So I have to ask, in the tabletop, did level 2 tech make level 1 tech obsolete and useless? Cause the vibe I'm getting from a lot of these posts seem to be 'level 2 tech is gonna make lvl 1 tech pointless.' Mind you, I didn't play the tabletop much, but from the little bit I did, I recall lvl 2 being overall better in many cases, but there were always reasons worth considering putting lvl1 tech in instead (and I never played with C-bill cost as a factor).
From the way the Devs have described damage, I expect the extra critical space taken up by XL engines and Double Heat sinks will be a risk, just like having Ammo cook off is a risk. It sounds like it will be entirely possible for your foe to destroy your heat sinks while your still fighting him. Which certainly could make the delicate balance of maintaining your heat much trickier. From the way things have been described I've got the sense, once armor is blown off a section further hits to that location will check which critical slots they 'destroyed'. So an XL engine is a big risk since you could be taken out of the game with nothing but hits to your side Torso, and IS Double heat sinks are 3 times as likely as single to take a hit.
There is a lot of talk going around about needing factories or kits for refits to your Mech, but I've heard nothing from the devs about anything but a 'Mechlab' being used for customizing. I don't expect there to be 'travel time' outside matches that players have to worry about, since it would largely get in the way of gameplay (especially trying to play with friends. If a buddy logs in on the far side of galaxy and we only have so long to play, being bared from playing with him, or if my Merc unit needs one more pilot for their lance and I'm free but can't join because of a contrived mechanic... it would hugely detract from how appealing the game is.) So I think it's safe to assume every time we enter the mechlab we're in a fully functional factory every bit as capable of refits as the most advanced facilities the Galaxy has to offer.
I see a lot of people complaining that being able to add these features to mechs that don't have them will make those Mechs more powerful, but what about making those Mechs competitive with the ones who come later? The ones where things like Endosteel, DHS, and FF armor are standard features? If these features really are all around better (rather than just a trade off on resource for another.) then if certain mechs or variants can't us them wont they simply fall by the wayside into disuse the moment those that can come to the forefront? Should I have to ditch my favorite mech for the new model that came out in order to compete? Or is it more fair to have the options to spend my C-bills either for the new mech or to bring my current mech about on par with it technology wise? The Devs have indicated time and again they want every Mech to be a viable and competitive options (given the right circumstances) and that player skill should be king. If some mechs can not mount this stuff and they have to have wasted space that others don't as a result, whats to prevent them from being considered second rate? I don't understand how there seems to be the idea that a Mech that already has theses features will not be as good as a mech that didn't have them until you added them.
Frankly speaking the Nature of battletech and MWO is that with play you will have statistical bonuses that make you better than new players, it's a reality we are going to have to accept, there
is a leveling system, two of them in fact, one for pilot one for Mech chassis. In addition to the natural learning curve of how players themselves get better with play. It would be unrealistic of us to think that with time, play and c-bills that we wont be able to make the basic mechs themselves better too. Heck even just tweaking the Mech to better fit our natural play-style (once we've played enough to learn what that is) will make it realistically better, even if it's not statistically advantageous. Ironically this is one area where the inclusion of the F2P models might be in favor of making the game more balanced for new players who can toss a little bit of money in to start out with some extra c-bills or something so they can catch up with regular players a little quicker. My hope is just that the gap will be small enough that the uphill battle teaches them to be better players and not that it's so steep it makes it nearly impossible for them to succeed, causing them to give up in frustration. It's a delicate balance.
As for the argument letting these changes be made wont allow variants to be different enough, the proposed variants we've seen from Devs have been like '3 Hunchbacks the Ballistic one, the Missile one and the energy one. or the Missile boat and laser fire support versions of the Catapult.' regardless of what you do to the internal structures.... those are all going to play significantly differently.
Edited by Kreisel, 24 April 2012 - 05:01 PM.