of E4... which means that each grid is about 500m per side.

Since the harbor facility in one screen shot seems to be on the other side of the dish in grid I3, these battlegrounds are at least 5 km wide... which means that it'll take an Atlas about six minutes to walk across it!

#2 Fresh Meat

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Posted 08 March 2012 - 05:43 PM

better take a light instead :P

#3 FaLL3nxShadow

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Posted 08 March 2012 - 05:48 PM

Awseum man

#4 Cyote13

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Posted 08 March 2012 - 05:58 PM

View PostDragon Lady, on 08 March 2012 - 05:37 PM, said:

One thing I've noticed about the screenshots is that the minimaps are divided into grids, complete with grid references. On the screenshots, these references range from D6 to I3 (and I imagine that the first grid is A1). In addition, the Atlas' rangefinder gives us a reading of 1.2 km to a boulder in the middle of G4, when it's in the lower corner of E4... which means that each grid is about 500m per side.

Since the harbor facility in one screen shot seems to be on the other side of the dish in grid I3, these battlegrounds are at least 5 km wide... which means that it'll take an Atlas about six minutes to walk across it!



I noticed the grids too :P I am hoping we can target a grid for indirect even if we don't have a target detected there....of course it might be a little like throwing gravel, but might make some of the "best" hiding places a little more interesting.

Oh, and big is good :D more tactical options

Edited by Cyote13, 08 March 2012 - 06:07 PM.


#5 Rugarou

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Posted 08 March 2012 - 06:07 PM

The maps need to be large. This brings the good and bad points of different mechs/variants into play. It allows a mech's speed to play a factor in, gives scouts room to maneuver and do their job, lets fire support actually be useful, etc. The large maps also allow for more tactical thinking and various scenarios.

#6 wwiiogre

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Posted 08 March 2012 - 06:17 PM

yep huge maps, so Steiner company brings 12 steiner scout mechs (atlases), the other team brings a normal company and since the Steiner side is attacking, the defenders send out very fast scouts and spot the Steiner's moving slowly toward first objective, some quick air strike calls and arty bombardments leg a few of the steiner fast scouts, slowing them even further. Then with a full blown rolling defense calling on maneuver and indirect fire slowly whittling down the Steiner scout mechs with continued used of bombardment, naval bombardment, indirect fire, fastcam missile laying minefields, the poor Steiner scout company barely gets to the close secondary objective and because they have lost a few or even had a few more slowed they get to the objective in a beat up mech and piecemeal so that the heavies and assaults of the defenders then chew them up as they appear concentrating fire on the poor steiner scout atlases.

I so look forward to this

chris

#7 Randal Waide

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Posted 08 March 2012 - 06:34 PM

I just sent a message on comms to my friends.
Bravo Lance Report!
\o/

#8 LackofCertainty

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Posted 08 March 2012 - 07:42 PM

View PostDragon Lady, on 08 March 2012 - 05:37 PM, said:

Since the harbor facility in one screen shot seems to be on the other side of the dish in grid I3, these battlegrounds are at least 5 km wide... which means that it'll take an Atlas about six minutes to walk across it!


I wish this sort of info would just kill all the arguements from the peeps proudly declaring "Every match is going to be 12 assaults vs. 12 assaults, but that's wishfull thinking. (Actually the argument rages on in this thread http://mwomercs.com/...able-at-launch/)


I think we'd better put as many penalties and restrictions on Assaults as we can. Otherwise, everyone is going to want to pilot a mech that will take them about 1/3 of the entire match time just to walk across the map in, right? :P

Edited by LackofCertainty, 08 March 2012 - 07:44 PM.


#9 Fluffinator

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Posted 08 March 2012 - 09:42 PM

View PostLackofCertainty, on 08 March 2012 - 07:42 PM, said:


I think we'd better put as many penalties and restrictions on Assaults as we can. Otherwise, everyone is going to want to pilot a mech that will take them about 1/3 of the entire match time just to walk across the map in, right? :P

Good example of making a stat and changing it to say anything you want. Lets say the battlefield is 6 min from side to side for an atlas...that means the center objective is 3min in...So your medium can get there in 1.5min...if it takes 2min to capture then all those atlases will get there BEFORE you have it captured and poof you are toast. Also since air strikes are on timers all the atlases have to do is spread out and you will get to air strike a whole 1 of them before they get there...who keeps a pack of atlases in a tiny ball? At best they pair up and move out. And it should be noted that many assults are faster than the atlas and several assults are way faster than the atlas.

I personally see the big battlefield and see alot of people using the mechlab to create a high speed heavy or non-low speed assult and then there also being tons of little lights everywhere.

Edited by Fluffinator, 08 March 2012 - 09:43 PM.


#10 pursang

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Posted 08 March 2012 - 09:44 PM

Nice catch! This should pave the way for more strategic planning over quick brawlfests like seen in games like COD.

#11 Karyudo ds

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Posted 08 March 2012 - 11:31 PM

Hmm...hope that math is right. This seems like a game that should take place over LARGE areas. At least when it comes down to objective modes. They mention taking bases, but what if you had say 2-3 bases to defend and they're at least 2 clicks away from each other? Your assault mechs might have to do some planing or splainin!

