Community Q&A 6 - MechLab
#81
Posted 05 April 2012 - 06:15 AM
"Armament
The Wolverine carries a weapons payload that is both versatile and, at the same time, limited by its ammunition dependencies. The primary weapon on board is a GM Whirlwind Autocannon/5. This weapon allows the Wolverine to cause damage to the enemy at respectable ranges. This is backed up for short range work by a Harpoon-6 SRM-6 launcher and a single Magna Mk II Medium Laser.[3]"
The above is Stock right...
WVR-6K - The 6K Wolverine is similar in many respects to the 6R. The 'Mech carries as its primary weapon a Large Laserwith two Medium Lasers and one Small Laser utilized as backup weapons. The 6K also removes the jump jets from theWolverine, adds two heat sinks, and increases the armor
That one is a canon Sarna variant...
So if I reread the armament potion of the mechlab over (and over and over) correctly, I cannot build that variant because I cannot replace the A/C with the Large Laser. Or do I have that wrong?
Note I'm not complaining here.. just want to be able to understand the fact one way or another.
#82
Posted 05 April 2012 - 06:24 AM
Vexgrave Lars, on 05 April 2012 - 06:15 AM, said:
"Armament
The Wolverine carries a weapons payload that is both versatile and, at the same time, limited by its ammunition dependencies. The primary weapon on board is a GM Whirlwind Autocannon/5. This weapon allows the Wolverine to cause damage to the enemy at respectable ranges. This is backed up for short range work by a Harpoon-6 SRM-6 launcher and a single Magna Mk II Medium Laser.[3]"
The above is Stock right...
WVR-6K - The 6K Wolverine is similar in many respects to the 6R. The 'Mech carries as its primary weapon a Large Laserwith two Medium Lasers and one Small Laser utilized as backup weapons. The 6K also removes the jump jets from theWolverine, adds two heat sinks, and increases the armor
That one is a canon Sarna variant...
So if I reread the armament potion of the mechlab over (and over and over) correctly, I cannot build that variant because I cannot replace the A/C with the Large Laser. Or do I have that wrong?
Note I'm not complaining here.. just want to be able to understand the fact one way or another.
I know we aren't supposed to converse here, but this is a quick answer.
You are correct, you can't build the 6K from the 6R. But you could BUY a 6K, which you can then modify and put a PPC (if there's critical space) in the "gun", since it is already a laser hard point.
Edited by Dihm, 05 April 2012 - 06:26 AM.
#83
Posted 05 April 2012 - 07:33 AM
And in addendum. The McMech is a 75 ton 'mech with a maximum of 201 armour points, how did we arrive at this when armour is "bought" in 16 point increments ?
Thank you,
Cheers.
#84
Posted 05 April 2012 - 08:49 AM
PS. Another question, maybe for someone else to pick up: Once you decide to order a customization, will it be instantaneous or take some time to complete?
#85
Posted 05 April 2012 - 09:32 AM
Weapons sizes and weights, ditto... same or changed?
----
Lastly: Given the large latitude that engine swaps will allow for min-maxing builds, have you considered giving 'mechs the ability to sprint faster than their normal rated running speed - [it's in tactical ops. pg 18]?
EDIT: I mean instead of allowing engine swaps...
The increased performance envelope might be worth playtesting to see if it makes the older assaults and such fall into a happy playable zone.
In all other respects so far: nice work. Interested to see how you will handle the omnimechs down the road.
Edited by Pht, 05 April 2012 - 11:46 AM.
#86
Posted 05 April 2012 - 10:05 AM
#87
Posted 05 April 2012 - 11:13 AM
Example: will a Hunchback 'swayback' have a single 6 slot Energy hardpoint in its left torso, or does it have 6 individual hardpoints? The differnce being, the able to mount 2 PPCs or 3 Lg Lasers VS. the ability only mount 1 critical slot weapons in 6 individual hardpoints.
How accurately will mech model/mesh follow customizations?
