

Battle Armor
Started by Acid Phase, Mar 24 2012 12:26 PM
90 replies to this topic
#81
Posted 29 March 2012 - 03:09 PM
In 3049 when the devs have stated MWO will begin, Battle Armor does not exist within the Inner Sphere. As the devs are working within the canonical timeline I doubt that battlearmor will be in-game at the start. However, if there is Clan-Invasion DLC, then hopefully battle armor will become part of the game. The only two ways I can see this making sense though, is if 4-5 BAs = 1 mech, or if there is another gametype specifically dedicated to BA battles. Here's hoping!
#82
Posted 29 March 2012 - 04:24 PM
I appreciate that battle armour, tanks and Helecopters are cool..
But the name of the game is Mechwarrior.
Not Battletechwarrior.
That being said, has a tank in a mechwarrior game ever REALLY given you trouble? Has an elemental?
or are they more of a minor inconvienience that you have to waste a volly of cannon fire on?
But the name of the game is Mechwarrior.
Not Battletechwarrior.
That being said, has a tank in a mechwarrior game ever REALLY given you trouble? Has an elemental?
or are they more of a minor inconvienience that you have to waste a volly of cannon fire on?
#83
Posted 30 March 2012 - 06:32 AM
In the mechwarrior games all were nerfed big time. Most hover tanks can take more then a PPC hit to kill and hovers like the harrasser are a pain because of how fast they move. The Harrasser has a max speed of 150+ kph, the LCT has 120+ kph.
Then you have assault tanks.
Von Lukner - AC/20 in the turret with lots of SRMs and Heavy armor, enough armor to make many heavy mechs jealous.
Demolisher - 2 AC/20s in the turret.... Hunchback, meet your maker.
Support tanks.
LRM carrier - Junk armor and 3 LRM 20s. Imagine using a few of these with a scout mech to call in the LRM fire.
There are many more tanks in the Battletech universe and some are good, some are junk. Having them be player controlled I think is out for a bit due to programming. But sticking a simple AI (I know making any AI is a real commitment from programmers) and placing them under the commanders would make the game more interesting.
Nonmech assets should be AI controlled, but can add a lot to the game. With the Commanders able to give them simple orders.
Then you have assault tanks.
Von Lukner - AC/20 in the turret with lots of SRMs and Heavy armor, enough armor to make many heavy mechs jealous.
Demolisher - 2 AC/20s in the turret.... Hunchback, meet your maker.
Support tanks.
LRM carrier - Junk armor and 3 LRM 20s. Imagine using a few of these with a scout mech to call in the LRM fire.
There are many more tanks in the Battletech universe and some are good, some are junk. Having them be player controlled I think is out for a bit due to programming. But sticking a simple AI (I know making any AI is a real commitment from programmers) and placing them under the commanders would make the game more interesting.
Nonmech assets should be AI controlled, but can add a lot to the game. With the Commanders able to give them simple orders.
Edited by Terick, 30 March 2012 - 06:32 AM.
#84
Posted 30 March 2012 - 09:16 AM
Quote
Now I understand the frustration with them, if they are properly implemented I fail to see the problem. Having one point of elementals per binary would be fine. They are a major part of the clan invasion and not having them would be a hollow clan as they are part of the three big advantages the clans have over the IS(BA, Omnitech, better overall gear and pilots).
That said, a Battle armor character needs to be just that. A clan elemental created at character creation. No mech piloting skills or switching around. Weapon varieties would be machine guns or small lasers and 2 SR Missiles. Upgrades could be as simple as allowing the laser to be ER or Pulse and missiles to be Streak or Inferno rounds.
They are absolutely supposed to aggravate mech pilots, thats what they do. One elemental against even a light mech would be a hard fight for the elemental. In a complete point they would be very dangerous to it. Against a large mech they would be more of a nuisance but hardly lethal to an assault mech with nearby teammates. This would actually encourage real team function as a Point of elementals go out and stalk lone wolves and recon mechs or jump in at an opportune moment in a bigger fight to help take down a bigger mech.
In no way shape or form though should any normal mech pilot be allowed to pilot BA or vice versa. A mech pilot that gets out of their mech is wearing a cooling vest and shorts or a bikini bottom, not battle armor and is hardly suitable for continuing the fight on foot. Clan and Comstar would be wearing those high tech flight suits. Same boat though as all they have in their cockpits usually are a side arm and survival knife. - Kael Tropheus
That said, a Battle armor character needs to be just that. A clan elemental created at character creation. No mech piloting skills or switching around. Weapon varieties would be machine guns or small lasers and 2 SR Missiles. Upgrades could be as simple as allowing the laser to be ER or Pulse and missiles to be Streak or Inferno rounds.
