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#61 Slyck

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Posted 18 April 2012 - 02:09 PM

View Postzorak ramone, on 18 April 2012 - 01:54 PM, said:

So basically, the dragon can do everything the Hunckback can, minus the SL (AC20 + 2xML, 2xPPC), but it has the same armor (10 tons) and runs faster (85kph vs 64kph). Why would you ever use the hunchback and what makes it different from the Dragon other than being objectively inferior?


My first observation would be that the Hunchback has both it's energy weapons in it's arms while the Dragon has them split between an arm and torso. That means that the hunchback has both energy weapons on a single reticule and can easily fire them together, while the Dragon's energy weapons will be on seperate reticules and likely fired seperately. This would offer a huge game play difference.

Second, if you set both of these mechs up with PPCs then it's likely the Dragon will be somewhat more expensive to buy and repair offering economy as a balancing factor between them.

#62 Aegis Kleais

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Posted 18 April 2012 - 02:16 PM

How many tons/slots is an EZ Bake oven? Cause I'm gonna be rocking the hot treats while I dispense death and chaos.

#63 oohawkoo

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Posted 18 April 2012 - 02:21 PM

well you might use it till you have the credits available to buy a new mech ... would asume it costs less in the long run if its inferior

still dont get why ppl are confused by this hardpoint vs crittical point thing its seem pretty straight forward to me =3

hard point = socket to put wepon (number/type and space available are the limitiing factors here ... and weight limit)

critical point = space available at a location to put said weapon or equip/ammo/heatsinks

#64 zorak ramone

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Posted 19 April 2012 - 07:39 AM

View PostSlyck, on 18 April 2012 - 02:09 PM, said:


My first observation would be that the Hunchback has both it's energy weapons in it's arms while the Dragon has them split between an arm and torso. That means that the hunchback has both energy weapons on a single reticule and can easily fire them together, while the Dragon's energy weapons will be on seperate reticules and likely fired seperately. This would offer a huge game play difference.

Second, if you set both of these mechs up with PPCs then it's likely the Dragon will be somewhat more expensive to buy and repair offering economy as a balancing factor between them.


RE: arms vs torsos: I don't really think that this is enough to differentiate the mechs.Furthermore, it might make the Dragon better still since its AC20 would track faster than the hunchbacks.

RE: cost: This may be true. Still the mechs are only 10 tons apart, so I'm not expecting a huge price difference (like, say, between the hunchback and the Atlas). Also, if engine modification is allowed, then you could drop the Dragon's speed down to match the hunchback's which would make the Dragon more affordable (engine is the most expensive single component in CBT) and have vastly more tonnage available.

At best, I think this would push the Hunchback into a niche position (quick tracking dual PPCs), and it would be a niche position that doesn't resemble its original form (AC20 infighter).

======

In my opinion the ability to carry a heavy AC in a medium package is what makes the Hunchback unique (side point: its for this reason that I wouldn't put the hunchback in the same game as the Centurion ... too much overlap). The Dragon's speed and mixed/ranged configuration are what make it unique.

If you allow too much customization, then the Dragon and Hunchback essentially become skins for weapon platforms instead of unique machines.

#65 MaddMaxx

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Posted 19 April 2012 - 09:19 AM

View Postzorak ramone, on 19 April 2012 - 07:39 AM, said:


snip

If you allow too much customization, then the Dragon and Hunchback essentially become skins for weapon platforms instead of unique machines.


But without a dramatic overhaul of the system, as per your system say, basically reinventing the BT/TT wheel, the only real alternative is NO Customization and assure that we get a minimum of +/- 50 Mechs and +/- 100 variants to use.

Tough spot for the DEV wouldn't you say?

Edited by MaddMaxx, 19 April 2012 - 09:21 AM.


