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Mech And Variant Diversity – Or Lack Thereof


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#1 Asmudius Heng

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Posted 10 November 2012 - 05:59 PM

If anyone has ever paid attention to my posts I am very concerned about diversity in Mechwarrior with the biggest part of this being customisation of mechs and mech CHOICES in general. Every choice in MWO should be meaningful and come with its up and downsides to consider. Should you take the big lumbering assault and sacrifice speed and low profile for extra armour and weapons being the top level, down to do I want DHS and sacrifice crit slots for better cooling.

However I feel that diversity in MWO is going to be quite low after a time and even when PGI forces diversity though certain mechanics it is going to leave a bad taste in some people’s mouths due to this lack of meaningful choice.

Yes this is a long essay one, my apologies. If you do not read it do not comment please.


Why we have the mechs/variants

It is not just because BT had them. The very reason from the game design perspective of MWO links into its business model and uses BT canon mechs and variants as its source.

With F2P games you want two things
  • Lots of people playing as players ARE content
  • People paying for various things in game

One way to keep people playing that PGI have chosen is having the 3 variant system to unlock the better tiers of the XP trees (as dull as they are). This is classic carrot dangling game design. Offer something to get the player to play more, or do certain things.

This is not a bad thing for the player to branch out and try new variants and it helps keep PGI going as some people will pay for mech bays, or the new mechs even. No problem with their system here – but only if the variants and mechs are differentiated enough that each time you purchase a new mech it is a NEW experience.



Diversity in BT

A quick history lesson that most of you already know I guess. Diversity in BT came from the fact that the stock variants were generally the ones used. (Yes custom rules blah, blah, blah), but in the BT universe there were so many mechs and variants to do different things that each was its own experience.

There were later option rules that gave individual mechs ‘quirks’ that were good or bad that gave mechs even more character and diversity. (I love this idea)

Customising away from this stock design idea allowed players to game the system to create whatever they wanted. Suddenly the only differentiation with a custom BT mech was the weight (Yes BV I know but that doesn’t count when talking about diversity). With every other pat of the mech being open to a player chucking in any tech they wanted you created your own mech – it was no longer a variant of an existing design and whatever the least balanced stuff in BT were become the norm as there are some things even in BT that were not trade offs, but straight our better.

Diversity in MWO

MWO is a little better than straight customising in BT thankfully – but it still has some issue that conflict with the game design and business model. PGIs business model is selling mechs and if mechs are not different enough then people will just stick with a few variants and mechs and not shell out for something different – do you follow the logic? If yes read on – if no, you will never agree with anything I say so flame me and move on.

Currently diversity has Seven differentiators (Please correct me if there are more)

Weight - The classic differentiator that Affects the profile, handling and load out

Profile - What the mech looks like, how big it is, how easy to hit in general and certain locations. Some mechs have better profiles than others, some are just ‘different’ than others allowing different tactics when moving to hide your more exposed points and so forth.

Number of type of hard points - Ahh hard points. The one concession to stop them just being gun bags and some people still hate them! This gives each mech some character but still has some issues as more variants and mechs come out there is only a certain limit of differentiation here

Location of hard points - Location is important due to profile and also targeting as the torso and arms aim differently which is a good thing for making mechs feel different. Centurion and Hunchback for instance, Ballistic on arm for one and on the torso for the other

Module Slots - I am not even sure on this. Most have 2 slots but some have more or less I believe giving some level of differentiation. This is ‘back loaded’ differentiation however as if you do not have any modules to start then it makes no difference.

Engine Size - Before they fixed the engines and put in the min and max engine sized based on original variant engine size it didn’t matter as people could just put whatever engine they wanted in so there was no differentiating point. This was an EXCELLENT move by PGI as mechs like the Dragon with big engines suddenly had a differentiating point to other heavy mechs. IT had a much higher max engine than others even in the medium range giving it a real role as a speedster.
Some say this was just to stop lights abusing high speeds and lags but I live in hope it was about differentiation and it WORKS (this is a key point to my argument)

JJ Enabled or Not - From the very beginning, only variants that traditionally had JJs in their stock design are allowed to put JJs when customising. This also allowed certain mechs to have an appeal. It was a boon to have the OPTION of JJs than if you do not. This restriction of certain equipment however is the ONLY one I can see.

