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Dev Blog 6 - Mechlab

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#361 Cbass57484

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Posted 11 April 2012 - 10:54 PM

Can't wait to mix it up with everybody. This game has the potential to be game of the year. Even tho personally every BattleTech/MechWarrior game is game the of year to me. I really like how they're stayin true to the Universe, and feel of BattleTech/MechWarrior. And its free! Hopefully enough people play it and we all might actually see MechWarrior 5. Long live the Genyosha!!!!!

#362 Robo Donkey

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Posted 14 April 2012 - 01:58 AM

I'm throwing money at my monitor but nothing is happening :o

#363 Soviet Alex

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Posted 14 April 2012 - 02:37 AM

View PostNeoDac, on 11 April 2012 - 09:09 PM, said:

Ick Hard-points. these annoyed me when they came out with them in mechwarrior 4 still do.


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 Anvil Dragon

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Posted 15 April 2012 - 08:35 AM

I could see variations in hardpoints handled much like some customizations, in that some things can be done in the field (Mech Lab) and some only occur at the factory. The Catapult C1 vs K2 would be a different hardpoints as built at the factory. The Awesome AWS-9Q which sports four PPCs will be introduced by the factory in about eight years and would not be an "in the field" custom.

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 MajDisaster

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Posted 15 April 2012 - 10:56 AM

I don't see "in field" customization being very effective in the game. In MW3 ,I think it was, where you had a portable repair bay/upgrade system not sure how that would work in this game since they would be very large targets for the other team. Unless by in the field you mean after you've bought your Mech and just before you drop into the battlezone?

#366 Thomas Oreland

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Posted 15 April 2012 - 12:57 PM

The ability to rigup my mech with any loadout I can manage to fit onto-into the chasis is a large part of why I loved the MW games. Though the modules harpoint bs in the later games were kinda lame!

I know that if we were stuck with canon configurations in MWO I would lose interest in less then a month.

#367 Explodo

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Posted 15 April 2012 - 02:07 PM

i can't wait to see the mech lab for real. its going to be awesome.

#368 HIemfire

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Posted 15 April 2012 - 08:49 PM

After doing some reseach on different canon variants I am a bit more heartened about the Commando. Now here is hoping we aren't still stuck at point blank range with passive sensors.

#369 Kaemon

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Posted 16 April 2012 - 06:59 AM

I'm humbled by the incredible display of prophetic knowledge of all of those in this thread that have the ability to see how this works in game without actually playing it.

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).

Posted Image

#370 Chatranle

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Posted 16 April 2012 - 08:15 AM

can i change the attenna so i can look more like a cheese 60's robot

#371 Aegis Kleais

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Posted 16 April 2012 - 12:53 PM

View PostChatranle, on 16 April 2012 - 08:15 AM, said:

can i change the attenna so i can look more like a cheese 60's robot

Posted Image

I think this pretty much confirms that you can.

#372 MW2 Pilot

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Posted 17 April 2012 - 03:01 PM

i love the ability to customize =) the more the better!

#373 Gauro

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Posted 17 April 2012 - 03:26 PM

It is not very different from the previous game, not bad, but I expected more difficulty changes. :P

#374 Grey Knight

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Posted 17 April 2012 - 04:08 PM

Fantastic, I'm looking forward to battle.

#375 JakeMeaike

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Posted 18 April 2012 - 08:36 PM

View PostWyzak, on 07 April 2012 - 09:04 AM, said:

Hardpoints are not being reintroduced just to prevent boating. Hardpoints exist for the same reason they did in MW4 - to make each chassis unique. In an online marketplace, if you want to encourage people to spend in-game money on different 'mechs and ensure that all the mechs you make get used, it makes sense. Maybe there is even a tie between in-game C-Bills and real dollars spent that is driving this philosophy but that is sheer speculation. I like it because it allows me to make choices based on my play style. For example, I hated the Osiris in MW4, but not as much as some other mechs in that weight class, because the Osiris only had energy weapons slots big enough for medium lasers. But at least it wasn't a missile boat. Other people, who like missiles, will make opposite choices.


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 1dreamer

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Posted 25 April 2012 - 07:26 PM

be nice if they would put it up soon so that we can putter around with it

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 Rejarial Galatan

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Posted 25 April 2012 - 07:28 PM

I fear that those of us who abhor ammo dependant weapons will be forced into them by the hard point system. Sounds like not enough room to dump ammo weapons and go energy. More I think of it, the worse HardPoints sound. BUT, I will not know for sure till open beta...

#378 Ramien

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Posted 25 April 2012 - 09:25 PM

May have to go with fewer but larger energy weapons, depending on the hard points available. I'm not a big fan of ammo explosions myself, unless I'm inflicting them on others.

#379 Rejarial Galatan

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Posted 25 April 2012 - 09:32 PM

guess its time to dust off the ol ER PPC boats

#380 Volturnus

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Posted 25 April 2012 - 10:07 PM

Nice, bring on the LRM boats :rolleyes:





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