#66 Victor Morson

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Posted 19 April 2012 - 09:59 AM

I just posted something like this in another thread, but yeah, the implication that hardpoints are separate from critical spaces, rather than hard points occupying X critical spaces, is pretty crazy. It removes the ability to take off a big gun and put on lots of small guns but at the same time it does things like turn a Catapult into a potential energy boat. Not even talking about the K variant, you could easily turn the LRM model into a 3x PPC or 4x LL monster just by swapping out the medium lasers and lowering the LRMs.

If every single machine gun is a potential Gauss Rifle, I don't know if that's better or worse than the MW4 style slot system the blog suggested: You can't boat as many guns, but you can boat far far bigger ones.

Edited by Victor Morson, 19 April 2012 - 10:00 AM.


#67 Slyck

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Posted 19 April 2012 - 10:00 AM

View Postzorak ramone, on 19 April 2012 - 07:39 AM, said:

In my opinion the ability to carry a heavy AC in a medium package is what makes the Hunchback unique (side point: its for this reason that I wouldn't put the hunchback in the same game as the Centurion ... too much overlap). The Dragon's speed and mixed/ranged configuration are what make it unique.


This made me think, the last and probably best place to differentiate chassi is in effeciencies we'll earn with our xp. You're right that the Hunchback is all about the AC, so we'll probably see more effeciencies on him that effect it like range, damage and torso twist speed. While on the Dragon we'll see more variety like missle efficiencies and speed and mobility.

#68 MajorTom

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Posted 19 April 2012 - 10:58 AM

Regarding the HBK vs DRG argument, I think the best way to avoid simply taking a DRG and making it a glorified HBK would be by making the AC/20 (the biggest weapon in the game outside of artillery) take up two ballistic hardpoints, rather than one. You could, like in Table Top, split those two hardpoints between locations, but that would also require ballistic hardpoints in both locations. Then, give the DRG only a single ballistic hardpoint in its arm and whalla(!), no DRG/HBK crossovers.

#69 zorak ramone

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Posted 19 April 2012 - 12:39 PM

View PostMajorTom, on 19 April 2012 - 10:58 AM, said:

Regarding the HBK vs DRG argument, I think the best way to avoid simply taking a DRG and making it a glorified HBK would be by making the AC/20 (the biggest weapon in the game outside of artillery) take up two ballistic hardpoints, rather than one. You could, like in Table Top, split those two hardpoints between locations, but that would also require ballistic hardpoints in both locations. Then, give the DRG only a single ballistic hardpoint in its arm and whalla(!), no DRG/HBK crossovers.



This would be functionally the same as size-restricted hardpoints with one exception: how would you handle multiple weapons in single locations. Using your example, if a mech had 2xAC2 in a single location (Mauler?), each of which would require 1 balistic hardpoint, should the mech be able to mount a AC20? On the other hand should the hunchback, which would need 2 balistic hardpoints to mount the AC20, be able to mount 2xAC2?

Typing this out, I just realized that the system you described is exactly what MW4 looked like. Just replace "hardpoints" with "slots in hardpoints."

I think a system of hardpoints restricted by the size of weapon they can mount, with allowances for going up and down by certain amounts, is best.
http://mwomercs.com/...d-rules/unread/

EDIT: Also, if you are the Major Tom of www.solaris7.com, thank you so much for your site. Its an excellent TRO reference.

Edited by zorak ramone, 19 April 2012 - 12:40 PM.


#70 Nik Van Rhijn

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Posted 19 April 2012 - 04:14 PM

Alternatively to keep it simple at the front end they could put a dropdown which had the allowable weapons on it. For an energy hardpoint that at present had 1 ML maybe it would allow 2ML or 1LL, weight and crits allowing ie they would be greyed out until you had freed up the requirements. This would mean people wouldn't have to have a detailed understanding of the background calculations.
The same could be done with engines etc. The system needs to be simple to understand for those totally new to the IP.
Look at the confusion on this forum recently.

