
Stormwolf, on 13 January 2013 - 05:40 AM, said:
I wasn't really explaining it right, all the mechs have their strenghts and weaknesses, but none of them are optimized. In advanced gameplay you even have good and bad quirks to each mech. The Wolfhound for instance has a full head ejection system.
But aside from that, in TT we have Battle Values. These values are calculated from the tonnage, firepower and equipment the mech mounts. This system can be rather crude, but it works most of the time, here are some examples:
Awesome AWS-8Q: 1,605
Awesome AWS-9M 1,812
Enforcer ENF-4R: 1,032
Mad Cat/Timber Wolf Prime: 2,737
The difference in power between the Clan mech and the IS mechs should be quite evident here. The Timber Wolf is almost at triple the rating of the Enforcer. Yet teaming the Enforcer up with the AWS-9M should give you a good a crack at pulling of a victory.
You can even have uneven teams this way, a horde of lights can be fielded against a couple of assaults. Players will quickly catch on to this and will probably start balancing their teams accordingly. They might even pick a number of level 1 designs to keep the BV rating down.
But aside from that, in TT we have Battle Values. These values are calculated from the tonnage, firepower and equipment the mech mounts. This system can be rather crude, but it works most of the time, here are some examples:
Awesome AWS-8Q: 1,605
Awesome AWS-9M 1,812
Enforcer ENF-4R: 1,032
Mad Cat/Timber Wolf Prime: 2,737
The difference in power between the Clan mech and the IS mechs should be quite evident here. The Timber Wolf is almost at triple the rating of the Enforcer. Yet teaming the Enforcer up with the AWS-9M should give you a good a crack at pulling of a victory.
You can even have uneven teams this way, a horde of lights can be fielded against a couple of assaults. Players will quickly catch on to this and will probably start balancing their teams accordingly. They might even pick a number of level 1 designs to keep the BV rating down.
I haven't really played the non-trial Mechs outside my RVN-4X (currently the only one I own), but having played with the Mech lab, yeah, some loadouts are more optimal than others, but I'm not sure there is a way to make an "OP" build (at least, not one that doesn't rely on lagshield, which is not a design-related issue).
I understand that some people don't like the theorycrafting / min-maxing gameplay...there's nothing I can really say to that. Personally, I enjoy it, but that's me; I understand it's not for everyone.
What I can say is that a game like this would field test the Mechs better than, say, whatever the TT game designers had in mind when they created a Mech. (And that's not even considering that the needs of the TT game are different from a Mech-sim game, or that some reasonable aspects of a Mech-sim would unnecessarily bog down the TT game.)
For example, the CN9-D comes with an LRM, a Med Laser and an LB 10-X and an XL-300 engine. On paper, it might seem like this is a well balanced Mech, but in practice, I've had issues with it. It's fast, so you can circle-strafe other Mechs fairly well, but the LB 10-X is damn near useless. I spent a good minute plus circle-strafing a badly damaged Dragon and was unable to destroy it, thanks to the LB 10-X spreading the damage around. And on the city map I was on, the LRM had very limited use; an SRM would have been more useful.
Also, none of the stock Mechs have an AMS, which seems insane, as you can easily become easy pickings against teams with LRM boats. At 1.5 tons for one AMS and 1000 rounds of ammo, it seems crazy not to have it on every Mech.
Stormwolf, on 13 January 2013 - 05:40 AM, said:
Battletech is the "future of the 80's", it's by no means realistic.
No, of course not, but C3 looks like the "wheel" joke in Futurama. The unofficial joke is the reason you never see anything with wheels in Futurama (everything hovers or flies) is because the technology of the wheel had been lost. Now, as a joke in a comedy series, it's pretty funny, but in a more "serious" setting like BT it just doesn't work.
Stormwolf, on 13 January 2013 - 05:40 AM, said:
Nope, ECM only disrupts, C3, BAP, Artemis and NARC. LRM's and SSRM's behave normally. Additionally you can still spot them on your radar. Now the Radar can be fooled if you switch to "Ghost Targets", but you'll lose the disruption effect.
Ok, this sounds fairly reasonable; I wouldn't mind if this change went into effect, at the very least just to test it out.