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Topic: Customization and other Questions (Read 3312 times)
Flyingdebris
Lance Sergeant
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Posts: 472
Re: Customization and other Questions
«
Reply #30 on:
September 02, 2008, 12:43:42 PM »
wasn't there some kind of rule on whether certain weapons when mounted on arms allowed a mech to have hands? That always seemed iffy to me.
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PanzerBoxb
Captain Cheese
Star Captain
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Posts: 1150
Re: Customization and other Questions
«
Reply #31 on:
September 02, 2008, 01:45:36 PM »
I never remember there being a rule that limited hands when using certain weapons.
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Landros Radick
Audio Director
Lead Dev
Star Captain
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Posts: 850
Landros "DarkWolf" Radick
Re: Customization and other Questions
«
Reply #32 on:
September 02, 2008, 03:10:05 PM »
Lower Arm Actuator, Upper Arm Actuator, Hands
All three took up single slot criticals on the TRO readouts.
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Zeus6S
MechWarrior
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Posts: 240
Re: Customization and other Questions
«
Reply #33 on:
September 03, 2008, 10:56:05 AM »
The penalty for mounting 4 ER PPCs is that you produce 60 points of heat. The Masakari Prime with the 4 ER PPCs can only dissipate 40 heat. Generally a Masakari will switch between firing 2 or 3 ER PPCs a turn and resort to firing all 4 when they have that perfect shot.
At any rate, the balance for the weapons is heavily skewed in favor of clan energy weapons since double heat sinks are so effective. Even the mighty Gauss Rifle is a piece of crap compared to a clan ER PPC. Same damage, less range than ER PPC, double the weight, 3-4 times the critical space, minimum range, ammunition concerns, can explode. The only advantage it has is that it runs cool, but thankfully the ER PPC's weight savings enables enough extra double heat sinks to be slotted in to nullify that drawback. Of particular note, the ER PPC is cheaper to slave to a targeting computer, which is just another point in favor of using it.
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Landros Radick
Audio Director
Lead Dev
Star Captain
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Posts: 850
Landros "DarkWolf" Radick
Re: Customization and other Questions
«
Reply #34 on:
September 03, 2008, 11:21:50 AM »
That's why I wish they added armor penetration rolls to ballistic/energy weapons in the board game. A slug is more likely to penetrate armor and hit internals than a Laser or Energy weapon.
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KitLightning
Resident Necromancer
Star Captain
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Posts: 1181
πάντα ρει, και ουδέν μένει
Re: Customization and other Questions
«
Reply #35 on:
September 03, 2008, 11:33:33 AM »
... on the subject of future additions of weapons in MWLL ...
Will there be implemented MML launchersīs? and if so, will it be possible to use both LRM and SRM ammunition?
It will make īMech customization more diverse.
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"Acerrima proximorum odia" ~ Tacitus
www.pinksniperiii.deviantart.com
xKamikazex
Creative Director
Lead Dev
Living Legend
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Posts: 2136
Want some candy little boy?
Re: Customization and other Questions
«
Reply #36 on:
September 03, 2008, 11:56:17 AM »
Quote from: KitLightning on September 03, 2008, 11:33:33 AM
Will there be implemented MML launchersīs? and if so, will it be possible to use both LRM and SRM ammunition?
It will make īMech customization more diverse.
No, this will not be possible. You will only be able to select from either LRM launchers or SRM Launchers. However, you can swap out one for the other in the same slot. You will also be able to equip Arrow IV Launchers as well (if you have the money and tonnage
).
We currently plan on allowing for all "Missile" type slots found on the Stock versions of Mechs to be swappable with other Missile type weapons. However you will not be able to place guns in those slots (this is due to Art Placement swapping issues as well as Game Balance concerns(Sorry, no 2 PPC Catapult variant)). On the other hand, all "Gun" type weapons (PPCs, Gauss, Lasers, ect..) will be interchangeable in the same slots according to gun size. You'll know more once we work on the customization some more
.
As far as MRMs are concerned, they are not coming in the initial release on MWLL.
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KitLightning
Resident Necromancer
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πάντα ρει, και ουδέν μένει
Re: Customization and other Questions
«
Reply #37 on:
September 03, 2008, 12:07:55 PM »
aff! sir!
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"Acerrima proximorum odia" ~ Tacitus
www.pinksniperiii.deviantart.com
Flyingdebris
Lance Sergeant
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Posts: 472
Re: Customization and other Questions
«
Reply #38 on:
September 03, 2008, 01:29:07 PM »
good, i hate mrms anyway. What good are a spam of 40 missles if they aren't gonna hit anything
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Landros Radick
Audio Director
Lead Dev
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Landros "DarkWolf" Radick
Re: Customization and other Questions
«
Reply #39 on:
September 03, 2008, 01:44:44 PM »
Quote from: Flyingdebris on September 03, 2008, 01:29:07 PM
good, i hate mrms anyway. What good are a spam of 40 missles if they aren't gonna hit anything
Give it a good spread and it just might hit something..