#71 MaddMaxx

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Posted 19 April 2012 - 04:25 PM

View Postzorak ramone, on 19 April 2012 - 12:39 PM, said:


"snip for brevity"

I think a system of hard points restricted by the size of weapon they can mount, with allowances for going up and down by certain amounts, is best.



I could see this as a good compromise. Perhaps allow a one size up, with unlimited downsizing.

#72 Pht

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Posted 19 April 2012 - 05:32 PM

If I'm reading this right, the weapons hardpoints can change in size to take up whatever free criticals are in their location?

I wonder if the free critical spaces have to be contiguous...

I presume removing equipment (heatsinks, ecm, that sort of thing) will free up spaces around a weapons hardpoint?


-------------

The rest of this post presumes that my conclusion above is true; if I'm wrong, just ignore it.

-------------
This is a min-maxer's paradise; munchkins almost by definition thrive on sorting tons of data to find that one setup that breaks the game; and with a lot of mechs to look over ... and of course, once the first really good munchkin finds the first really persistant design, it will start cropping up all over the place.

Also ... why on God's green earth would anyone EVER take anything less than what was, in the parent game, the biggest, most damaging weapon type for any "hardpoint" if that hardpoint can change size to fit the free non-weapons space around it? .... especially if people are allowed to strip out and free up spaces around those weapons hardpoints?

Which leads me to wonder... how can you remotely keep the battletech lore "feel" (gauss are scary, small weapons in large groups are scary, and so on) with this? ... any weapon which in the parent system had it's bulk/size as a major balancing factor would have to completely remade from scratch; with unintended consequences galore to deal with, leading to having to either scratch remake the armor and damage systems, leave out penetrating damge resolution or have to completely redo it (which is intimately involved with the sizes of equipment and weapons ... )

How far down the rabbit hole must a developer chase after that frantic rabbit before coming to their senses and realizing they're wasting their time when there's already a system built that has over 20 years of playtesting?

Wouldn't your time be better spent elswhere?!?

If the small weapons are left at their original damage potential, they'll practically disappear in any mech using heavy weapons that, in the parent system, took up lots of space as a balancing factor.

Smaller mechs as a weight class will have the paradoxically obscene advantage of having LOTS of hardpoints because they use a lot of weapons in some locations; how do you keep from seeing things like a light mech with a downgraded engine and armor strip toting, say, 3 ERPPCs, and being used as a heat-napping water loving extreme range sniper witha low visual and EM profile?

This is doable at 4/6 with a 30 tonner using endo internals and an XL engine; and it's not a slug mech... in fact, that same light mech if it had any single ballistic weapon could also mount a long tom, or an ac20, or a heavy gauss!

Any assaults that, in the parent game, didn't use a lot of small weapons will quickly be shelved by most players. This system makes any mech that uses a lot of weapons more desireable than any assault that, say, uses a small number of weapons that took up a lot of space in the parent game; and the same applies for the rest of the weight classes.

In fact, any assault that uses many different weapons types will become a de-facto omnimech.
---


This will not fix the cookie cutter syndrome. It will be almost as bad as it was in mw3...

I'm sad to say, this is a step DOWN from the mw4 mechlab. I had not thought this possible; I hope my presumption is wrong... this is a bad mechlab implementation.

Edited by Pht, 19 April 2012 - 05:34 PM.


#73 MajorTom

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Posted 20 April 2012 - 04:55 AM

View Postzorak ramone, on 19 April 2012 - 12:39 PM, said:



This would be functionally the same as size-restricted hardpoints with one exception: how would you handle multiple weapons in single locations. Using your example, if a mech had 2xAC2 in a single location (Mauler?), each of which would require 1 balistic hardpoint, should the mech be able to mount a AC20? On the other hand should the hunchback, which would need 2 balistic hardpoints to mount the AC20, be able to mount 2xAC2?