Between Variants this shrinks to 5 with most of these remaining quite unchanged due to canon designs.
  • Number of type of hard points
  • Location of hard points
  • Module Slots
  • Engine Size
  • JJ Enabled or Not


This leads to problems like the Jenner D and K which is what galvanised me to put these long running frustration into a post.

As far as I can tell, there is NO difference between the Jenner D and K apart from the fact than the D has an extra Missile slot. I do not know about modules. In effect this means the D can have every single customisation option the K has – and more since it has another option. This is a classic case of obsolescence and lack of diversity. Granted maybe it is poor variant choices but as we get more mechs and variants we are going to see this.

A player maxing out his Jenner XP is going to get the K variant and think that it is just a WORSE D variant. Player dissatisfaction, not adding anything new into the actual battlefield. Not good game design.

Increasing Diversity in MWO

There are three ways to affect player’s decisions to increase play time and different ways of playing; the Carrot, the Stick, and the Roadblock

The Carrot
This is where the game rewards players for doing something. It is a positive way of changing player behaviour, encouraging them to do different things so they get rewarded for that diversity.

An example of this is the 3 variant. Make players use different variants and they get new things to spend XP on. That is fine and ties into the business model too which is an excellent synergy.

The Stick
This is where you punish a player for doing certain actions. Classic cases of the stick are punishment for Team Kills for instance. Mostly being too heavy handed on the stick causes massive player dissatisfaction and is often used only when the Carrot and the roadblock are not enough form stopping behaviour that is bad for the game.

The Roadblock
In mechwarrior this is about restricting options. This is not a punishment as some people label it, just a lack of availability of something that everyone will encounter. Hard points are roadblocks, availability of JJs is another. Endo Steel and FF are not since ALL mechs CAN get them which leads to a point …

PGI being inconsistent with their methodology

Case in point: Artemis Vs JJ

Why are some mechs restricted via canon designs to have JJs but artemis is available to all? What is going to happen when ECM and BAP come in? Are all mechs going to be allowed to have any electronics or will some be variant restricted?

This is quite inconsistent and is worrying to me when you look across mechs. What happens when you can make your Jenner an awesome sensor mech when the Raven is suppose to have that stock use? The Raven also comes with a disadvantage that its base engine is smaller than the Jenner so it will never be as fast if it wanted to be .. the trade off was suppose to be that the Raven was unique being the sensor mech right?

Meaningful choices are starting to be chopped when all mechs can begin to do what other mechs can do. Role warfare breaks down and people gravitate towards the mechs with the best profiles, hard points and engines.

Differentiators as balancing agents

This is an opportunity for PGI not a curse though. Differentiators allow you to create balancing agents that are not able to be done on a spreadsheet. All things being equal if you know the Raven was a sensor mech and the Jenner a faster better arms mech you can immediately see the difference in roles there mechs could be used for.

The Raven would be more often used as a scout – but the Jenner could STILL be a scout with fewer sensors but better speed. Or the Jenner could be a brawler and so could the raven if it wanted – but they would certainly excel at certain roles.

When each mech becomes more unique it is easier to tweak things to make them more balanced or excel in certain roles more.

Ways PGI could increase diversity, role warfare, and inter-mech balance

Different handling characteristics – I have posted on this before, but if certain mechs had better or worse torso twist rates, or turning rates, or some other feature of moving your mech then you have a ‘front loaded’ differentiator. Let’s look at the Jenner and the Raven again. What if the Raven had a much better torso twist than the Jenner, but the Jenner could turn its torso faster? They would be roughly balanced but certainly different in their weight class.

