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Why Is Stock Mechs Only Missing From Gameplay Modes?


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#101 Rorvik

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Posted 13 January 2013 - 03:50 PM

Thanks again for the info, Stormwolf; lots of interesting information. :) Just a few comments:

View PostStormwolf, 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.


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.


View PostStormwolf, 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.


View PostStormwolf, 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.

#102 Stormwolf

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Posted 14 January 2013 - 12:27 PM

View PostRorvik, on 13 January 2013 - 03:50 PM, said:

Thanks again for the info, Stormwolf; lots of interesting information. :) Just a few comments:



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.


It's funny that you mention the CN9-D, especially when you can swap out the cluster ammo for slug ammo in the TT. The LBX10 can essentially be used as a AC10.

The mechs themselves have backstories to them, the Hunchback HBK-4G for instance was a urban fighter created for the Reunification War. It was never intended to be fielded on areas like Caustic.

Quote

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.




Most of the current mechs are level 1 designs, AMS is a level 2 tech. And besides, most of the stock mechs don't carry more then two tons of LRM ammo for every launcher. I should also point out that the IS version of the AMS isn't all that great in the canon.

It's funny how we don't have the mechs and their variants that actually carry AMS:

Warhammer WHM-7M*
Thunderbolt TDR-9S*
Crusader CRD-5M*
Exterminator EXT-4D
Bombardier BMB-12D

*We can't have these for legal issues, see the unseen for more info.

Quote

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.


It's simply part of the setting, especially now it's rather important that they don't have this tech. All the mercs and pirates in the Periphery were overrun by the Clans and they never knew what hit them:

Spoiler


He ofcourse gets his *** kicked by the mystery mech later but manages to transmit his battle recordings, which leads to this iconic part:

Spoiler


#103 Outlaw

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Posted 04 March 2013 - 08:46 PM

Necroing because i think this needs to be brought up again. Several friends of mine as well as myself were talking about this and with the prevalance of cheese builds it would be a nice break from open customization matches. The idea i had for this would be 3 extra settings Stock-Any, Stock-Conquest and Stock-Assault, and instead of having to re-equip your mechs, instead the game would read what mech you are in and automatically revert it to its stock configuration for that match without actually changing it in your mechlab.

#104 TheForce

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Posted 05 March 2013 - 10:39 AM

View PostOutlaw, on 04 March 2013 - 08:46 PM, said:

Necroing because i think this needs to be brought up again. Several friends of mine as well as myself were talking about this and with the prevalance of cheese builds it would be a nice break from open customization matches. The idea i had for this would be 3 extra settings Stock-Any, Stock-Conquest and Stock-Assault, and instead of having to re-equip your mechs, instead the game would read what mech you are in and automatically revert it to its stock configuration for that match without actually changing it in your mechlab.


This would be great!

But how could PGI make money off of stock games?

#105 Braggart

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Posted 05 March 2013 - 10:55 AM

View PostTheForce, on 05 March 2013 - 10:39 AM, said:


This would be great!

But how could PGI make money off of stock games?


consumables, and you still have to purchase those mechs to play them.

The payouts could be lower for stock to. I just want stock gameplay as an option.





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