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Battlemech potential


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#1 Evex

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Posted 21 April 2012 - 06:16 PM

I've been wondering with the recent mech lab clarifications, and hints at how complex the mech lab really is. I was wondering do you think it be possible to bring out the full potential of battlemech, and how would you go about bringing it out?

Opening Posters Note:

This topic is not about the mech lab. It is a theoretical discussion on bringing out a battlemechs full potential, or latent potential. The mech lab is only a tool for doing this in MW:O and is not the main subject of this topic. This topic is also meant to disregard a mechwarriors personal preferences when bringing out a battlemechs potential.

Edited by Evex, 22 April 2012 - 11:27 AM.


#2 3Xtr3m3

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Posted 21 April 2012 - 06:51 PM

A common enough question already answered in many threads.

Having said that, full Armor, then max the speed(within reason), then, see what you have left for weapons space and tonnage.
A tried and true formula.

#3 Motionless

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Posted 21 April 2012 - 07:00 PM

View PostEvex, on 21 April 2012 - 06:16 PM, said:

I've been wondering with the recent mech lab clarifications, and hints at how complex the mech lab really is. I was wondering do you think it be possible to bring out the full potential of battlemech, and how would you go about bringing it out?

Well, if you can't bring out its 'full potential' then it's not really 'potential.'

To bring out the best would probably be when an entire team customizes their mechs with eachother in mind as well. Joining a game full of randoms and playing a certain role you might find a certain loadout better than the one you use with a predetermined group of people that set up their mechs in any specific way. Like if you were going to play 6v6 TF2 with you as a soldier, your choice to use a 'Direct Hit' or RL might depend on how your team plays the game - in addition to maps being played.

#4 sierra gulf

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Posted 21 April 2012 - 07:06 PM

I think it would be hard to determine what the "full potential" of any given mech would be. In the context of this game, it is applicable to a degree in that you could potentially unlock everything available for a given chassis. However, in general battlemech design is meant to be about trade-offs. There is certainly a point for most mechs that mounting bigger and bigger engines starts to show diminishing returns. The standard Charger is an excellent example: 86 kph max speed on an 80 toner, but only a mediocre 10 tonnes of armour and meagre armament of 5 small lasers. With Star League and Clan tech this can be mitigated, but the same principle still basically holds true.

#5 Spiralcrisis

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Posted 21 April 2012 - 07:20 PM

The way I see it, the best warrior can make any Mech a terror on the battlefield. It's mostly about how you use it.

#6 Rejarial Galatan

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Posted 21 April 2012 - 07:47 PM

the mechs full potential lays not in the machines weapons, armor, engines or chassis, but to that person sitting in its cockpit. The pilots heart, head and instincts are what brings a mech's full potential to the fight.

#7 Evex

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Posted 21 April 2012 - 08:38 PM

Well lets try an exercise in potential then shall we. Lets start with the Commando a light mech in the 25 ton range. More specifically lets go with the Commando COM-2D version of the battlemech. The commando itself is said to be both a scout mech and brawler mech. How would you bring out its potential, as a scout battlemech? How would you bring out its potential as a brawler battlemech? Finally how would you bring out its potential as both a scout and brawler battlemech?

#8 LordDeathStrike

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Posted 21 April 2012 - 08:42 PM

View Post3Xtr3m3, on 21 April 2012 - 06:51 PM, said:

A common enough question already answered in many threads.

Having said that, full Armor, then max the speed(within reason), then, see what you have left for weapons space and tonnage.
A tried and true formula.

atlas/max armor/heavy firepower. screw speed i am the fortress, i dont need to out run you, i outgun your entire lance.

#9 Rejarial Galatan

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Posted 21 April 2012 - 08:44 PM

LDS: Direwolf/Max Armor/heavy firepower. I am an uglier fortress with 4 ERPPCs pointed at you. Last requests?

#10 Solis Obscuri

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Posted 21 April 2012 - 08:45 PM

I have some ideas for custom paint jobs on a Stalker...

#11 BarHaid

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Posted 21 April 2012 - 09:33 PM

View PostEvex, on 21 April 2012 - 08:38 PM, said:

Well lets try an exercise in potential then shall we. Lets start with the Commando a light mech in the 25 ton range. More specifically lets go with the Commando COM-2D version of the battlemech. The commando itself is said to be both a scout mech and brawler mech. How would you bring out its potential, as a scout battlemech? How would you bring out its potential as a brawler battlemech? Finally how would you bring out its potential as both a scout and brawler battlemech?
I think I see what you're asking here. A good scout should have jump jets IMO, but apparently we can't add them in "aftermarket" as it were. Let's give the Commando Target Aquisition Gear then. To do this we shall Downgrade the SRM 4 to an SRM 2. The SRM 6 is too powerfull a punch to mess with, so let's keep it. The rest of the scout "power" will come from the Modules, I think. If we weren't limited by hardpoints, I'd replace the SRM4 with a medium laser and more armor.

