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Dev Blog 6 - Mechlab

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#21 Vexgrave Lars

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Posted 04 April 2012 - 09:13 AM

Awesome Sauce

#22 Morgana

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Posted 04 April 2012 - 09:13 AM

Sweet :)

#23 Mr Smiles

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Posted 04 April 2012 - 09:14 AM

That seals it. I'm going to spend more money on MWO than any other game, ever. And I'm going to do it with a giant grin on my face.

And I'm going to give up other shooters. Never again. MWO's all I need.

If only there was a way to be able to afford to start playing and never stop... wait! What if I move into an apartment next to a place that buys plasma? Hmmm... plasma doesn't sell for enough... ooh! What if I squat in an abandoned apartment with a laptop and a joystick, and hijack Internet from a cafe?

Perfect!

MWO, here I come!

....

In all seriousness, this is the most amazing thing, I love you guys at PGI, and if I were a woman I would offer to carry your babies. Though you guys are Canadian, maybe your super-healthcare is good enough to let me do that anyway... keep me informed, eh?

#24 Thornn

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Posted 04 April 2012 - 09:14 AM

DO WANT

#25 Skwisgaar Skwigelf

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Posted 04 April 2012 - 09:15 AM

View PostSprouticus, on 04 April 2012 - 09:12 AM, said:

Looks good. Not particularly happy about the engine upgrade process, but you cant have everything.

I do like removing the hard point numbers from the actual mounting of the hard points. That will increase flexibility, and make it easier to tweak mechs as needed.

The interface looks fairly straight forward.


Now to questions:

1) Will you be able to change the internal structure?
2) How are critical on XL engines handled?
3) I thought modules were going to be easily swappable. Will they cost money as well?
4) If you remove a weapon form a mech does it go away or go back into inventory?
5) We a player be able to hit the mech lab before dropping or are we going to go into matches blind (heavy energy on a hot map, LR setup on a city map)

When they post the Q&A thread that will be a good spot for those questions.

#26 Sporkosophy

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Posted 04 April 2012 - 09:15 AM

View PostAdridos, on 04 April 2012 - 09:13 AM, said:


You forgot about the fourth, yet unnamed mech. I think it is Paul-Fashioner, but I can't decide on the variant. Supertroll SPT-22, or Bronypony BPY- 9000?


I was thinking of naming it the SPK-1337 Sporky Pie.

#27 ScrewCityChris

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Posted 04 April 2012 - 09:15 AM

This system sounds perfect!! I could not be happier. :)

#28 Merrick

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Posted 04 April 2012 - 09:15 AM

Thanx for the great info guys, give me a lot to think on over the coming months

#29 Black Sunder

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Posted 04 April 2012 - 09:15 AM

I'm questioning Internal Structure as well. I don't want Endo Steel for everything nor do I want to have to purchase a variant with it to have it because that variant might have a totally different configuration. You lose alot of criticals to Endo.

#30 Dihm

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Posted 04 April 2012 - 09:17 AM

View PostBlack Sunder, on 04 April 2012 - 09:15 AM, said:

I'm questioning Internal Structure as well. I don't want Endo Steel for everything nor do I want to have to purchase a variant with it to have it because that variant might have a totally different configuration. You lose alot of criticals to Endo.

With it not being listed as one of the changeable things, I'm going to guess that you have to buy a variant of the mech without it.

#31 Hartsblade

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Posted 04 April 2012 - 09:17 AM

Now that I had a chance to read a little more in depth...

Still Awesome!!
Nice to see the Rangers represented :)
The 'mech repainting is not as robust as I would have liked, but I can understand why they are going this way.

#32 SD 47

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Posted 04 April 2012 - 09:17 AM

This begs the question if Chassis Varients will allow for different hardpoints to allow for things like a Twin PPC wielding Catapult: CPLT-K2

Edited by SD 47, 04 April 2012 - 09:18 AM.


#33 Felbombling

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Posted 04 April 2012 - 09:18 AM

Cool beans. Just about everything I expected is in place. I sure hope the head hit box is small, though. :)

#34 Dihm

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Posted 04 April 2012 - 09:18 AM

They also didn't say if changing the weapons changes the visual display of the hardport.

#35 Claw55

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Posted 04 April 2012 - 09:19 AM

View PostVexgrave Lars, on 04 April 2012 - 09:13 AM, said:

Awesome

You just HAD to say that, didn't you Major?

#36 Sporkosophy

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Posted 04 April 2012 - 09:19 AM

View PostDihm, on 04 April 2012 - 09:17 AM, said:

With it not being listed as one of the changeable things, I'm going to guess that you have to buy a variant of the mech without it.


It would make sense given the fluff behind replacing the internal structure.

#37 Cattra Kell

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Posted 04 April 2012 - 09:20 AM

Excellent work guys, keep it up! Can't wait for some more information. :)

#38 Ma kal

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Posted 04 April 2012 - 09:21 AM

The antenna makes me want to...KILL ALL HUMANS!

Edited by Ma'kal, 04 April 2012 - 09:35 AM.


#39 AlanEsh

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Posted 04 April 2012 - 09:21 AM

Mech appearance customization is very close to what I thought it would be -- great choices there Dev! See, all you have to do to be in my good graces is agree with me :)

Mechlab looks good. I'm glad they're not getting into altering things like internal structure, I mean, that's like buying a car and having your local mechanic replace the frame. Hopefully there will be endo/non-endo and XL/non-XL mech variants available though -- if they existed in canon!

#40 Tenzen NightGreaver

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Posted 04 April 2012 - 09:22 AM

Thanks for all the great info so far.
Starting to get that warm fuzzy feeling.

Tenzen





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