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Dev Blog 6 - Mechlab

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#401 Kalenn

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Posted 21 June 2012 - 11:25 AM

Question for the devs - pictures are not showing up for me on any of the dev blogs - have pics been moved?

#402 Bullvark

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Posted 22 June 2012 - 01:53 PM

Check the original post in the news: http://mwomercs.com/...-blog-6-mechlab

The pictures are working there :)

#403 GHQCommander

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Posted 25 June 2012 - 07:00 AM

Rock and roll

Rock and roll

Say it once more?

Rock and roll

#404 Gumbysbuff

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Posted 25 June 2012 - 12:37 PM

View PostBullvark, on 22 June 2012 - 01:53 PM, said:

Check the original post in the news: http://mwomercs.com/...-blog-6-mechlab

The pictures are working there :)


Wow, It's much more intuitive with the Pics. };-) -- WooHoo!

#405 Streaks

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Posted 25 June 2012 - 02:22 PM

OP/Dev....you should have just made the post shorter, like this...

"we made it just like MW4 only purtier"


Ok look...for IS mechs I get the hardpoints. It makes sense as most mods are refits done in the field or back at base and changing out chassis segments is something to be done at the factory with proper gear. FINE....But please, for the love of God and all that is holy do NOT LIMIT CLAN MECHS TO THIS LAME *** SYSTEM if/when you bring the clans into the game. That was the WHOLE POINT of an OMNI-MECH is that it's equipment, heck it's entire chassis was a modular design!!!

I personally HATE the hard point system and see it as a built in nerf to people who know how to design mechs. It discourages people from "boating" which, I personally have no issue with. To hell with "balance" it's WAR damit and WAR has no balance. If people don't like getting laserboated....put on some glaser armor.....getting missileboated? Put on the reactive armor.

It just aggrivates me to NO END that "game balance" comes into something I love so dearly as BT. Making the unwashed masses happy at the expense of more advanced players who are steeped in the lore and mythos of the game universe sickens me.

#406 Strum Wealh

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Posted 26 June 2012 - 03:35 AM

View PostStreaks, on 25 June 2012 - 02:22 PM, said:

OP/Dev....you should have just made the post shorter, like this...

"we made it just like MW4 only purtier"


Ok look...for IS mechs I get the hardpoints. It makes sense as most mods are refits done in the field or back at base and changing out chassis segments is something to be done at the factory with proper gear. FINE....But please, for the love of God and all that is holy do NOT LIMIT CLAN MECHS TO THIS LAME *** SYSTEM if/when you bring the clans into the game. That was the WHOLE POINT of an OMNI-MECH is that it's equipment, heck it's entire chassis was a modular design!!!

I personally HATE the hard point system and see it as a built in nerf to people who know how to design mechs. It discourages people from "boating" which, I personally have no issue with. To hell with "balance" it's WAR damit and WAR has no balance. If people don't like getting laserboated....put on some glaser armor.....getting missileboated? Put on the reactive armor.

It just aggrivates me to NO END that "game balance" comes into something I love so dearly as BT. Making the unwashed masses happy at the expense of more advanced players who are steeped in the lore and mythos of the game universe sickens me.


MWO starts in 3049, and (at least in the near term) presumably uses a 1-to-1 day progression (1 day IRL = 1 day in-game).
Laser Reflective Armor is canonically developed by the Lyrans (House Steiner) in 3058.
Reactive armor is canonically developed by the Combine (House Kurita) in 3063.
So, it is unlikely that either of those - or several of the other alternative armor types - are going to be available for quite some time yet.

Also, OmniMechs (both IS and Clan) are not (canonically) nearly as modular as some seem to think they are.
From TechManual, pg. 20:

Quote

All equipment and components used in an Omni unit’s base (core) configuration are considered “fixed” and may not change in terms of weight, space or arrangement between the base model and any of its Primary or Alternate configurations. At minimum, such fixed equipment includes the Omni unit’s chassis (internal structure/structural integrity values and arrangement), engine (type, rating and size), control systems (including cockpits, actuators and fire-control systems, as well as driving and lift/dive equipment for vehicles) and armor (including type and allocation). In addition, some weapons and a minimum number of heat sinks—where applicable—may be considered part of the Omni unit’s base design, with such components “fixed” to the core of the unit.

Any weight or mass left over after the fixed core components and any optional items are installed on the base design is considered open to modular pods. This pod-based equipment fills out the remainder of the unit’s unused weight and/or space to complete the design, and may include additional heat sinks, weapons, ammunition and so forth.
(emphasis on the first paragraph)

Moreover:
"OmniMechs are not fully modular. An OmniMech's structural components: its engine, internal structure, armor and any equipment installed on the base chassis of OmniMech are "hard-wired" and cannot be modified outside of a total redesign of the 'Mech. While customization of these components is theoretically possible in the field, it is avoided as it hard-wires all the 'Mechs components and effectively transforms it from a OmniMech into a standard BattleMech." (from Sarna, see here)


"All complete primary and alternate configurations thereafter must use the same arrangement of internal structure critical slots." (TechManual, pg. 47)

"The engine type, rating and placement of its critical slots must be established when designing an OmniMech’s base configuration, and may not be altered in that OmniMech’s completed primary or alternate configurations." (TechManual, pg. 48)

"The gyro type, weight and placement of its critical slots must be established when designing an OmniMech’s base configuration, and may not be altered in the completed primary or alternate configurations of that OmniMech." (TechManual, pg. 50)