#12 Oswin Aurelius

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Posted 21 April 2012 - 09:40 PM

View PostRejarial Galatan, on 21 April 2012 - 08:44 PM, said:

LDS: Direwolf/Max Armor/heavy firepower. I am an uglier fortress with 4 ERPPCs pointed at you. Last requests?


Yeah, try to hit me when I'm blasting your rear armor. Oh wait, weapon convergence. :3

#13 Soviet Alex

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Posted 22 April 2012 - 01:13 AM

View PostEvex, on 21 April 2012 - 08:38 PM, said:

Well lets try an exercise in potential then shall we. Lets start with the Commando a light mech in the 25 ton range. More specifically lets go with the Commando COM-2D version of the battlemech. The commando itself is said to be both a scout mech and brawler mech. How would you bring out its potential, as a scout battlemech? How would you bring out its potential as a brawler battlemech? Finally how would you bring out its potential as both a scout and brawler battlemech?


(thumbs through the 3025/3026 Record Sheet book). OK, Commando-2D: Energy hardpoint LA, missile HP CT, missile HP RA, can't jump, tin-foil armour. I'm assuming no advanced tech. Personally I prefer the hardpoint configuration of the -3A (energy HP in both arms). It needs maxed armour (5.5 tons), and the Multi-Targeting module from the scout tree for starters. That leaves 6.5 tons for weapons. From then on it's down to pilot preference.

#14 Shiinore

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Posted 22 April 2012 - 01:49 AM

Scout: Look at things.
Brawler: Shoot at things.

Scout/Brawlers: Look at things while shooting them.

#15 Gun Bear

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Posted 22 April 2012 - 04:19 AM

As far as I'm concerned, if you can get your mech to do what you want and add that bit of flare that makes it 'yours' the lab will be a smashing success.

#16 karish

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Posted 22 April 2012 - 05:05 AM

as a scout i want Speed -Armor-then -equipment-self defense weapons or something to take a few pot shots at. if its a prolonged engagment my #1 weapon is how fast i can get out of there

#17 Gun Bear

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Posted 22 April 2012 - 05:13 AM

View Postkarish, on 22 April 2012 - 05:05 AM, said:

as a scout i want Speed -Armor-then -equipment-self defense weapons or something to take a few pot shots at. if its a prolonged engagment my #1 weapon is how fast i can get out of there

I always felt that a medium pulse laser and some type of LRM were the most a scout 'mech really needed. They can lay down sufficient fire with a near constant stream from a pulse laser and use the LRM on targets beyond laser range while they run/jump around the field to gain position.

#18 karish

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Posted 22 April 2012 - 07:42 AM

View PostGun Bear, on 22 April 2012 - 05:13 AM, said:

I always felt that a medium pulse laser and some type of LRM were the most a scout 'mech really needed. They can lay down sufficient fire with a near constant stream from a pulse laser and use the LRM on targets beyond laser range while they run/jump around the field to gain position.



I agree i would love to get ahold of a firefly raven even gutting a jenner. low profile can make em fast with LL being DoTs the fire and forget or one shot and scoot is the way to go

#19 Lomack

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Posted 22 April 2012 - 07:54 AM

Full potential is going to be a bit difficult to measure.

That is not to say you can't bring out the full potential of your mech, but person A's full potential may be very different from person B's full potential with the same mech, performing the same function. You have to ensure your comparing apples to apples.

As mentioned previously...

View Post3Xtr3m3, on 21 April 2012 - 06:51 PM, said:

... full Armor, then max the speed(within reason), then, see what you have left for weapons space and tonnage.
A tried and true formula.

Works really well to start with. After that, I would throw in some common sense. If you enjoy and are more comfortable with a specific type of weapon but you are one ton short of putting your favorite weapon in a location with the current amount of armor. By all means drop a little armor and have your favorite gun in place. If your enjoying yourself you will more than likely perform better.

#20 Mason Grimm

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Posted 22 April 2012 - 09:32 AM

View PostEvex, on 21 April 2012 - 06:16 PM, said:

I've been wondering with the recent mech lab clarifications, and hints at how complex the mech lab really is. I was wondering do you think it be possible to bring out the full potential of battlemech, and how would you go about bringing it out?


As has been mentioned in previous posts within this thread; this has been discussed many times already and in fact is all speculation until we actually get a look at the mechlab

How the MechLab will break leveling

Mechlab still a little confused

most importantly: Mechlab Q&A





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