Limiting certain electronics per variant bases just like JJs – Discussed this basically. This is a roadblock technique that gives differentiation between mechs and chassis. They have done it with JJs, why not ECM, BAP, Artemis and other add ons?

Redoing skill to be variant specific – This is more of a ‘back loaded’ differentiator as it only starts to appear as you gain XP and play the mech. If the upgrades were not generic but based on the variant and its role it would increase role warfare and allow mechs to shine at what they are good at. The Jenner Raven example might be that the Raven gets upgrades that makes its sensor equipment better that the Jenner cannot get. The issue I have with this approach is that you still have role crossover between the two mechs rather than being highly differentiated. This is a carrot type balancer rewarding rather than punishing or blocking.

Hard point Sizes – This is extremely controversial but screw it, I think it works. This would increase the roadblock of the hard points but also limiting what weapons can be put into certain slots. This would means that some variants that are quite similar might have another reasons to take them. The D and K Jenner variant for instance. What if the Jenner D had 2 small missile hard points while the K variant have a single large Missile hard point. With the energy hard points the same it would allow the K to do things the D cannot. Similar – but different variants.

So let’s have a civil discussion about this. It’s merits, its problems, alternative views. I obviously think I am right

Developers – I would LOVE to hear your views on this.

P.S. Anyone who says total open customisation brings more variety, I will not bother to answer your posts. I have never seen a single person who has been able to explain how this does not lead to a single best profile mech being the gun bag of choice and the inclusion of hard points clearly shows the Devs agree.

EDIT - Spelling, was bad I know.

Edited by Asmudius Heng, 10 November 2012 - 07:03 PM.


#2 Poisoner

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Posted 10 November 2012 - 06:10 PM

I think this guy from this House Jurai may be on to something.


House Jurai, aren't they at http://www.nodachi.net

#3 RedDragon

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Posted 10 November 2012 - 06:11 PM

View PostAsmudius Heng, on 10 November 2012 - 05:59 PM, said:

Why are some mechs restricted via canon designs to have JJs but artemis is available to all? What is going to happen when ECM and BAP come in? Are all mechs going to be allowed to have any electronics or will some be variant restricted?

Different handling characteristics – I have posted on this before, but if certain mechs had better or worse torso twist rates, or turning rates, or some other feature of moving your mech then you have a ‘front loaded’ differentiator. Lets look at the Jenner and the Raven again. What if the Raven had a much better torso twist than the Jenner, but the Jenner could turn its torso faster. They would be roughly balanced but certainly different in their weight class.

Such a wall of text and so little time to reply, so I will pick two points and let the rest of the forum cover the others ;)

JJs are a major modification to a mech's chassis. You can't just slap JJs on any mech because it has to fit them inside the chassis and needs things like shock absorbers, reinforced legs etc. Artemis on the other hand is just an addon to missile launchers. You can't make your car fly just by slapping a rocket motor to it, but you can improve your stereo by installing new speakers and a new antenna.

Handling characteristics: They will come, the Devs already stated this. They want to have a different handling for each variant.

I'm with you on hardpoint-size and limited access to improved electronics. But we'll have to see what the Devs have in mind for this.

Edited by RedDragon, 10 November 2012 - 06:13 PM.


#4 Asmudius Heng

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Posted 10 November 2012 - 06:13 PM

View PostRedDragon, on 10 November 2012 - 06:11 PM, said:

JJs are a major modification to a mech's chassis. You can't just slap JJs on any mech because it has to fit them inside the chassis and needs things like shock absorbers, reinforced legs etc. Artemis on the other hand is just an addon to missile launchers. You can't make your car fly just by slapping a rocket motor to it, but you can improve your stereo by installing new speakers and a new antenna.


Then why is Endo Steel for everyone? That is a massive change to a mech, much bigger than JJs.
This is not so much about the etchnical difficulty of doing it but retaining mech character and diversity.

Quote

Handling characteristics: They will come, the Devs already stated this. They want to have a different handling for each variant.


