DarkTreader, on 04 April 2012 - 02:00 PM, said:
Um... that's kinda the point, natch. You roll into a battlefield and your scanner picks up an RVN-3L - you know that their stock loadout is going to be 1xSRM6, 2xMLas, and a bucketload of EWAR stuff. You see a Marauder and it cons as a MAD-3R, you know that their stock loadout is going to be 2xPPC, 2xMLas, 1xAC/5.
These things do not change.
This system makes a LOT of sense. It keeps people from making the equivalent of a FrankenMech, and from running the most ridiculous loadouts ever (see most of the 'Winning!' loadouts from MW3 or 4). This keeps it as close to canon as possible, all while allowing a wide range of personalization.
Hell, even the hypothetical MechLab view (assuming it is similar to what Paul showed... but with better gfx) looks strikingly similar to a TT BattleMech sheet. That says they've put a LOT of effort into this.
So...
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Thanks for the Reply,
However, the point I was trying to make, is that the Hardpoint System is something from MechWarrior 4, and not "Canon" to the Table Top game. I liked being able to take a mech, any mech, and optimize for my style of play.
Now, I do like the other aspects of the customization. Paint Schemes, logos, and these "Modules" which will make a mech more personalized than they would normally be.
I also understand the need for Balance. And I am all for it. What I am not for is being pigeon holed into using the exact same type of weapon for something I could see as more of a possible benefit. For an example from my Table Top games, I used to play against a guy that was heavy into energy weapons, I would drop a Medium Laser, and the heat sinks to cover it, and install a SRM-2 with Inferno rounds on one or two 'mechs. This would in turn create a much bigger problem for my opponent, and require him to rethink his attacks.
With the Hardpoint system, I can no longer make that change. If it doesn't have a Missile Hardpoint, I can't load an Inferno rack.
Thank you for your input.
Marko