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Purposely flawed designs?
#1
Posted 24 April 2012 - 06:27 AM
Personally, loving the MAD Marauder as much as many of you, I think that not only the AC/5 is a questionable choice for such a hot mech, but that putting the AC/5 ammos in the otherwise empty left torso is complete nonsense. A single critical hit in said torso automatically blows up the mech!
(this comes from a bad game mechanic: the re-rolling of empty internal slots in case of critical hits)
#2
Posted 24 April 2012 - 06:44 AM
But 3025 is literally full of terrible designs. The medium selection is horrible and most of the heavies are way underarmorered, undersinked, or both. Even the assaults are pretty terrible at their jobs with the exception of the Awesome and BNC-3S Banshee.
#3
Posted 24 April 2012 - 06:48 AM
But personally, i DON'T want there to be such a thing as a perfect mech. Part of the appeal is the personal preference over designs and the need to balance or compensate for vulnrabilities.
#4
Posted 24 April 2012 - 06:51 AM
What is the point of loading in to a game and looking around and seeing the same 4 mechs because they are the best in their class (for instance imagine all 24 people in a match were piloting a Devstator. BOOOOOOOOOOOOORING.
Also, with the ability to upgrade things it gives you something to work towards. Sure the MAD has some flaws but swap out the PPCs for ERPPCS, remove the AC5 and add an LBX10 and upgrade to DHS and you have a machine that is quite fearsome! (yes, I know other tweaks are needed to fit all this. I have the TT rules too).
#5
Posted 24 April 2012 - 06:52 AM
DocBach, on 24 April 2012 - 06:44 AM, said:
The BNC-3S (which I personally like a lot) has a huge design flaw. If the right torso is destroyed, so are most of your offensive systems. This is especially noticable in MechWarrior over a TT game.
#6
Posted 24 April 2012 - 06:52 AM
Even the effective designs from those books were were saddled with odd choices, the extra 15 rounds of SRM ammon in the battlemaster. The odd weapons layout on the Quickdraw or even the placement of the MG ammo in the Warhammer's centre torso. I can see one or two of these mistakes slipping through play testing but nearly every design in the book has these quirks.
This leads me to conclude that it was done deliberately. I happen to think that these flawed designs actually make the level 1 game more fun then the post clan level 2 environment.
In a level 1 environment the Rifleman is actually a perfectly adequate mech, the Shadow Hawk with it's popgun armament has a place. Once optimised super machines come out (especially in the 3060+ books) the game lose some of the magic for me. All of a sudden you would have to be mad not to take an Awesome or Banshee 5S.
Edited by Tadakuma, 24 April 2012 - 02:41 PM.
#7
Posted 24 April 2012 - 07:02 AM
#8
Posted 24 April 2012 - 07:05 AM
Tadakuma, on 24 April 2012 - 06:52 AM, said:
Even the effective designs from those books were were saddled with odd choices, the extra 15 rounds of SRM ammon in the battlemaster. The odd weapons layout on the Quickdraw or even the placement of the MG ammo in the Warhammer's centre torso. I can see on or two of these mistakes slipping through play testing but nearly every design in the book has these quirks.
...
I actually prefer the MG ammo in the CT. No matter where you put it, when it explodes it is going to kill your mech due to damage transfer. At least in the CT there is a good chance some other item will take the crit hit, unlike the MAD's "reroll until you hit me" AC ammo sitting there all alone
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#9
Posted 24 April 2012 - 07:26 AM
Angelicon, on 24 April 2012 - 07:05 AM, said:
I was about to say the same. In MW:O, head might be the best choise due to small hitbox (of course, it can only handle 1 ton of ammo). At least if we get the usual multi hundred point ammo explosions of TT which instakill everything.
#10
Posted 24 April 2012 - 07:28 AM
Lets say a Mech has a single PPC. It would be better with 2. The factory near by has a limit on the amount it can make. Some of its stock may be going to other designs or going to be sent off world to resuppy units in the field.
The Third Succession War (ended in 3025) was fought with technology that was considered mystical. Technological regression had allowed the survival of scant hightech factories, and the developing noble Mechwarrior families were forced to repair their machines with the gutted remains of their enemies'.
Gigaton, on 24 April 2012 - 07:26 AM, said:
I was about to say the same. In MW:O, head might be the best choise due to small hitbox (of course, it can only handle 1 ton of ammo). At least if we get the usual multi hundred point ammo explosions of TT which instakill everything.