Correct. I would make the AC/20, given its size, the sole exception to the "1 Hardpoint=1 Weapon" rule. If your mech had two ballistic hardpoints for other reasons (like the Mauler or Jagermech), then it could also mount an AC/20 in that location(s) and visa versa. If you had a Hunchback or Victor, you could strip out your AC/20 and mount two smaller ballistic weapons in its place.

Quote

Typing this out, I just realized that the system you described is exactly what MW4 looked like. Just replace "hardpoints" with "slots in hardpoints."


Kinda sorta, except the AC/20 is the only weapon (and possibly the HGR, should we ever get that far in the timeline) treated in this manner. It is otherwise all 1 Hardpoint=1 Weapon (provided you also have the crit space).

Quote

I think a system of hardpoints restricted by the size of weapon they can mount, with allowances for going up and down by certain amounts, is best.
http://mwomercs.com/...d-rules/unread/


Some interesting thoughts, but I kinda like the way MWO is setup and am willing to give it a whirl before changing it in any dramatic sense. I was just trying to think of a way to avoid having everyone running around with the most powerful weapon in the game.

Quote

EDIT: Also, if you are the Major Tom of www.solaris7.com, thank you so much for your site. Its an excellent TRO reference.


I am indeed, and thank you! It's a labor of love :rolleyes:.

Edited by MajorTom, 20 April 2012 - 05:04 AM.


#74 Mason Grimm

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Posted 20 April 2012 - 05:07 AM

I think some of you are forgetting that all three factors must work in conjunction.

Take the Catapult for instance (I think Victor suggested a pretty awesome example to work with). Say you wanna put 4 large lasers on that machine and turn it in to a beast?

First we have to strip the old equipment

Medium Laser = 1 ton + 1 critical space + 1 energy hardpoint.
Medium Laser = 1 ton + 1 critical space + 1 energy hardpoint.
Medium Laser = 1 ton + 1 critical space + 1 energy hardpoint.
Medium Laser = 1 ton + 1 critical space + 1 energy hardpoint.
LRM 15 = 7 tons + 3 critical spaces + 1 missile hardpoint
LRM 15 = 7 tons + 3 critical spaces + 1 missile hardpoint
LRM Ammo = 1 ton + 1 critical space
LRM Ammo = 1 ton + 1 critical space

Total Amount After Removing: 20 tons + 12 critical spaces + 4 energy hardpoints & 2 Missile Hardpoints

Now you wanna do your Large Laser conversion right?

Large Laser = 5 tons + 2 critical space + 1 energy hardpoint
Large Laser = 5 tons + 2 critical space + 1 energy hardpoint
Large Laser = 5 tons + 2 critical space + 1 energy hardpoint
Large Laser = 5 tons + 2 critical space + 1 energy hardpoint

Total Swap: 20 tons + 8 critical spaces + 4 energy hardpoints

So let us see how this works

Hardpoints: CHECK
Tonnage: CHECK
Critical Spaces: CHECK

Can you put the LRMs on after? No. you don't have enough tonnage without either swapping out your current engine for either an XL (which would cause critical space problems) or a lower class engine (reducing your speed to slooooow) or losing some armor. You could also remove the jump jets but you would be very lucky to have any free critical space slots left over to put the LRMs (3 criticals each + 1 for the ammo for each launcher = 6 + 2) back in to.

Also, you now have 4 Large Lasers which do 32 heat but you don't have enough heat sinks to utilize all your weapons at one time. Sure you could remove the jump jets and shoehorn in some heat sinks (if there are any critical spaces left on the mech) but now you've lost your maneuverability AND your long range missile punch (LRMs go further than standard large lasers) and you still can't alpha fire this boat more than once before Betty starts yelling about heat and shutdown.

#75 TeaL3af

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Posted 20 April 2012 - 06:01 AM

Does anyone know is some weapons take up more than one hardpoint? For example could you stack two machine guns ontop of each other and put them in the same hardpoint that an AC was occupying?