#12 EDMW CSN

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Posted 08 March 2012 - 11:52 PM

View PostFluffinator, on 08 March 2012 - 09:42 PM, said:

Good example of making a stat and changing it to say anything you want. Lets say the battlefield is 6 min from side to side for an atlas...that means the center objective is 3min in...So your medium can get there in 1.5min...if it takes 2min to capture then all those atlases will get there BEFORE you have it captured and poof you are toast. Also since air strikes are on timers all the atlases have to do is spread out and you will get to air strike a whole 1 of them before they get there...who keeps a pack of atlases in a tiny ball? At best they pair up and move out. And it should be noted that many assults are faster than the atlas and several assults are way faster than the atlas.

I personally see the big battlefield and see alot of people using the mechlab to create a high speed heavy or non-low speed assult and then there also being tons of little lights everywhere.



Yes a Charger and Banshee is waaay faster than an Atlas. But for that kind of speed they sacrifice firepower or armor.

For example, a Cyclops carry pretty much nearly the same weapon loadout type as the AS7-D. AC-20, SRM-4, 2 Medium lasers, 1 LRM-10. And it goes 65 kph ! But it only has 10 tons of armor.

The only real options are the Hatamoto Chi, Thug or Zeus for the fast assault category.

#13 GrimRATS

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Posted 09 March 2012 - 12:00 AM

Wow, personally I hope it ("it" being the size of the map) would be maybe 2 folds larger (yea I know its already big but this is just me) due to tatical reasons, and also due to the fact I would personally like to hop in a light mech. However, if that is so, I don't know if my laptop would be able to handle the requirements, considering I have a crappy internet connection.

Edited by GrimRATS, 09 March 2012 - 12:01 AM.


#14 LordDeathStrike

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Posted 09 March 2012 - 12:01 AM

5 fast moving decently armed lights or mediums, can easily over take and bring down a 100 ton assault mech, even a pair of them, the games about playing your strengths, and not having severe weaknesses.

a max drop weight for the teams of 12 would be nice, say 900 tons (see what i did there, no 12 atli since that owuld cost 1200 tons)
we know the game requires spending xp on getting into the upper weight classes as it is, and you can specialize fully into any of the roles, in the chasis, you can be a well armed light that can inflict alot of damage while remaining far more mobile then a heavy or assault, you can be a scout eyes and ears mech that lets your team know whats coming so they are ready for it, you can be a heavily armed still very mobile med, a savagely armed heavy support mech that can engage assaults and tear them a new one while they try to kill your buddy or an assault machine that just dont wanna die until a few people get to pounding ya, and youre gonna be a target in that big machine burning 100 tons of drop weight points up.

3 4 man lances dropping would generally be made up of a light/med scout lance, a med/heavy fighter lance, and a heavy/assault lance for defending targets or breaching heavy defenses, a max drop weight for a 12 man team of 900 tons could help enforce proper setup of what youre dropping in with, since theres no clans around yet they wont have the bidding system they use, but those little drop ships that dont have to land and take off to hot drop you, cant carry that much weight.

ild build my scout lance with 2 very fast scouts, 1 fast but more heavily armed support scout and a light command mech with good armament and decent mobility, lance weight 90 tons.

my med attack lance would be a pair like hunchbacks, with a fire support med with longer range and a heavy commanding them, like say a catapult, lance weight 200 tons depending on your fire support and heavy.

my heavy assault lance would be a pair of max armed catas along with a pair of dragons or such, lance weight 240-260 tons based on choices.

thats around 530-550 tons right there, leaving you 350-370 tons for your assault lance, thats enough for say 3 atlas and a 70 tonner, or 2 atlas and 2 mechs in the other 170 tons (85 each or a 90 and an 80, say annihilator and gargoyle) or you could not use up all 900 tons and get some bonus pay for dropping 50 tons light.

the thing with a mech like the atlas, its a big target, and expensive target, it has mostly med and point blank range weapons, long range fast mechs will eat it alive, mechwarrior is about team work and supporting each other to come out victorious, this aint call of dooty (spelled as such to reflect the fact its a **** game).

Edited by LordDeathStrike, 09 March 2012 - 12:01 AM.


#15 Krubarax

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Posted 09 March 2012 - 12:05 AM

Would not really be any point in bringing scout mechs to an arena match, quineg?

#16 Fluffinator

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Posted 09 March 2012 - 04:34 AM

View Post[EDMW]CSN, on 08 March 2012 - 11:52 PM, said:




Yes a Charger and Banshee is waaay faster than an Atlas. But for that kind of speed they sacrifice firepower or armor.

For example, a Cyclops carry pretty much nearly the same weapon loadout type as the AS7-D. AC-20, SRM-4, 2 Medium lasers, 1 LRM-10. And it goes 65 kph ! But it only has 10 tons of armor.

The only real options are the Hatamoto Chi, Thug or Zeus for the fast assault category.

You left out the Battlemaster on that list...in its XL and XXL engine varients it can really move.
The main point is, there is a lot more to the assult class than just 54mph turtles. And yes maybe someone wants a faster assult with less armor. They even realeased a vid this week where they were talking about someone could use the mech lab to add armor, change weapons or make their mech faster...so it IS in game at least to some degree

Edited by Fluffinator, 09 March 2012 - 04:36 AM.


#17 TheRulesLawyer

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Posted 09 March 2012 - 10:07 AM

Nice catch. This is really good news. The bigger the maps, the more mobility matters and taking assaults could be a real chore. Sure you have a lot of firepower, but if the fight is over before you get there....





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