#361
Posted 11 April 2012 - 10:54 PM
#362
Posted 14 April 2012 - 01:58 AM
#363
Posted 14 April 2012 - 02:37 AM
NeoDac, on 11 April 2012 - 09:09 PM, said:
The problem as I see it wasn't the hardpoints per se. It was the fact that only a small number of mechs had the hardpoints that any particular pilot wanted. So the same few mechs were used by the majority of players & the rest were written off. Also, with only one hardpoint configuration per chassis, you couldn't create large numbers of canon variants, which really ticked off the fans.
With MW-O having variants of the same chassis with different hardpoints, this problem should be avoided. There isn't as much freedom to customise as MW3, where every mech was effectively an Omnimech. But you should be able to pick the mech you want to drive & find a hardpoint config that suits your fighting style, rather than having to use 1 particular mech because it's the only one that can take your weapons payload.
#364
Posted 15 April 2012 - 08:35 AM
Hopefully, various canon chassis will be available with the correct number of hardpoints and weapon type for it's variant, rather than a one size fits all for each basic Mech. Note: I would not be expected at launch but within a year.
#365
Posted 15 April 2012 - 10:56 AM
#366
Posted 15 April 2012 - 12:57 PM
I know that if we were stuck with canon configurations in MWO I would lose interest in less then a month.
#367
Posted 15 April 2012 - 02:07 PM
#368
Posted 15 April 2012 - 08:49 PM
#369
Posted 16 April 2012 - 06:59 AM
It boggles the mind how you can take partial information, totally disregard any previous version of this from other games (that will probably not be anything close to how it's implemented beyond the name) and made solid, factual assumptions of how this will exactly will displease you (and therefore everyone else).
Equally amazing is the fact they are still tweaking this system, and things may change as testing progresses, yet some have the omnipotent insight to know to stay or 'quit' now based on this one dev post.
It's astonishing, and I sit here drinking my coffee, astonished.
In my apparently inferior capacity of sooth-sayage, I have chosen the path of waiting until BETA testing to comment fully on the implementation of this and how it affects game play.
I shall now leave this thread to superior minds, as I surely have nothing to contribute of any substance (but surely you already know all this and have already decided to stay or quit based on this post).
#370
Posted 16 April 2012 - 08:15 AM
#372
Posted 17 April 2012 - 03:01 PM
#373
Posted 17 April 2012 - 03:26 PM
#374
Posted 17 April 2012 - 04:08 PM
#375
Posted 18 April 2012 - 08:36 PM
Wyzak, on 07 April 2012 - 09:04 AM, said:
I agree, I think part of the decision to design different loadouts could be based on the players desire to play either a close in combat, or a longer range type, or something inbetween. I do look forward to changing loadouts, but I still want the mech to do the basic job it was designed for. I mean a scout shoud be a scout, and a heavy, well a heavy..
#376
Posted 25 April 2012 - 07:26 PM
Oh! What would be very nice if the mech lab had a what if feature so that we could figure out what items that we sould like to spend out c-notes on.
hey! i just typed to seperate posts. and it combined them. wonder if it will do it to this one also?
yep it did.
#377
Posted 25 April 2012 - 07:28 PM
#378
Posted 25 April 2012 - 09:25 PM
#379
Posted 25 April 2012 - 09:32 PM
#380
Posted 25 April 2012 - 10:07 PM
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