Example: If the above swayback is able to mount 2 PPCs, will the mech model reflect difference? Or if the swayback opts to remove arm mounted medium lasers, would they be removed from the model?
#88
Posted 05 April 2012 - 11:23 AM
Will there be a significant benefit for a Jenner to have 7 jump jets vs only having 1 or 2? and can a Jenner, which normally has 5 jump jets add additional jump jets?
How quickly can a mech jump and can they hover/fly?
In the tabletop game, movement is based on distance over time, and a mech can generally jump up to 2/3's of their running speed. However in the mechwarrior games jumping seemed much slower, but allowed for a limited degree of control similar to flight/hovering. How will MWO jumping mechanics work?
Edited by Major Tom, 05 April 2012 - 11:24 AM.
#89
Posted 05 April 2012 - 11:32 AM
Quote
Equipment swaps are performed exactly the same as weapons. As long as there is space and tonnage available, things like AMS, ECM, TAG etc. can be put into any appropriate spot on a BattleMech.
What are "appropriate" spots? is it a specific hardpoint type or can any mech mount any Electronic warfare quipment (ECM, BAP, IIF Jammer, TAG, AMS, etc)?
#90
Posted 05 April 2012 - 11:56 AM
For Example: Lets say you have Three ranks in a merc-corp (lowest to highest) Rookie, Veteran, Leader, You also have a Mechbay with say three mechs. Rookies cannot access these Mechs Veterans can access these stables and use these mechs but cannot modify them, Leaders however can not only access these mechs but they can also modify them.
Edited by Arcterran, 05 April 2012 - 08:21 PM.
#91
Posted 05 April 2012 - 01:35 PM
My question is would there be a chance...that you can pay Exp, C-bills and a little real time and have a Hard Point turned into a "Soft Point" like Omnimechs have?
Edited by Sym, 06 April 2012 - 02:03 AM.
#92
Posted 05 April 2012 - 03:44 PM
#93
Posted 05 April 2012 - 06:14 PM
#94
Posted 05 April 2012 - 06:20 PM
Even a disclaimer'd 'may change in final product' list would be nice.
It would be very nice to know if we'll start out at the clan invasion (presumably launch) able to equip clan weapons in slots normally filled by IS weapons or not.
#95
Posted 05 April 2012 - 06:29 PM
That is
1.) Will the "level of MechLab" available depend on where in the Inner Sphere one happens to be and what resources are available, such that only certain planets and locations have the facilities for higher-level "refits"/customization (e.g. all possible repairs/changes, including changing engine and/or armor type), while others only offer only a lesser degree of "refits"/customization (e.g. change weapons and modules only, repair armor but not change type), and/or offer different price points for any given level of "refit"/customization?
Were the references to 'Mech Magic/Battle Magic (a mercenary unit based on Outreach that specializes in upgrading and refitting military hardware) in the ISN posts here and here portents of things to come?
2.) Will access to the MechLab be dependent on what one is doing, such as being unable to access the MechLab while in a lobby waiting for a match to start, but being able to access the MechLab between the end of a match and entering the pre-launch lobby for the next match?
#96
Posted 05 April 2012 - 06:56 PM
#97
Posted 05 April 2012 - 08:11 PM
I like hanging out and reading the Forums, but I would really like to get into the lab and tinker around, and then get out on the field and run and gun.
So, to summarize, When?
#98
Posted 05 April 2012 - 08:41 PM
#99
Posted 06 April 2012 - 02:46 AM
BduSlammer, on 05 April 2012 - 06:14 PM, said:
The laser-boat Swayback & the missile-boat Swayback are almost certainly variants, rather than unique Mech-Lab conversions.
#100
Posted 06 April 2012 - 03:13 AM
Bonus Question: How are typically ineffective weapons like the AC/2 and AC/5 going to be given a niche in MWO?
Edited by Victor Morson, 06 April 2012 - 03:15 AM.
6 user(s) are reading this topic
0 members, 6 guests, 0 anonymous users