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Kaldskryke
Bondsman
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Posts: 22
Re: Customization and other Questions
«
Reply #40 on:
September 03, 2008, 01:46:28 PM »
Quote from: BubblesFloat on September 01, 2008, 12:44:41 AM
by this I mean you won't be able to stack more than 2 ppcs on a mech, but at the same time even one PPC should be able to do noticeable damage like it did in MW2.
Depending on the mech, I kinda agree with this. Obviously, the masakari has 4 PPCs, but that's fine - it's a massive assault mech. On MW2 I can create a Stormcrow build with 7 ER PPCs and 14 double heatsinks - which in my opinion is ludicrous. I really don't think a medium mech should be capable of mounting that much weaponry. I'm certainly hoping that with MWLL mech customization is constrained sufficiently to make 'obscene' builds impossible. For example, if in MW2 you couldn't remove all the mech's armor, or decrease its engine to 1T, and if the number of available criticals increased with chassis size then it would be much harder to have a medium mech with 7 PPCs.
I like customization, but I think there should be some sensible limitations. And if customization will exist then weapons will need to be finely balanced so that the small lasers and AC2s of the world have a place.
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Flyingdebris
Lance Sergeant
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Posts: 472
Re: Customization and other Questions
«
Reply #41 on:
September 03, 2008, 04:38:01 PM »
yeah thats another thing that was kind of wierd that kaldskryke brought up. Old school cbt rules had 20 ton mechs have just as many crit points to shove equipment into as 100 ton mechs. which is kinda weird. Shouldn't be an issue in mwll considering the more mw4 approach to weapon customization though
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Razgriz5555
Bondsman
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Posts: 24
Peace through superior firepower
Re: Customization and other Questions
«
Reply #42 on:
September 04, 2008, 03:35:21 PM »
The thing is, that ludicrous builds will never work no matter how high the customisation level. A mech with 7 PPCs would cook itself to a clot in the event of an alpha strike, not to mention non-existant armor and engine. So IF it can move its guns out of the hangar, and IF it survives long enough to charge them up, it could bring down another mech in a single volley, but would be a perfect waste of creds in the next few seconds as it melts into a formless metal blob. As is the case with the record sheet generators, custom mechs tend to be more expensive, but they have to be balanced or you will lose those C-bills you just invested. In a sense, most mechs not belonging to a successor state regular army ARE custom jobs, since they're worth a small fortune and often passed down across generations within families, resulting in some interesting mods slowly accumulating over the years. A fully customised mech could reflect that, provided you have the cash to build it. I've used a heavily customised Battlemaster throughout my tabletop and PnP years, which was an awesome machine geared towards every possible battle calamity, but that thing also costs 31mil to bolt together. I'd be very reluctant to take it out for a skirmish, if that meant I could lose it, or the investment it represents. So I guess the C-bills will take care of unbalanced or unrealistic designs, since it would be a complete waste of hard earned resources. I say bring on me tools, me parts and an extra bottle of PPC.
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There's war and peace, but if you see us you're a damn long way from the latter - Phoenix Corporation
Zeus6S
MechWarrior
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Posts: 240
Re: Customization and other Questions
«
Reply #43 on:
September 05, 2008, 09:23:50 AM »
I like that the mechs are being restricted based on what the chassis looks like. There are certainly enough mechs in the game to find something in your price range with the right missile or ballistic/energy placement to customize your mech how you want. I strongly dislike squaring off against a mech that is obviously designed to carry a lot of direct fire weapons and then have it end up being a missile boat, it starts to break emersion for me.
Landros, check out Renegade Tech
http://www.fluency.paintedtarget.org/rtech/
it uses the FASA template weapons and widowing armor rules made famous in Renegade Legion and Crimson Skies for Battletech. I find it infinitely more interesting to play that normal battletech since certain weapon combos work extremely well together, like an AC/10 and PPC, or LRMs and SRMS, or, AC/20 + Gauss Rifle. It really matters which weapon you fire in what order.
As for the 7 PPC mech, yeah, I did that in MW2 also. The key was to just chain fire the things and make a wall of PPC fuzzies that the target couldn't avoid. Heat buildup was actually minimal firing in chain mode, but the ludicrous thing was that the PPCs had unlimited range. If you could catch an enemy on radar and then line up with it and back up until it was off your scope you could still blow it apart and generally the AI wouldn't react since it couldn't detect any enemies to go after.
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Flyingdebris
Lance Sergeant
Offline
Posts: 472
Re: Customization and other Questions
«
Reply #44 on:
September 05, 2008, 02:07:41 PM »
i read through that renegade ruleset for BT, it looks like a bit of pain to run it in a tabletop game without every round taking forever. But damn, if that can somehow be worked into a MW game where the computer can handle all the penetration rules, that'd be awesome. A whole lot more interesting than simply armor as HP.
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