

Would YOU like to see a tree for Vehicles?
#41
Posted 15 June 2012 - 08:51 AM
The last thing I would want is to load into a game with a few slow and/or weak as hell vehicles that will (for the most part) get alpha shot by most mechs over lets say 70 tons.
I just don't see it adding any fun to the game. Not enough to balance out what it doesn't bring to the table.
Besides if we want all that we have BF3 which DOES have respawning.
#42
Posted 15 June 2012 - 09:07 AM
Aegic, on 15 June 2012 - 08:51 AM, said:
Uh, not exactly. By canon and construction rules, tanks quite regularily have more of weapons and (effective) armour than mechs. Consider this: one ton of armour gives as much protection to the mech as to the tank, but the tank only has 5 zones to cover, while the mech has 11. Thus a tank can afford to put a little more on weapons while maintaining a similar degree of protection on all its zones. (With the disadvantage: one zone being penetrated usually already is the end of the tank. )
The real drawbacks of BT tanks traditionally are mobility and chances to take critical hits. Mechs are able to travel over rough ground and climb slopes, which stop a tank dead. Transfering that into an online game is a big challenge, though, and tanks might need other drawbacks (and a lot of balancing) than in the old table top, so make them both enjoyable but not overpowered. Which is THE big reason why, although having them would be great, they should only be implemented after mech combat is done, fine and dandy.
Edited by Sylow, 15 June 2012 - 09:08 AM.
#43
Posted 15 June 2012 - 09:10 AM
Maybe having a squad of tough (but vulnerable) squad bots is a good approach for players who want to use vehicles in MWO, or want to use Power Armor / Battlesuits / Elementals.
#44
Posted 15 June 2012 - 09:17 AM
Sylow, on 15 June 2012 - 09:07 AM, said:
Uh, not exactly.
I see what you are saying, however there are exceptions that validate both of our points. I think you and I can agree, however, that with 2 pilots of equal skill ton for ton a mech will strategically outweigh a tank.
This is, afterall, Mech Warrior Online and not Tank Warrior Online.
#45
Posted 15 June 2012 - 09:19 AM

#46
Posted 15 June 2012 - 09:23 AM
Vehicles != BattleMechs.
#47
Posted 15 June 2012 - 09:25 AM
#49
Posted 15 June 2012 - 09:31 AM
#50
Posted 15 June 2012 - 09:31 AM
Aegic, on 15 June 2012 - 09:17 AM, said:
I see what you are saying, however there are exceptions that validate both of our points. I think you and I can agree, however, that with 2 pilots of equal skill ton for ton a mech will strategically outweigh a tank.
Indeed, I can agree on that. It's not without reason that i put "regularily" in my statement on tanks. There are tanks which match your statement, and we both say that tanks usually lack agility, which easily gets them killed, making the mech the better choice. (In the world of BT. )
Edited by Sylow, 15 June 2012 - 09:32 AM.
#51
Posted 15 June 2012 - 09:32 AM
SideSt3p, on 15 June 2012 - 09:23 AM, said:
Vehicles != BattleMechs.
While I agree with your sentiment, just to nitpick a second: If it was Battletech Online, we'd be looking down at the mechs - Mechwarrior is the name of the associated roleplaying game, in which you can play infantry, aero or vehicle crews if you wish, among others, so technically the name would not preclude vehicles. Just saying.

As I said above - I wouldn't mind NPC vehicles and infantry to round out the target list though... the infantry especially give a sense of scale, aside from anything else.
#52
Posted 15 June 2012 - 09:36 AM
Granted the Battletech/Mechwarrior universe is rich with all sorts of vehicles, aerotech, troops, elementals, VTOLs, etc., but I don't want to have to be looking down near my mech's feet for vehicles running around, even if they show up on radar or marked on the HUD. I want to be looking for mechs of a somewhat identifiable shape as targets. Sorry OP, nice idea, but no thank you.
#53
Posted 15 June 2012 - 09:36 AM
But while that might sound like great fun, i wouldn't expect it within several years to come.
Edited by Sylow, 15 June 2012 - 09:39 AM.
#54
Posted 15 June 2012 - 09:37 AM
wolf74, on 03 November 2011 - 06:37 PM, said:
1. One Tank One Player, Player Drives from a Turret Location. When the Player Fire at a target from the Turret, the Weapons on that side of the Tank in the correct arc also fire. Limiting the Tank to a single Direction of fire at all times.
2. Multi-Crew Tanks. Up to 5 Players can be in a Tank, (they count as one unit on the battlefield)
1st. Front weapons & Driver (Host player most of the time, they can pick which seat to sit in)
2st Turret Control
3rd & 4th Side Guns
5th Aft weapons.
If they do due tanks I would like to see option 2 personally.
As for the armor tanks Normally had Higher Armor Value then most Mechs of the same Weight class on a Given side but there had a Lot of little weak point in the armor that lets them be disabled, This part may have to be toned down just a bit for fun factor.
Or they could just make a small "Mech" on wheels with 360 torso twist shaped like a Demolisher with 2 AC/20s. The wheels are the biggest problem I see, and while I'm not a coder, I can't see that being very hard with a CryTek engine.
Edited by Maxxinator, 15 June 2012 - 09:45 AM.
#55
Posted 15 June 2012 - 09:41 AM
screw ball, on 15 June 2012 - 06:47 AM, said:
i could see clans of tanks rolling around destorying everything
"De-storying". You've unintentionally used exactly the right word, I think.
#56
Posted 15 June 2012 - 09:43 AM
#58
Posted 15 June 2012 - 09:56 AM
Jost, on 15 June 2012 - 09:41 AM, said:
"De-storying". You've unintentionally used exactly the right word, I think.
LOL! Nice catch!

BFalcon, on 15 June 2012 - 09:48 AM, said:
Care to elaborate on this?
I don't think he needs to. It's just a joke, and if it has to be explained, it loses its comedic value.
Edited by cipher, 15 June 2012 - 09:57 AM.
#59
Posted 15 June 2012 - 10:06 AM

#60
Posted 15 June 2012 - 10:06 AM

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