They should not allow this for MWO. I do not think you would survive the explosion in TT. Even if auto eject is active.
Edited by Skylarr, 24 April 2012 - 07:33 AM.
#13
Posted 24 April 2012 - 07:37 AM
The "re-roll until you hit an occupied internal slot" rule is 100% bogus because shots are shots; if you shoot clear through someone's torso without hitting any critical componenets then you can't take that bullet back, reload it into your weapon, and shoot again. And Machinegun ammo would not explode with a large BANG like a charged capacitor, missile stocks, or large-caliber AC ammo. And how about the "fact" that large-caliber autocannon fire to shorter ranges, while smaller guns shoot farther? That is nothing but an artifact - this is a boardgame turned into a video game. Boardgames have to be fair, not realistic or optimized.
Mechwarrior's ability to be realistic and perfect is limited just as a Monopoly videogame is limited in its ability to serve as a real estate simulator. There will be rules crafted in specifically to make it balanced across all players.
Edited by Prosperity Park, 24 April 2012 - 07:38 AM.
#14
Posted 24 April 2012 - 07:46 AM
Other examples of mechs deliberately gimped:
Warhawk Prime (Why LRM-10 instead of DHS?)
Viper A (SRM6, really?)
Nova A (I like AMS, but not when it becomes a bomb)
Stormcrow B (UAC-20, good, going boom bad)
....
#15
Posted 24 April 2012 - 07:54 AM
Take those elements off the battlefield, and many designs seem inadequate against just other Mechs.
#16
Posted 24 April 2012 - 07:59 AM
Flaws do seem a time honored tradition in most countries, so maybe they were trying to uphold this tradition. Politics, military bias, and coruption having as much a hand in things as the designers themselves.
Also removed the AC5 from the Marauder, rather just add a cup holder than have that thing and it's ammo on board.
#17
Posted 24 April 2012 - 08:02 AM
Prosperity Park, on 24 April 2012 - 07:37 AM, said:
The "re-roll until you hit an occupied internal slot" rule is 100% bogus because shots are shots; if you shoot clear through someone's torso without hitting any critical componenets then you can't take that bullet back, reload it into your weapon, and shoot again. And Machinegun ammo would not explode with a large BANG like a charged capacitor, missile stocks, or large-caliber AC ammo. And how about the "fact" that large-caliber autocannon fire to shorter ranges, while smaller guns shoot farther? That is nothing but an artifact - this is a boardgame turned into a video game. Boardgames have to be fair, not realistic or optimized.
Mechwarrior's ability to be realistic and perfect is limited just as a Monopoly videogame is limited in its ability to serve as a real estate simulator. There will be rules crafted in specifically to make it balanced across all players.
I do not agree with the idea that Crits transfer if there in nothing in that torso.
MG ammo will explode. Look at the AMX-13, or the M6 Linebacker or even the 9K22 Tunguska. All have only MGs. If their ammo is hit they will explode.
Edited by Skylarr, 24 April 2012 - 08:05 AM.
#18
Posted 24 April 2012 - 08:05 AM
The best mechs in the environment of the Mechwarrior Universe are not going to be overspecialized or they're simply dead. The King Crab is a good example of this. So over specialized to close combat (Having only an LRM 15 for range) that it really only became a threat in tight confines or area denial (Hold that pass Mechwarrior) and even then it was /easily/ destroyed by combined LRM/PPC fire.
One reason why the Marauder, Warhammer, Battlemaster, and Atlas are so feared is because they could put down the hurt at /any/ range. This is why you have mech's with an AC 5 and then an SRM 6 and some Medium Lasers. Because /some/ damage down range is better than none.
#19
Posted 24 April 2012 - 08:11 AM
Re-roll sucks
#20
Posted 24 April 2012 - 08:15 AM
Skylarr, on 24 April 2012 - 08:02 AM, said:
If their main batteries get hit, they will explode, but not if their 12.5mm ammo gets hit.. The AMX is loaded with 75mm cannon shots, the Tanguska is loaded with SAMs and 30mm, and the Linebacker the same. 30mm is considered an autocannon instead of a machinegun because one 30mm warhead is capable of nearly destroying an unarmoured vehicle.
Edited by Prosperity Park, 24 April 2012 - 08:18 AM.
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