Community Q&A 6 - MechLab
#101
Posted 06 April 2012 - 04:14 AM
Are you keeping all the traditional weights and criticals of the classic rules, or have you rebalanced some of them (like, say, ACs)?
#102
Posted 06 April 2012 - 04:45 AM
For example :
- LMS with Artemis IV or LMS with and without Artemis IV
- Arrow IV with TAG or Arrow IV with and without TAG
Same Q but concerning CASE locations. Are these selectable, as in LMS with CASE and LMS without CASE, or AC10 with CASE and AC10 without CASE? Are the CASE units automatically assigned adjoining slots when selected, or are they user designated?
If Arrow IV System is available, are load options available, I.e., Air Defense missile, homing missile, cluster missile, etc, etc.?
#103
Posted 06 April 2012 - 08:20 AM
Edited by =Outlaw=, 06 April 2012 - 08:21 AM.
#104
Posted 06 April 2012 - 09:11 AM
It sounds like ammo can be removed and added where space is available (and space available appeared to use the TT rules, except for specific hardpoint locations), does this mean that ammo located in the arms can be moved to the torso or vice vera?
What about heat sinks and jump jets? it is often beneficial to have heat sinks in the legs for additional cooling in water, or in the Center Torso or Head to absorb hits that might otherwise go to the pilot or gyro.
#105
Posted 06 April 2012 - 09:17 AM
2) Will I be able to change engine sizes in steps less than a full movement point. IE I could effectively make a mech with 4.6 mp walking if I didn't have tonnage to goto 5.
2b) Will unused weight affect performance?
3) Will IS structure type be locked to the variant/chassis?
4) Will engine type the locked to the variant/chassis?
5) What components will be non moveable? Just the standard TT ones, or are there additional component that can not be relocated?
6) Is there a cost/downtime associated with changes?
7) Does changing your mech affect the cost to repair?
8) Is it possible to save your loadouts?
#106
Posted 06 April 2012 - 11:17 PM
As an extension of the above: Would a player, as opposed to purchasing a standard 'Mech, be allowed to purchase a specific canonical variant of a 'Mech? Instead of purchasing a Hunchback, would the player be able to purchase a Swayback if that was the variant they were planning on using?
2. In the 'Mechlab, when selecting weapons to place in a hardpoint, will the selection menu show only the weapons you currently own, or will it also show weapons available for purchase in the shop that would also work in the hardpoint?
#107
Posted 06 April 2012 - 11:51 PM
#108
Posted 07 April 2012 - 06:11 AM
How will the hardpoint system apply to variants? For example would the Centurion's CN9-AL variant have a laser hardpoint in the right arm instead of the typical ballistic hardpoint? Or will some other method be used?
#109
Posted 08 April 2012 - 02:14 AM
Mattiator, on 06 April 2012 - 11:17 PM, said:
As an extension of the above: Would a player, as opposed to purchasing a standard 'Mech, be allowed to purchase a specific canonical variant of a 'Mech? Instead of purchasing a Hunchback, would the player be able to purchase a Swayback if that was the variant they were planning on using?
2. In the 'Mechlab, when selecting weapons to place in a hardpoint, will the selection menu show only the weapons you currently own, or will it also show weapons available for purchase in the shop that would also work in the hardpoint?
I think the underlying question here is a good one. I'd like to ask this too, but with less emphasis on the canon of variants: I can't expect every canon variant will be possible under any given hard point system. Instead, my curiosity is if different variants will have different hardpoint configurations? I know you stated that the module slots will change, and I think it's a good idea if it's the case. I'm really wondering though!
(Good question, Mattiator, I just wanted to rephrase it a bit for the Q&A)
One more question: I noticed in the mock-ups you have "Lower Arm Actuator" such listed; will Actuators fit into the game play in anyway and offer more movement? Will Hand Actuators have a role of any sort?
#110
Posted 09 April 2012 - 05:42 AM
In MechWarrior 4 you could share variant files with new members. It makes more sense however, considering the persistent nature of MWO to allow members of any given Merc Corp to have access to a set of approved configurations. It helps that Merc Corp get pilots into a specific configuration that they need without messing around.
#111
Posted 10 April 2012 - 06:55 PM
Ok I have always been a scouting mech fan, my fav being the wolfhound.. for those that don't know this mech is a laser boat sporting 1LL and 4ML.. the LL being mounted in the right arm with an extra hardpoint.. I would like to know if we can send the battlemech "back to the factory" and have say that hardpoint changed to like a ballistics hardpoint were i could mount say... a gauss. and the 4ML for some LRMs (if i have the tons)
as a suggestion this should cost a buttload of cbills and maybe even make that mech unusable for a few hours whatever you want Paul just let it be so... don't troll me or i swear my mech will be pink and purple camo
Also if we can do this will it change the model of my Wolfhound in any way?
#112
Posted 10 April 2012 - 07:20 PM
#113
Posted 12 April 2012 - 07:36 AM
Garth Erlam, on 04 April 2012 - 09:51 AM, said:
I can't seem to find the answer post does anyone have a link or directions to the post?
Thanks
#114
Posted 12 April 2012 - 08:04 AM
#115
Posted 12 April 2012 - 09:17 AM
#116
Posted 13 April 2012 - 02:55 AM
#117
Posted 15 April 2012 - 12:49 AM
#118
Posted 15 April 2012 - 01:30 AM
#119
Posted 16 April 2012 - 01:04 PM
#120
Posted 16 April 2012 - 02:00 PM
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