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Mech prices


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Poll: Mech prices (175 member(s) have cast votes)

What should the difference in price be between lighter mechs and heavier mechs?

  1. They should cost the same, after all they are just as important in the game. (3 votes [1.71%] - View)

    Percentage of vote: 1.71%

  2. The only difference in cost should be the price of their equiptment, armor and weapons. (18 votes [10.29%] - View)

    Percentage of vote: 10.29%

  3. The heavier mech should cost much more, it not only has more weapons and armor, it also has more room for modification. (51 votes [29.14%] - View)

    Percentage of vote: 29.14%

  4. Have heavier mechs cost more, but also cost much more to repair. (103 votes [58.86%] - View)

    Percentage of vote: 58.86%

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#61 Arbhall Sommers

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Posted 17 May 2012 - 09:26 PM

View PostSpheroid, on 16 May 2012 - 11:28 PM, said:


What alternative is there then if not through economic means? Mech alotment via rank or lottery is possible. What do you want to see?


For the beginning.

Each house has its own tutorial and training mech to introduce players to the game that dont know the universe, or just a refresher for us vets to familiarize us with the new features ( cause if its not better than the last MW game, to hell with this heap). Once you graduate, you become house soldiers in either light or medium mechs of your choice. You then grind out cash or more reasonably. Prestige in your house to aquire larger mechs or better equipment.
C-bills should be researved for premium transactions.
Pirates and raiders would be fighting for prestige as well, to gain better equipment from their company or captain.
C-bills go to comstar for the wonderous premium content like SLDF mechs.
Solaris should be a play to win arena, if you choose to pay to win you can do it there among the rest of your filthy kind. You can buy your broken mechs and play with them in short range maps and not bother the rest of the free players or those who spend money on things like cosmetic changes to their mechs, and additional garage slots.
I want PGI to make money, and pay to win gets them money. They can have their cake and eat it too, and the majority of us can enjoy a game without unbalanced games and tech rolling the newbs up and smoking them.

#62 Insidious Johnson

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Posted 17 May 2012 - 09:29 PM

Stick with the general cbill as standard. Expect variations in price depending on faction, location, or storyline. Find the best deal if you can.

#63 Agent Bon

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Posted 17 May 2012 - 10:14 PM

It would take me a long time to figure out an opinion on this subject, but it would be significantly affected by the physics and rules of the game.
  • In some mechwarrior games, fast mechs could outrun the fire from most weapons, even locked missiles, making them really useful to experienced players. In those games, mediums generally ruled the day.
  • Other times, homing missiles meant fast mechs needed too much weight in AMS to be useful, or if no AMS then fast mechs were useless.
  • In most incarnations, fast mechs are so fast that new players often have trouble playing them properly.
  • Slow mechs get shot up really easily and, if ganged up on enough, can go down before the player has much chance to respond.
  • If you have something like MW3's targeting computers, then the game can show you where you would need to aim a particular weapon in order to hit a foe based on their speed and tragectory at the time you were aiming. Having such assistence can dramatically affect how relevant evade will be.
  • Limitations on customization can also affect value. With hardpoints like MW4, you can't easily make a 45-ton SRM boat like in MW3 or classic Battletech.
  • In classic Battletech, Assault mechs are almost useless if people start throwing around LB-X AC10's with cluster ammo along with LRM's all the time. The head is too vulnerable and the pilot would get knocked out or you'd get head destruction. Pilot damage occurred too easily on small hits and the head armor and internal structure did not scale quite like the rest of the locations either.
  • In some incarnations, fast meant you should run and/or jump behind your opponent and blast their rear armor. Arm Swing and Torso Twisting control affect the useful these tactics are though. In MW3, you could Torso Twist, take a side view and then arm swing, allowing you to have mouse-control aim at targets directly behind your mech, but only using the pointed arm's weapons. You can do the same in classic battletech. In MW2, you could use jump jets to turn ridiculously fast, negating things getting behind you (if you carried JJ anyway). In MW4, if something got behind you, or in most of the incarnations if something got behind you and you were short both arms, if you couldn't run very well then you were doomed.
  • In some incarnations, a medium mech with an XL engine, Endo Steel, and maybe Ferro Fiber could end up costing a similar price to an assualt mech without any of that.
That said, in practically every incarnation of Mechwarrior and Battletech, along with most other mech franchises, bigger is more expensive to buy and repair, and more ammo is more money too. Overall, I tend do think that this is correct, but there is question about how much more an assualt mech chould cost relative to a light mech. Generally, I find this to be unfavorably scaled in MW and Battletech games such that mediums tend to be the most cost-effective if properly customized, maybe with a smaller number of heavies providing support. However, if you can only have 1 like in most MW games' multiplayer and money is removed from the equation, then it becomes very hard to say and very game-specific.