That is good to know. Is there any link to where they have said that?

View PostPoisoner, on 10 November 2012 - 06:10 PM, said:

I think this guy from this House Jurai may be on to something.

House Jurai, aren't they at http://www.nodachi.net


Suddup Poi! This isnt a recruiting thread! >_<

Edited by Asmudius Heng, 10 November 2012 - 06:17 PM.


#5 Allekatrase

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Posted 10 November 2012 - 06:18 PM

There was a post in the closed beta forums about how the YLW was the first mech to get "quirks" such as increased torso twist speed but that they wanted to run all the chassis through this process and give them unique quirks. I don't know if the post got carried over since we went into open beta.

#6 RedDragon

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Posted 10 November 2012 - 06:18 PM

View PostAsmudius Heng, on 10 November 2012 - 06:13 PM, said:


Then why is Endo Steel for everyone? That is a massive change to a mech, much bigger than JJs.
This is not so much about the etchnical difficulty of doing it but retaining mech character and diversity.

Canonically, it's easier to add endo-steel, because it's just another material used for the structure. You don't need to change the chassis for it if you implement it in a new mech (although a refit is incredibly expensive, and shouldn't be that easy IMO). Think of deciding to use a steel or aluminum frame for your bike - you don't have to change anything else, only the frame.

View PostAsmudius Heng, on 10 November 2012 - 06:13 PM, said:

That is good to know. Is there any link to where they have said that?

Sadly I don't have a link handy, it was in the context of Yen Lo Wang and other hero mechs. Maybe you can find it through the Dev-tracker. They said they want to make hero mechs diverse but not straight out better than other variants, and this will include parameters like twist speed etc.

#7 Relic1701

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Posted 10 November 2012 - 06:37 PM

Hardpoints have always been an issue, and I'm hugely in favour of them, even a reduction in the number, as this would force people to 'think' about their build (I'm also in favour of non-customisation, but I'm a realist and know that isn't going to happen ;) ).

As to hardpoint size, although a great idea, it's probably a little late to implement at this stage, if it was on the cards, it should have been done in early closed beta...they do it now, the amount of crying on the forums would be of biblical proportions!

With regards to Endo-Steel, I'm a bit on the fence on this, although it is termed an 'upgrade', you are in effect, completely dismantling a chassis, and fitting it to a new one! It's like 'I want a new skeleton, I know I'll just pop along to the hospital and get the surgeon to transplant my body onto this new one I bought'. :P I would prefer it (personally), if you were given the option when purchasing the mech, i.e. Would you like to purchase this mech with/without Endo-Steel Internal Structure, as this is what it would come out the factory with.


And finally, in regard to the JJ issue, I will quickly point out the Cataphract (our new, up & coming design)...

The 3D comes with Jump Jets as standard, The 2X doesn't, but, that is not to say that the 'infrastructure' for said JJ are built in to the internal structure, so there may be a time in the future, that some mechs, (for example) variant 'a' does have JJ, variant 'b' doesn't, but could fit them.

#8 Asmudius Heng

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Posted 10 November 2012 - 06:42 PM

View PostRedDragon, on 10 November 2012 - 06:18 PM, said:

Canonically, it's easier to add endo-steel, because it's just another material used for the structure. You don't need to change the chassis for it if you implement it in a new mech (although a refit is incredibly expensive, and shouldn't be that easy IMO). Think of deciding to use a steel or aluminum frame for your bike - you don't have to change anything else, only the frame.


As i was saying, this is less about what is doable as I think most poeople can come up with fluff reasosn as to why you could and could not allow certain things - this is about retaining mech character.

For instance, the electronics systems of the Jenner were never designed to accomodate the ECM module which linked into every part of the mech to make sure that heat sigantures and electromagnetic signatures could be muffled and shielded or obfuscated in some way.

There you go, some fluff to say why ECM should be restricted for instance. Certainly Artemis is mor aof a weapon upgrade than a chassis upgrade so i am not against it - just stating the principles of using roadblocks to promote diversity and roles.

