

Why you should have to start with a light.
#21
Posted 31 March 2012 - 07:46 PM
#22
Posted 01 April 2012 - 10:09 PM
That being said, as I've mentioned on another thread, I also believe that you should have a "stable" of mechs owned by your merc group or faction that you can use, however you can't customize them and you have to pay part or all of the repair costs.
#23
Posted 02 April 2012 - 04:08 AM
Edited by Soviet Alex, 02 April 2012 - 04:08 AM.
#24
Posted 10 May 2012 - 09:10 AM
Halfinax, on 30 March 2012 - 06:48 PM, said:
How can you possibly show them what any amount of playing should show them otherwise?
Fox5859, on 30 March 2012 - 04:44 PM, said:
Probably the best argument AGAINST this idea I can think of. I think they should do this as a nod to both past MechWarrior games, and to their own quality of gameplay. It would give added challenge to people that already know of that preference. As an assault player myself it would improve my experience to have to work up to it. I can see how others would be less enthusiastic.
Well, maybe after you get to each mech class you can just get a starting mech of that class from your faction when you do your next playthrough.
I really want to get PG to hear this idea because this is a strong opportunity for an artistic statement. It is so easy not to do this. It would be so meaningful if you did. Play with peoples expectations. Make your statement. Do this, not because its easy, but because you're awesome.
Edited by Thomas Covenant, 10 May 2012 - 09:27 AM.
#25
Posted 10 May 2012 - 11:16 AM
This game will be all PvP. It's not like in the SP where you start with a light (because it's cheap) and fight against easy AI enemies while you gain enough c-bills/salvage to get heavier chassis.
This game is PvP. What's more is it's mixed role PvP.
Unknown how PGI will allow starting 'Mechs to be assigned, or if they will (as mentioned earlier) simply allow everyone to start with $500,000,000 and purchase your chassis of choice. Buy an assault and be stuck with stock or near stock configs for the first little while, or buy a light and tweak it out with top of the line tech, or get a heavy/medium and get a mix of size and slightly higher tech.
Or will you simply get a selection screen at log in (similar to a character selection screen) and pick your chassis and we all start there?
Unknown until we get closer to release date.
#26
Posted 10 May 2012 - 12:30 PM
i dont think you should be forced to use a light unless they want to
#27
Posted 10 May 2012 - 12:34 PM
}{avoc, on 10 May 2012 - 11:16 AM, said:
This game will be all PvP. It's not like in the SP where you start with a light (because it's cheap) and fight against easy AI enemies while you gain enough c-bills/salvage to get heavier chassis.
This game is PvP. What's more is it's mixed role PvP.
Unknown how PGI will allow starting 'Mechs to be assigned, or if they will (as mentioned earlier) simply allow everyone to start with $500,000,000 and purchase your chassis of choice. Buy an assault and be stuck with stock or near stock configs for the first little while, or buy a light and tweak it out with top of the line tech, or get a heavy/medium and get a mix of size and slightly higher tech.
Or will you simply get a selection screen at log in (similar to a character selection screen) and pick your chassis and we all start there?
Unknown until we get closer to release date.
That sounds good enough

In an environment where pros and newbies are mixed(which I hadn't contemplated) it would seem fair to allow more starting versatility.
I see I now don't have to look at not starting out with a light as missing an opportunity but simply making room for a new one, that of being thrusted into mixed skill level combat.
#28
Posted 10 May 2012 - 12:49 PM
Lycan, on 29 March 2012 - 03:00 PM, said:
If you start with a light, it could/will lead to the assumption that there's a progression from light to medium to heavy then to assault. Were as the assaults are end game chassis and is what the player should be striving for.
As that is not the case, and something that PGI is trying to avoid, the best way (IMO) to do so is allowing the pilot to chose which weight class they want to start with and then going from there.
I couldnt say it better.... I dont want Commando to be another loltraktor
#29
Posted 10 May 2012 - 12:52 PM
#30
Posted 10 May 2012 - 12:59 PM
Edited by Prosperity Park, 10 May 2012 - 12:59 PM.
#31
Posted 10 May 2012 - 01:00 PM
#32
Posted 10 May 2012 - 01:04 PM
Edited by Prosperity Park, 10 May 2012 - 01:05 PM.
#33
Posted 10 May 2012 - 01:06 PM
Garth Erlam, on 10 May 2012 - 01:00 PM, said:
True enough. If you look at it subjectively, A heavy might have 4 lasers and a PPC, where a light might have 4 lasers. So the only difference in WEAPONS can be rather low. Where the Heavy of course makes up for this is armor! He can take more hits than the Light. Where the light offsets this is with his mobility!
I think too many people are just hung up on tonnage = power.
#34
Posted 10 May 2012 - 01:07 PM
More tonnage does bring more power, but without the ability to wield it properly, you will fail. More tonnage means more armor means more time alive on the battlefield as long as you keep your back covered. The longer you live, the more shots you fire, meaning you bring more firepower than an equally-armed opponent who dies early in the match.
Edited by Prosperity Park, 10 May 2012 - 01:10 PM.
#35
Posted 10 May 2012 - 02:59 PM
#36
Posted 10 May 2012 - 03:18 PM
Imagine your first 'Mech, in your first game, being a 118 km/h light with Jumpjets.
#38
Posted 10 May 2012 - 03:37 PM
Prosperity Park, on 10 May 2012 - 01:07 PM, said:
More tonnage does bring more power, but without the ability to wield it properly, you will fail. More tonnage means more armor means more time alive on the battlefield as long as you keep your back covered. The longer you live, the more shots you fire, meaning you bring more firepower than an equally-armed opponent who dies early in the match.
With great tonnage comes... great responsibility?

Edited by Bullet Magnet, 10 May 2012 - 03:59 PM.
#39
Posted 10 May 2012 - 03:52 PM
Edited by Gun Bear, 10 May 2012 - 04:04 PM.
#40
Posted 10 May 2012 - 04:20 PM
Mason West, on 10 May 2012 - 12:30 PM, said:
i dont think you should be forced to use a light unless they want to
Devs have stated, several times, that all chassies will be avaible. There will be no 'gold tanks' apparently. This is still a hotly debated concept that people feel they should have 'gold mechs' to help PGI generate money. Buying extra mech hangers on the other hand, seems to be a sweep.
Garth Erlam, on 10 May 2012 - 03:18 PM, said:
Imagine your first 'Mech, in your first game, being a 118 km/h light with Jumpjets.
I agree. I have stated months ago that I feel the 'newb' mechs will be assault mechs for the same reasons. I also said that the guys to be scared of are the lights.
To the OP, I am glad they are not having restricted classes and that all are open. As a player, it will keep you on your toes as to who might be really skilled and who may not be, on both sides. A really experienced player in a Atlas might dominate the map as much as a experienced player in a Commando.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users