Edited by Agent Bon, 17 May 2012 - 10:16 PM.


#64 Blind Baku

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Posted 18 May 2012 - 04:21 AM

View PostAgent Bon, on 17 May 2012 - 10:14 PM, said:

That said, in practically every incarnation of Mechwarrior and Battletech, along with most other mech franchises, bigger is more expensive to buy and repair, and more ammo is more money too.


I would put my c-bills on the idea that the biggest complaint the lyri...Assault scout lance is having an issue with is that someone wants to make the Atlas twice as expencive to run. While the thought of a flat rate of repair (1 ton of damage = 1 Cbill, adjust those numbers accordingly, that is just my quick figure) an assaultmech should have a better chance of surviving the match than a light mech. Worst comes to worst maybe the Dev's need to make sure you can always bail on the map, allowing you the option to pull out before the cost is too high. Personally I'm not too big a fan of that idea but, i can see people using it... man that would drive me nuts, if my friendly atlas left the fight because his arm came off! :)

#65 Steel Talon

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Posted 18 May 2012 - 04:30 AM

hevier cost more but earning potential should be same
Not that u need to have premium to sustain assault

#66 Kreisel

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Posted 18 May 2012 - 04:54 AM

View PostGarth Erlam, on 17 May 2012 - 11:13 AM, said:

I disagree, but I see what you're getting at - for me, we want new pilots in Assaults. Why? They'll survive mistakes and learn. And as they learn, they'll realise that those light, quick 'Mechs are picking them apart, so they'll try something new. Stick a new pilot in a light, and he rounds a corner head-on at an Assault, gets quickly destroyed, hates his experience, moves on.

This isn't to say Assaults take no skill, merely that heavier 'Mechs allow mistakes where lights don't.


For the most part I'm glad to hear this statement. The Devs have consistently declared they want to see players in all weight classes, so balance is important. Having players start in Assualts is consistent with this theory, after all it might simply be the play style some players prefer, why should they have to 'work up to' playing how they want when no one else has to.

I also think it's an honest assessment that larger mechs are indeed slightly more 'forgiving' you can take more hits, and you typically can bring more firepower to bear. And until you've learned to maneuver to take advantage of that extra speed it's not doing you a great deal of good yet anyway.

My concern is this: the implication that lights don't allow mistakes, and that the learning curve for them will be far more frustrating. There is a certain degree of yes, light is a high risk playstyle, but typically high risk is paired with high reward to make it worthwhile. No, lights shouldn't be able to take a beating that's not their point. While lights should indeed have a smaller margin of error, it can't be no margin of error. You need to be able to make a few minor mistakes and be able to survive them to learn the class and well for it not to be overwhelmingly frustrating.

I do like the implication that a player in an Assault might find light mechs are picking him apart on occasion, and again, No it shouldn't be that a light can go toe to toe with or even beats and Assault one on one most the time, but consider this, Whatever other limiting factors are or are not there concerning what a team can bring into to match one factor is always consistent (baring the whole Clans thing) the number of players both sides can bring into the match are always the same. Teams are even in terms of Mechs on the field, this isn't like TT where smaller cheaper mechs means I get to have more of them in the fight. So, if it always takes multiple lighter mech to take down a larger mech and even numbers of players makes difficult to force the situation where you have superior numbers unless someone strands themselves, then where is the incentive to bring anything but the biggest thing you can get your hands on?

The focus on Role warfare is where this should really be evened out. The best way to encourage a variety of sizes in the feild is the make it advantageous to pilot the Mech size your team doesn't have enough of. By making teamwork key we make all sizes useful. For instance. Catapult, Raven, Hunchback, Atlas played together cleverly ought to have have the tactical advantage over say Atlas, Atlas, Atlas, Awesome.