In the dev blog he mentions replacing 1 PPC with 2 lasers, but that could just mean that an Awesome has a second unused hardpoint in each arm by default.

#76 MajorTom

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Posted 20 April 2012 - 06:34 AM

View PostPht, on 19 April 2012 - 05:32 PM, said:

If I'm reading this right, the weapons hardpoints can change in size to take up whatever free criticals are in their location?


Yes. If you have a hardpoint, it will fit whatever weapons are in that category, provided you have the critical spaces available (per Table Top).

Quote

I wonder if the free critical spaces have to be contiguous...


Table Top says (with a handful of exceptions like TSM) yes, so I presume MWO will also require contiguous criticals.

Quote

I presume removing equipment (heatsinks, ecm, that sort of thing) will free up spaces around a weapons hardpoint?


I believe that has been confirmed.

Quote

This is a min-maxer's paradise; munchkins almost by definition thrive on sorting tons of data to find that one setup that breaks the game; and with a lot of mechs to look over ... and of course, once the first really good munchkin finds the first really persistant design, it will start cropping up all over the place.


Since MWO relies at least partially on Table Top construction rules, then yeah, because Table Top rules allow for min-maxing. That said, I think the hardpoint system actually reduces the munchkins ability to min-max since it restricts the ammount of weapons that can be mounted period, and the ammount of weapons that can be mounted in a single location. Omnimechs, if/when they are released for Player use, will be the ones that are abused since realistically they should be able to mount any weapon, any where, in any ammount (although the ability to change engines, armor, and base heat sink levels will be removed).

Quote

Also ... why on God's green earth would anyone EVER take anything less than what was, in the parent game, the biggest, most damaging weapon type for any "hardpoint" if that hardpoint can change size to fit the free non-weapons space around it? .... especially if people are allowed to strip out and free up spaces around those weapons hardpoints?


Because you still have weight and space restrictions to keep in mind. Sure you can slow a Locust down and strip enough armor to mount a PPC, but it will never fit because the energy hardpoint is in the Center Torso with only two critical spaces while the PPC takes 3. You could theoretically mount a PPC on a Commando in the slot where the Medium Laser went, but then thats all youd be left with.

Quote

Which leads me to wonder... how can you remotely keep the battletech lore "feel" (gauss are scary, small weapons in large groups are scary, and so on) with this? ... any weapon which in the parent system had it's bulk/size as a major balancing factor would have to completely remade from scratch; with unintended consequences galore to deal with, leading to having to either scratch remake the armor and damage systems, leave out penetrating damge resolution or have to completely redo it (which is intimately involved with the sizes of equipment and weapons ... )

How far down the rabbit hole must a developer chase after that frantic rabbit before coming to their senses and realizing they're wasting their time when there's already a system built that has over 20 years of playtesting?

Wouldn't your time be better spent elswhere?!?


Weapons still have their traditional Table Top critical space requirements, so you can't mount three Gauss Rifles in a torso just because you have three ballistic hard points. In addition, mechs are limited by their overall number of hardpoints. If your mech only has 5 hardpoints (regardless of type), then you'll never be able to mount more than 5 weapons. Period.

Quote

If the small weapons are left at their original damage potential, they'll practically disappear in any mech using heavy weapons that, in the parent system, took up lots of space as a balancing factor.


Those heavy weapons still have their critical space requirements.

Quote

Smaller mechs as a weight class will have the paradoxically obscene advantage of having LOTS of hardpoints because they use a lot of weapons in some locations; how do you keep from seeing things like a light mech with a downgraded engine and armor strip toting, say, 3 ERPPCs, and being used as a heat-napping water loving extreme range sniper witha low visual and EM profile?


Not true. Very few canon light designs have a plethora of weapons, much less all located in one location. Again, the hardpoints are limited to the base chassis, so if your in a Jenner with 4 energy and 1 missile hardpoints, you will never mount more than 4 energy weapons and one missile weapon.