Quote

Sadly I don't have a link handy, it was in the context of Yen Lo Wang and other hero mechs. Maybe you can find it through the Dev-tracker. They said they want to make hero mechs diverse but not straight out better than other variants, and this will include parameters like twist speed etc.


Oh, so only for hero mechs .... MUCH less interested now - it should be for ALL mechs to help diferentiation not just to sell thier paid for mechs.

#9 Asmudius Heng

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Posted 10 November 2012 - 06:55 PM

View PostRelic1701, on 10 November 2012 - 06:37 PM, said:

The 3D comes with Jump Jets as standard, The 2X doesn't, but, that is not to say that the 'infrastructure' for said JJ are built in to the internal structure, so there may be a time in the future, that some mechs, (for example) variant 'a' does have JJ, variant 'b' doesn't, but could fit them.


That is a very good point Relic and shows that a possible inconsistancy is coming if some elements are not restricted from certain mech designs.

#10 RedDragon

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Posted 11 November 2012 - 02:50 AM

View PostAsmudius Heng, on 10 November 2012 - 06:42 PM, said:


As i was saying, this is less about what is doable as I think most poeople can come up with fluff reasosn as to why you could and could not allow certain things - this is about retaining mech character.

For instance, the electronics systems of the Jenner were never designed to accomodate the ECM module which linked into every part of the mech to make sure that heat sigantures and electromagnetic signatures could be muffled and shielded or obfuscated in some way.

There you go, some fluff to say why ECM should be restricted for instance. Certainly Artemis is mor aof a weapon upgrade than a chassis upgrade so i am not against it - just stating the principles of using roadblocks to promote diversity and roles.

Basically I'm with you on this. I'd also like to see mechs fulfilling certain roles. I' certain the Devs will remember this, maybe not with the ability to mount ECM, but with module slots or something. It could well be that you can mount an ECM in a Jenner but you can't use it to its full extent because you only have one module slot and need, let's say, 3 to use all its features. We'll have to see, how the Devs are going to implement it.

View PostAsmudius Heng, on 10 November 2012 - 06:42 PM, said:

Oh, so only for hero mechs .... MUCH less interested now - it should be for ALL mechs to help diferentiation not just to sell thier paid for mechs.

No, you understood me wrong, they are only starting with the Yen Lo Wang to make it even more "special", but in the same sentence they said they plan this for every mech (and variant) in the end.

#11 Az0r

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Posted 11 November 2012 - 03:06 AM

Unfortunately all this comes down to is the mechlab breaks the game from a diversity stand point, because people will always be looking for the next "best" build. However after saying that, I'd still rather have a very customisable mechlab than nothing at all. Your suggestion regarding restrictions for certain pieces of hardware based on chasis/variant is a good one though.

#12 MustrumRidcully

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Posted 11 November 2012 - 03:31 AM

I particularly like the idea of having Mech Efficiencies that boost the designated role of a mech.

Say, a Mech Efficiency that increases the range of ECM or whatever ECM will do (maybe it can even reduce its weight?), or a mech efficiency that gives the Hunchback 4G, say 20 % damage reduction in its "hunch", the 4SP +20 % Missile Speed, the 4P +10 % heat reduction for energy weapons mounted in his hunch, the 4J cheaper Artemis or some such, or 360° torso twist for the Catapult.

Edited by MustrumRidcully, 11 November 2012 - 03:33 AM.


#13 TheAquired

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Posted 11 November 2012 - 03:33 AM

I agree 100% with what you said, I think that the mechlab should rather just allow you to customize the mechs and their variants to suit your playstyle. Not your mech's role. That way, when choosing a mech you have to consider what role oyu would be best suited to. Then, when you get to customize it, you are simply making it your own, by adding different kinds of weapons etc, but not in a way that completely changes it's role. I think things liek LRM's (just a simple example I can think of off the top of my head) should never be able to be attached to light mechs, or even certain mediums (such as the cicada) because their role in the game just is not long range support. This would make people want to try different mechs, and different variants of their preferred mech, because each one has a different role.

