

Have the Devs Play Tested "Boated" Mech weapons configurations?
#21
Posted 11 May 2012 - 09:00 AM
#22
Posted 11 May 2012 - 09:02 AM
neodym, on 11 May 2012 - 08:54 AM, said:
This is going to be pretty severely constrained by the hardpoint system. Medium Laser spam works so well in the tabeltop (and most previous MW games) because it's a very high damage-to-weight ratio, and there are no other real limitations. 12 tons of weapons means 12 medium lasers. Looking at the videos, it seems like you could max at around 6-8 or so for most designs. Some (like an eventual Nova) will obviously provide more, but trying to do this is going to lock you into a pretty limited selection.
#23
Posted 11 May 2012 - 09:05 AM
#24
Posted 11 May 2012 - 09:10 AM
not to mention shorter weapon ranges than some other MW videogames, and stricter limits on which mechs you may or may not equip with jumpjets

#25
Posted 11 May 2012 - 09:31 AM
Garth Erlam, on 11 May 2012 - 09:00 AM, said:
So here is some Friends and Family Beta news.
We launched version 2.0.14 this week, which has a (mostly) functional Mechlab. Immediately everyone set about trying to break it – we had all large laser Atlas’, Machinegun/AC-2/Flamer Hunchbacks, and a Jenner that seemed to go Mach 1, but we thought we’d share the following with you:
Modified Hunchback HBK 4P:
- Replace the six Medium Lasers in the right torso with six Small Lasers
- Change the arms to - right arm: 2x Medium Lasers, left arm: 2x Small Lasers
- Remove all heat sinks and armour from left torso
- Max the armour of both legs
- Add heatsinks to legs/right torso/arms until you’re maxed (26 total heatsinks)
8 Small Lasers? Sounds like a boat to me.
#26
Posted 11 May 2012 - 12:26 PM
It may not be the fun way to play, but boats can be countered or just beaten at their own game. I think one of the things that will help in this game is that there will be a wide variety of mechs in each lance so it won't just become a bunch of identical boats having a slug fest like some of the battles I saw in the MW2 online communities back in the day. That medium laser boat might just be getting the missile rain from a Catapult before he gets to see battle.
#27
Posted 11 May 2012 - 12:30 PM
#28
Posted 17 May 2012 - 01:01 PM
#29
Posted 17 May 2012 - 01:32 PM
#30
Posted 17 May 2012 - 01:38 PM
Iron Harlequin, on 17 May 2012 - 01:01 PM, said:
If you watch the video here, at the 1:27 mark you can see a Hunchback using dual Flamers (Bryan Ekman was the pilot, I believe)
Also, there's Flamer concept art located here.
So it appears that Flamers are indeed in the game. Their damage/heat output are unknown at this time.
Cheers.
#31
Posted 17 May 2012 - 01:45 PM
+1 Helmer for finding that post.
Flamespam ahoy!
Edited by Iron Harlequin, 17 May 2012 - 01:46 PM.
#32
Posted 17 May 2012 - 02:19 PM
Max Grayson, on 11 May 2012 - 08:48 AM, said:
for example you can cleary see in one of the vids provided that the lasers on the torso have a different aim point then lasers on the arms, i can only then deduce that the most effective weapon combinations are the ones that are the easiest to line up all weapons in said group on the target.
In the example you provide of 8 mediums lasers vs 3 ppcs the damage out put of the 8 medium lasers is greater then that of the 3 ppcs all things considered equal (range and heat not withstanding). However, i can easily see where a 3 ppc config is supperior over the 8 med laser IF its faster and easier to line up all 3 PPCs then it is to line up all 8 medium lasers exspecially if some of the lasers are in the torso and you have to wait for the torso to catch up to the arm aimpoints
I would expect the PPC version to be much better in situations outside 270m, and the MLas version to be somewhat better inside 270m, and much better inside of 90m.

Garth Erlam, on 11 May 2012 - 09:00 AM, said:
Modified Hunchback HBK 4P:
- Replace the six Medium Lasers in the right torso with six Small Lasers
- Change the arms to - right arm: 2x Medium Lasers, left arm: 2x Small Lasers
- Remove all heat sinks and armour from left torso
- Max the armour of both legs
- Add heatsinks to legs/right torso/arms until you’re maxed (26 total heatsinks)
To me, this really highlights the problems with getting rid of damage transfer between torso segments, and not losing limbs when side torsos are destroyed.

#33
Posted 17 May 2012 - 02:25 PM
Solis Obscuri, on 17 May 2012 - 02:19 PM, said:
To me, this really highlights the problems with getting rid of damage transfer between torso segments, and not losing limbs when side torsos are destroyed.

It does feel kinda gamey doesn't it? What will stop players from doing this on every Mech? Leaving segments w/o armor and loading up armor elsewhere. It feels off to me.
#34
Posted 17 May 2012 - 02:49 PM
But veteran players like me who have run mechwarrior 3 and played the table top game will have a edge in constrution and skill. By the end of mechwarrior 3 I had my joystick set up to torso twist me left and right and used the keyboard for turning left and right. I would start a engagment by shooting the mech in the leg to knock it down then moved past with a torso twist to keep firing my weapons as he got back up. Not saying its going to go down like that nor am I bragging.
I also know how to set up my mech even if they keep the hard points. A developer might put to much ammo in his mech he might like Small lasers?
What a developer will have in a advantage is range of weapons, where to go on the map.
As in all first person shooters 99% of the time people do poor simply because they don't know the map, the angles, where to hide, how far you can press fwd.
Even still 3 poor mech pilots can still beat on great pilot. I do think that the developers are thinking big with huge battles. When lance on lance might be more fun. If they get mutiple objective maps up and running were you have to capture and hold 5 points with your team will have a great multi-person experiance.
Thanks
#35
Posted 17 May 2012 - 02:50 PM
#37
Posted 17 May 2012 - 02:53 PM
#38
Posted 17 May 2012 - 02:57 PM
#39
Posted 17 May 2012 - 02:58 PM
Paradat, on 17 May 2012 - 02:50 PM, said:
Correct me if I'm wrong, but I don't think there is any 'to hit' roll (besides missiles, that is). In none of the MMO FPS games I've played has there been a to hit roll. Your own skill determines if there is a hit. Now I can see there being a critical hit check with each hit to mimic the TT version.
#40
Posted 17 May 2012 - 03:04 PM
While I expect the hardpoint system to help curb some of this, I do think the developers should take a long hard look at the designs that will likely be fielded by players instead of what would be fluffy or fun in their opinion.
Seeing the kind of commitment the developers have to this game, I don't have many worries when it comes to this as I believe they are going to take that style of gaming into account as they build MWO.
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