Quote

This is doable at 4/6 with a 30 tonner using endo internals and an XL engine; and it's not a slug mech... in fact, that same light mech if it had any single ballistic weapon could also mount a long tom, or an ac20, or a heavy gauss!


Ask anyone who has played a Hollander, which is exactly what you just described, and they'll tell you it sucks. Its a one trick pony that is not fast enough or heavily armored enough to stand up to determined opposition. As with most snipers, it requires a relatively clear field to operate effectively and can be easily swarmed by other light mechs that are faster but carry the same effective firepower in smaller weapons.

Quote

Any assaults that, in the parent game, didn't use a lot of small weapons will quickly be shelved by most players. This system makes any mech that uses a lot of weapons more desireable than any assault that, say, uses a small number of weapons that took up a lot of space in the parent game; and the same applies for the rest of the weight classes.


Perhaps. 'Mechs like the TBolt and Warhammer that use a large number of smaller weapons in addition to their big guns will be popular, but so what? That actually follows canon, and so long as critical space requirements, balanced by heat, speed, and armor trade-offs are kept in check, we're not going to see any overtly outragous customization (at least not any more than any previous MW games).

I think you may have some misunderstanding on how it works. The limiation on weapon type and number, between hardpoint allowance and critical space requirements, should alleviate most boating/min-maxing. I hope the designers will stick with traditional Table Top engine size requirements (i.e. you need to jump an entire engine size to bump speed, rather than doing it incrementally like MW4), which will further prevent min-max tweaking, especially on assaults where the next engine size could eat between 10 and 30 tons. XL engines, double heat sinks, endo steel, and ferro-fibrouse will likely consume their table top level of space requirements, further limiting space for weapons and equipment. Overall, I think its obedience to table top rules and restriction of the hardpoint system will be a nice balance all around.

Edited by MajorTom, 20 April 2012 - 06:36 AM.


#77 MajorTom

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Posted 20 April 2012 - 06:38 AM

View PostTeaL3af, on 20 April 2012 - 06:01 AM, said:

Does anyone know is some weapons take up more than one hardpoint? For example could you stack two machine guns ontop of each other and put them in the same hardpoint that an AC was occupying?

In the dev blog he mentions replacing 1 PPC with 2 lasers, but that could just mean that an Awesome has a second unused hardpoint in each arm by default.


I think the consensus is that Paul misspoke, and was possibly speaking in regards to critical space, rather than hardpoints. At this point, 1 hardpoint=1 weapon.

#78 Mason Grimm

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Posted 20 April 2012 - 07:46 AM

View PostMajorTom, on 20 April 2012 - 06:38 AM, said:


I think the consensus is that Paul misspoke, and was possibly speaking in regards to critical space, rather than hardpoints. At this point, 1 hardpoint=1 weapon.


I've requested clarification from Paul. We will see if I can flag his attention.

#79 Vexgrave Lars

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Posted 20 April 2012 - 07:55 AM

View PostMason Grimm, on 20 April 2012 - 07:46 AM, said:


I've requested clarification from Paul. We will see if I can flag his attention.


Firefighter, right Mason?
Always a hero... and thanks for that!

Also please whack Paul with the Marauder Stick while your at it.

#80 MaddMaxx

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Posted 20 April 2012 - 09:56 AM

Under the current system (still not locked down) if Heat is done properly, Engine sizing is done as Major Tom states, 1 full increment (Heavies and assaults) pay dear tonnage for more speed, and given Stock and Variant Mechs selected by the Dev match up well (in weight classes) things should be tolerable.

Of course, without actual first hand testing, we can only speculate but the use of Variants (with "unused" hardpoints) should allow the Dev the flexibility to place/move HP's around such that any funny business is kept to a minimum.

Will have to hold judgement on the any weapon size in a HP set up for now but the thought of a bunch of Dual PPC toting HunchBack's could be of some concern.





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