I also remember reading the closed beta topic on the "quirks" they will introduce to different variants I think this will help a lot. But like OP mentioned, nothing will help more than to limit technologies to certain kinds of mechs.

#14 Aquilus

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Posted 11 November 2012 - 03:35 AM

Agreed, there needs to be more differences between the variants, especially considering that we're forced to buy 3 of them for each mech. In terms of the difference between the JR7-D and the JR7-K is that the JR7-K has one less missile hardpoint and one extra module slot. As modules are basically pointless and overpriced at the moment, there's no reason to use the JR7-K other than to grind for elite/master. Even if modules were great, the difference between these two variants would still be far too minor, imo.

#15 TheAquired

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Posted 11 November 2012 - 03:38 AM

Yes, the thought of having to spend huge amounts of money for a mech variant that of the moment, makes nearly no difference, is terrible to me. I just bought a hunchback, and having to buy 2 more just to get to the elite/master is a waste of my time and money. However, if they were all very different due to "quirks" and technology that they have access to, it would be fantastic, and I would have no qualms in spending my hard-grinded C-bills to use different types of a mech I really enjoy. I think this would increase the depth of this game radically as well.

#16 Elizander

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Posted 11 November 2012 - 04:17 AM

They are considering making a pass at changing each mech's traits like twist speed, twist angle, acceleration, etc. Perhaps it will be more diverse after that.

I don't agree that they all look alike though. The different hard points are interesting enough for me. I'd like to have a zombie Cent with 3x missiles for streaks and 2 meds in the chest and I'd also like the energy Cent. I think the Hunchback models are different enough to create some variety.

Edited by Elizander, 11 November 2012 - 04:19 AM.


#17 Draco Argentum

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Posted 11 November 2012 - 04:49 AM

View PostMustrumRidcully, on 11 November 2012 - 03:31 AM, said:

I particularly like the idea of having Mech Efficiencies that boost the designated role of a mech.

Say, a Mech Efficiency that increases the range of ECM or whatever ECM will do (maybe it can even reduce its weight?), or a mech efficiency that gives the Hunchback 4G, say 20 % damage reduction in its "hunch", the 4SP +20 % Missile Speed, the 4P +10 % heat reduction for energy weapons mounted in his hunch, the 4J cheaper Artemis or some such, or 360° torso twist for the Catapult.



This is a part of my Mech XP rewrite so I have to agree that its a good idea. ;)


DHS, XL, ES and FF should not be used for this. They are bland upgrades more than flavour. Locking them out is likely to create variants that are worse. The same can be said of engine restrictions, its pretty hard to justify the slow Ravens in the face of the 3L. This is less of an issue for bigger mechs, but lights and mediums generally want speed. Being the slow variant of a chassis is never likely to be a good idea.

#18 Wolfways

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Posted 11 November 2012 - 05:26 AM

Great post, and i agree with everything.
Unfortunately, after what they did to the K2 i don't see PGI limiting hardpoint sizes.

#19 Allekatrase

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Posted 11 November 2012 - 05:51 AM

View PostAsmudius Heng, on 10 November 2012 - 06:42 PM, said:

Oh, so only for hero mechs .... MUCH less interested now - it should be for ALL mechs to help diferentiation not just to sell thier paid for mechs.

I may be remembering wrong but I was pretty sure it was going to be for all mechs. It was kind of a response to the outcry about the YLW being unique and being behind a paywall.

#20 Elizander

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Posted 11 November 2012 - 06:34 AM

View PostAllekatrase, on 11 November 2012 - 05:51 AM, said:

I may be remembering wrong but I was pretty sure it was going to be for all mechs. It was kind of a response to the outcry about the YLW being unique and being behind a paywall.


Yes, they did say that they would make a pass at all mechs. Maybe the more unpopular variants with bad hardpoints will get more twist speed and such.





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