They are absolutely supposed to aggravate mech pilots, thats what they do. One elemental against even a light mech would be a hard fight for the elemental. In a complete point they would be very dangerous to it. Against a large mech they would be more of a nuisance but hardly lethal to an assault mech with nearby teammates. This would actually encourage real team function as a Point of elementals go out and stalk lone wolves and recon mechs or jump in at an opportune moment in a bigger fight to help take down a bigger mech.
In no way shape or form though should any normal mech pilot be allowed to pilot BA or vice versa. A mech pilot that gets out of their mech is wearing a cooling vest and shorts or a bikini bottom, not battle armor and is hardly suitable for continuing the fight on foot. Clan and Comstar would be wearing those high tech flight suits. Same boat though as all they have in their cockpits usually are a side arm and survival knife. - Kael Tropheus
+1.
Well said.
I for one can’t imagine this full of potential game not being taken to the next level and implement BA.
To all those believing that it’s difficult to program: nonsense.
You have key-commands for your mech to turn the torso, switch weapons and all that. Those can be easily applied for the BA. The claw? Is that the problem? Easy: once within few meters from a mech for example or on it (once you spot the cockpit’s hatch) you point your reticule on a spot and hit a key. Your claw starts to work on that spot with all its fury, tearing, reaping, causing damage (if on the cockpit, once having the armor tore apart you should be able to see inside and the pilot and tear him up too or place a well-aimed laser shot through his head).
If you can program damage visuals on weapons hit, you can do that on battle-claw hits too.
All of us can have multiple mechs in our garages (or mech bays or whatever they’ll call it). All can have at least one BA there too. You choose the BA for a drop, so be it. You get killed, you’re out waiting for the next drop where you may choose to take a mech instead.
As for the tactical deployment (and more), I’ve tried to present my suggestion here.
BA is an identity issue for a Clanner. Not just a weapon. Quiaff?
#85
Posted 30 March 2012 - 03:25 PM
what are these elementals everyone is talking about? I've ben all over the five houses, and even the periphery and I've never seen one.

#86
Posted 31 March 2012 - 02:18 PM
I think it'd be a good idea to have, but if you only have a lance or star of mechs, then haveing anymore then one to two elementals versues a full lance could get pretty interseting tacticaly. they can recon the area fairly quickly and report to command, usualy have a small readout on a mech's radar, and ( if it can fit ) have a missle guidence system ( i know there's a name for it ) that can zero in on enemy mechs over a mountain. however a elemental dosn't have much weaponry, so a fight between one and a mech could be very different. since the elemental is smaller then a mech, it could easily avoid or jump over a mech ( with jumpjets), but it's armor is fairly weak and , due to it's size and how the games built, you might be able to just step on a elemental and call it dead.
#87
Posted 31 March 2012 - 10:21 PM
I would find it very fun to be an Elemental. Jump jetting onto the back or head of a mech from a nearby building. In the urban combat settings they are planning I would tend to think that elementals might be a bit too over powered since that is a setting they would excel in. Being small and manuverable they could literally hid inside a building till a mech walks by, then walk out and jump right onto his back. The mech would never have a chance to even shoot him. And unless they are gonna to make it so you can knock them off by rubbing up against a building or if you have hands, reaching up and squashing them you would be unable to get him off as he climbed down to your view screen and burned his way in with his small laser then turned you into a new years turkey with his SRM. (Which is of course why I would find it so fun.)
#88
Posted 31 March 2012 - 11:08 PM
For MW:O, I vote against. Let the guys get a solid 'Mech title running first. Get the interest back into the genre, and sell everyone on what they can do with it. Leave MW:O to be what it is, company vs. company 'Mech combat. No tanks, no aerospace fighters, no ground pounders, no battle armor. Just 'Mechs. Get the rookies familiar with the lore, the universe, and everything that goes with it.
Then, once everything is running nice and smooth, BT rookies are up to speed, and everyone is salivating at the mouth for more, hit 'em with everything. Completely new title, Battlefield scale combined arms in the BattleTech universe. Make the guys at EA crap themselves, because Battlefield is going to be crushed at it's own game.
Anyway, that's how I'd do it.
Then, once everything is running nice and smooth, BT rookies are up to speed, and everyone is salivating at the mouth for more, hit 'em with everything. Completely new title, Battlefield scale combined arms in the BattleTech universe. Make the guys at EA crap themselves, because Battlefield is going to be crushed at it's own game.
Anyway, that's how I'd do it.
#89
Posted 01 April 2012 - 09:15 AM
For now, i want the devs to concentrate on mechs. In the future - absolutely yes. And protomechs, too =D
#90
Posted 01 April 2012 - 09:24 AM
I'd love to play an Elemental...but I have to agree with others who have voted against in that let's just get the game up and running with mech combat. Maybe later, when there's time, they can add on vehicles, air, and battle armor...then watch out all the mechwarriors 'cause you won't be king of the battlefield after being swarmed and strafed!
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