The Scout in the first lance ought to mean the first lance gets the jump on the second and the Catapult is able to land a few slavo's of missiles before he's discovered, when the Second lance tries to move in on the catapult the Atlas steps in to bar their way, playing defender and preventing anyone from getting close enough to his fire support for the catapult to have to worry about. He doesn't get aggressive and charge out in the open to get shot up by three guys every bit as big as he is, he plays with cover, and dances back and forth with coke points taking the brunt of their attack for the team, but focusing on doing as much as possible to mitigate the amount of damage he's taking. The Hunchback cuts in around from behind and gets off some rather painful opportunistic shots and then focuses on harassing the Awesome, so he can't focus on using those PPC's to prevent the constant rain of missiles. If an Atlas turns around to help the smaller Assault, the defending Atlas needs to punish him for turning his back on the bigger guns. The Raven dances around continuing to chip in a some extra damage into the whichever locations have been made most vulnerable, helping grant his defending Atlas an edge over the other three by finishing off a leg here, or an arm there (or zip off and capture their base while the rest of his team holds them pinned in).

Lance 1 should feel some pain, after all those ARE 4 very big very assaults, but if they play it off right getting the drop on Lance 2 and play it smart, softening them up first and utilizing the way the different classes play together, then they should win more often than not. The tactical advantages each size can bring a mixed group ought to be seen as typically having the advantage over any group sporting only a single class of mech, be that class Light, Medium, Heavy or Assault.

Edited by Kreisel, 18 May 2012 - 04:57 AM.


#67 Odanan

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Posted 18 May 2012 - 04:58 AM

View PostKanatta Jing, on 16 May 2012 - 09:23 PM, said:

Well, with things as they are, in cannon 1 Commando is worth 1/10 of what at Atlas does.

It's highly possible that PGI may level or reduce the price difference between Mechs.


They will increase the cost difference. That's how MMO games work.

#68 Odanan

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Posted 18 May 2012 - 05:08 AM

View PostAgent Bon, on 17 May 2012 - 10:14 PM, said:

It would take me a long time to figure out an opinion on this subject, but it would be significantly affected by the physics and rules of the game.
  • In some mechwarrior games, fast mechs could outrun the fire from most weapons, even locked missiles, making them really useful to experienced players. In those games, mediums generally ruled the day.
  • Other times, homing missiles meant fast mechs needed too much weight in AMS to be useful, or if no AMS then fast mechs were useless.
  • In most incarnations, fast mechs are so fast that new players often have trouble playing them properly.
  • Slow mechs get shot up really easily and, if ganged up on enough, can go down before the player has much chance to respond.
  • If you have something like MW3's targeting computers, then the game can show you where you would need to aim a particular weapon in order to hit a foe based on their speed and tragectory at the time you were aiming. Having such assistence can dramatically affect how relevant evade will be.
  • Limitations on customization can also affect value. With hardpoints like MW4, you can't easily make a 45-ton SRM boat like in MW3 or classic Battletech.
  • In classic Battletech, Assault mechs are almost useless if people start throwing around LB-X AC10's with cluster ammo along with LRM's all the time. The head is too vulnerable and the pilot would get knocked out or you'd get head destruction. Pilot damage occurred too easily on small hits and the head armor and internal structure did not scale quite like the rest of the locations either.
  • In some incarnations, fast meant you should run and/or jump behind your opponent and blast their rear armor. Arm Swing and Torso Twisting control affect the useful these tactics are though. In MW3, you could Torso Twist, take a side view and then arm swing, allowing you to have mouse-control aim at targets directly behind your mech, but only using the pointed arm's weapons. You can do the same in classic battletech. In MW2, you could use jump jets to turn ridiculously fast, negating things getting behind you (if you carried JJ anyway). In MW4, if something got behind you, or in most of the incarnations if something got behind you and you were short both arms, if you couldn't run very well then you were doomed.
  • In some incarnations, a medium mech with an XL engine, Endo Steel, and maybe Ferro Fiber could end up costing a similar price to an assualt mech without any of that.
That said, in practically every incarnation of Mechwarrior and Battletech, along with most other mech franchises, bigger is more expensive to buy and repair, and more ammo is more money too. Overall, I tend do think that this is correct, but there is question about how much more an assualt mech chould cost relative to a light mech. Generally, I find this to be unfavorably scaled in MW and Battletech games such that mediums tend to be the most cost-effective if properly customized, maybe with a smaller number of heavies providing support. However, if you can only have 1 like in most MW games' multiplayer and money is removed from the equation, then it becomes very hard to say and very game-specific.



You forgot MW1!

A 1989 classic http://en.wikipedia....28video_game%29





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