"The number, type and placement of jump jets need not be determined as part of an OmniMech’s base configuration, and so do not need to be established at this stage if the designer wishes to leave jump capability as an option.
If any jump jets are established for a base configuration at this stage, they are considered permanent and may not be altered in that OmniMech’s completed primary or alternate configurations. However, additional jump jets may be placed on an alternate configuration if the base configuration does not carry the maximum possible jets for its type." (TechManual, pg. 51)

"The cockpit type and placement of its critical slots must be established when designing an OmniMech’s base configuration, and may not be altered in that OmniMech’s completed primary or alternate configurations." (TechManual, pg. 52)

"The type, weight and placement of critical slots for MASC and Triple-Strength Myomer must be established when designing an OmniMech’s base configuration, and may not be altered in that OmniMech’s completed primary or alternate configurations.
Unlike jump jets, neither MASC nor Triple-Strength Myomer may be “pod-mounted,” so an OmniMech may not feature MASC or TSM capabilities on an alternate configuration unless the base configuration is so equipped." (TechManual, pg. 53)

"As heat sinks may be mounted in Omni-pods just like other weapons and equipment, any additional sinks can easily be left to alternate configurations.
However, said configurations must always use the same heat sink type as that used by the base chassis." (TechManual, pg. 54)

"The type, weight, number of points and critical slots (if any) required for an OmniMech’s armor must be established when designing an OmniMech’s base configuration, and may not be altered in the completed primary or alternate configurations." (TechManual, pg. 55)

"Though it is unusual, weapons and equipment may be established as fixed components of an OmniMech’s base configuration just like heat sinks and jump jets.
In such cases, these “fixed” items must be mounted and placed on the Critical Hits Table before completion of the base configuration, and may not be altered in the completed primary or alternate configurations." (TechManual, pg. 57)
Examples of such fixed components include the flamer on the Adder/"Puma", the Medium Lasers on the Avatar, and five of the Jump Jets on the Summoner/"Thor".

So, yes - hardpoints do make sense as much sense in terms of OmniMechs as for normal BattleMechs (that is to say, a lot).
Granted, OmniMechs should be characterized by having hardpoints that can accept any weapon type (as opposed to normal BattleMechs, where the hardpoints can accept only one weapon type).
But OmniMechs, canonically, are not (and, IMO, should not be implemented in MWO as) the proverbial "bags of guns and components" that some seem to believe (or desire) them to be.

Your thoughts?

#407 DeeSaster

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Posted 26 June 2012 - 05:00 AM

Good job Strum. I like!

#408 Landeraxe

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Posted 26 June 2012 - 08:32 AM

View Postdeathabarbar, on 04 April 2012 - 09:24 AM, said:

it would be nice if we can make our unique skin and deacals

Yeah, unfortunately, this is where you get the ****-tags and other disgusting/reprehensable openings that leave you seeing things you wish you never saw. I think that disallowing this is better than policing an open policy. Hopefully, thay just offer a ton of options rather than doing what you're suggesting.

#409 Multitallented

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Posted 26 June 2012 - 08:38 AM

Looks very interesting. I wonder what modules will be available...

#410 DJ P0N3

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Posted 28 June 2012 - 08:47 AM

sorry if this has been answered

since hardpoints only let you replace ballistic with ballistic/ energy with energy...
what about a Canon design such as the HunchbackP(HBK-4P)(one of my all-time faves) that replaces the ac20 with 6 med las?
will we be able to modify a Hunchback into that variant?

aaaaaaand i just saw the weekly screenshot #8 thread where the screenshot is from the cockpit of an HBK-4P
soooooooooo never mind :(

Edited by DJ P0N3, 28 June 2012 - 08:58 AM.


#411 Vyviel

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Posted 28 June 2012 - 03:05 PM

All the images are broken in this. Can you fix the image links please =)

#412 Shane W

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Posted 02 July 2012 - 04:36 PM

Can I mount Jump jets on my Hunchback with an XL engine and a LB20X with ERMLs and Double Heatsinks. Not asking for much????

#413 CmdrSpider

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Posted 02 July 2012 - 04:54 PM

Sounds like you've created a lot of great options for players to customize the looks of their mechs, my neuro helmets off to you all!!!!!

#414 Butane9000

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Posted 05 July 2012 - 04:47 PM

View PostVyviel, on 28 June 2012 - 03:05 PM, said:

All the images are broken in this. Can you fix the image links please =)


What he said.

#415 Katraz

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Posted 05 July 2012 - 06:20 PM

None of the pictures are coming up. And yes I refreshed the page

#416 Tooninki

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Posted 07 July 2012 - 07:27 AM

View PostGarth Erlam, on 04 April 2012 - 10:35 AM, said:

Reminds me of my sweet, sweet Nova.


Ah the memories, Alpha = Mech destroyed -> Shutdown -> powerup, rinse & repeat... :P

#417 Butane9000

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Posted 08 July 2012 - 08:07 AM

I was looking through the videos and realized this video preview actually shows the Mechlab. However this is an older video so it may look different but it does look awesome.

http://mwomercs.com/...deo/kmNRN-l-BJw

Edit: Found a better video!

http://mwomercs.com/...deo/dPoqjslGcO0

Edited by Butane9000, 08 July 2012 - 08:17 AM.


#418 Dicerson

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Posted 12 July 2012 - 12:21 AM

Why no pics avaible, i see a bunch of pieces of white paper and nothing seems to fix it...

#419 Raithe

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Posted 12 July 2012 - 11:28 AM

looks great guys keep it up!!

Cannot wait to custimize.

#420 Vechs

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Posted 15 July 2012 - 08:26 PM

View PostStrum Wealh, on 26 June 2012 - 03:35 AM, said:


Your thoughts?


My thoughts are that you sort of just owned that guy.

:P





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