Author Topic: Battletech concepts that don't work in MWLL  (Read 7539 times)

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Offline Threesan

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Re: Battletech concepts that don't work in MWLL
« Reply #30 on: August 12, 2010, 01:32:21 AM »
Wouldn't such a MWLL BV system be "price"? Or, what do you want to use the MWLL BV system for, apart from perhaps adjusting price?

Offline =KoS=Zeus

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Re: Battletech concepts that don't work in MWLL
« Reply #31 on: August 12, 2010, 04:08:07 AM »
Single Heat sinks could have a use on Assault Mechs too.

Atlas E
1x Heavy Gauss (right torso)
2x Light Gauss (right and left arms)
2x LRM-10s (right and left torsos)
2x Machine Guns (right and left torsos)

There is no reason to mount anything but single heat sinks on this mech, it simply cannot overheat them with that load out.

Similarly.

Awesome E
3x AC/10
1x ER Large Beam Laser

The ER Large Beam Laser does a small heat spike, but then the AC/10s (especially in chain fire mode) allow it to cool down and deliver a blistering barrage of ballistic munitions to the target.) Single heat sinks would make this mech even cheaper.


Offline CharlesBronson

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Re: Battletech concepts that don't work in MWLL
« Reply #32 on: August 12, 2010, 07:44:26 AM »
What about the fact that most Clans would never field a superior force against their enemies?  Most clans try to take as meager of a force into battle as possible to show off how good they really are and just how terrible their opponent is.  So at least according to cannon you would never see a five on five fight with the Inner Sphere where the Clanners were fielding heavier mechs than the IS guys.  Sure the clan heavy might still by far superior to the IS assault, but if a mechanic was put into game that limited the weight or price that the Clan could field relative to the weight or price of the IS mechs this could keep it competitive.

This is a very tough problem to solve because the Clan tech is just simply... better.  And I am all for keeping it that way, but that's just not a very fun game for the Inner Sphere players unless you really really like the challenge.  Those people are out there, I am probably one of them, but that won't work if you are trying to maintain and grow a community of players.

So keep on brainstorming.
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Offline dCK-Ad_Hominem

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Re: Battletech concepts that don't work in MWLL
« Reply #33 on: August 12, 2010, 09:48:43 AM »
@CharlesBronson:

Those rules only apply to a formal batchal (like we have in league games), but not for the "normal" fight vs. dezgra units. If we were following this a clanner would only be allowed to engage a single target without support as long as the target does not get any support either. I understand your point, but it is a moral factor depending on entire teams which probably won't work out on a public server. Apart from that clans can show off they are better (going by tonnage) since they can "only" field heavies for a large amount of cash for which the IS gets Atlases and Maulers. Yes I do consider the Hellbringer C (102k ammo included) the best mech in the game now, but after all its armor does not take much punishment and it only weighs 65tons. Things are fine as they are now, imo, we will however have to rediscuss the issue once we see the Hunchback IIC, the Bloodasp, WarHawk and the Kodiak.

Offline whatever

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Re: Battletech concepts that don't work in MWLL
« Reply #34 on: August 12, 2010, 09:55:39 AM »
inner sphere mechs you use weapon groupings to cycle your weapons and if the need arises you can wayyy over heat on a alpha strike if needed also the extra weapons add a backup if you get heavilly damaged and absorb a critical hit on a weapon and still fight.
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Offline DigitalStef

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Re: Battletech concepts that don't work in MWLL
« Reply #35 on: August 13, 2010, 03:00:35 AM »
Read this topic through and I think the verdice is mostly:

Clans Have superior Technology in select fields which the IS has micked in most respects
-Heavy lasers
-ERs (More damage then IS and weight less, but more heat)
-Micro Laser
-Lighter weight normal Gauss rifle
-Lighter weight LB and Ultra systems
-Streak LRMs

But the Inner Sphere has alot more diverse technology. (L/H Gauss, X-pulses, C3 computers, RACs, Specialty ammo for Normal -L/H Gauss
-C3
-X-pulses
-Longtoms (although both clan and IS poses Thumper and Sniper artillery
-thunderbolts (so Sulla doesn't have this technically but uh well...)
-RACs
-Specialty ammo for ACs
-Heavy Flamer
-ELRMs
-MRMs
-BloodHound AP


Really Clan has the edge in expertise in their proven technologies. But IS is alot more flexible with a diverse number of different techs.

Offline Dirg

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Re: Battletech concepts that don't work in MWLL
« Reply #36 on: August 13, 2010, 05:34:31 AM »
One of the single most integral parts of Battletech is Salvage. At the "fuzzy" date MWLL is set IS has access to ever piece of clan tech they want form single weapons to full on mechs. Why people seem to insist clan tech be offlimits to the IS is silly on the scale MWLL maps are set in. The simple fact is if it works IS use it however the Clan is far less adaptive and wont use most IS chasis as its beneath them.

Offline (TLL)KitLightning

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Re: Battletech concepts that don't work in MWLL
« Reply #37 on: August 13, 2010, 06:27:21 AM »
I want my Bushwacker with 2xCLRM5, 2xCUAC5, 2xCMPL >:(


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Offline HAARP

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Re: Battletech concepts that don't work in MWLL
« Reply #38 on: August 13, 2010, 08:02:09 AM »
One of the single most integral parts of Battletech is Salvage. At the "fuzzy" date MWLL is set IS has access to ever piece of clan tech they want form single weapons to full on mechs. Why people seem to insist clan tech be offlimits to the IS is silly on the scale MWLL maps are set in. The simple fact is if it works IS use it however the Clan is far less adaptive and wont use most IS chasis as its beneath them.
No. Just no.

Offline ~SJ~ Atlessa

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Re: Battletech concepts that don't work in MWLL
« Reply #39 on: August 13, 2010, 10:57:25 AM »
One of the single most integral parts of Battletech is Salvage. At the "fuzzy" date MWLL is set IS has access to ever piece of clan tech they want form single weapons to full on mechs. Why people seem to insist clan tech be offlimits to the IS is silly on the scale MWLL maps are set in. The simple fact is if it works IS use it however the Clan is far less adaptive and wont use most IS chasis as its beneath them.
No. Just no.

+1


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Offline dCK-Ad_Hominem

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Re: Battletech concepts that don't work in MWLL
« Reply #40 on: August 13, 2010, 01:10:30 PM »
One of the single most integral parts of Battletech is Salvage. At the "fuzzy" date MWLL is set IS has access to ever piece of clan tech they want form single weapons to full on mechs. Why people seem to insist clan tech be offlimits to the IS is silly on the scale MWLL maps are set in. The simple fact is if it works IS use it however the Clan is far less adaptive and wont use most IS chasis as its beneath them.

If you want to slavage try stealing enemy mechs :P. I once stole an enemy awesome from the back of their front and had good aim for the backs of atlasses maulers etc. almost made it back to base and it was lmao when I actually pulled this one off.

Apart from that I agree with Haarp, if we have factions those should differ from one another.

Offline xInVicTuSx

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Re: Battletech concepts that don't work in MWLL
« Reply #41 on: August 13, 2010, 01:54:43 PM »
Only if we could rip it off the dead clanners we slay in that very round and attach it to our mechs then and there.
That is far beyond the scope of this game.  :P

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Offline Cujo

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Re: Battletech concepts that don't work in MWLL
« Reply #42 on: August 13, 2010, 06:59:50 PM »
dezgra units.
aren't these old clanners who serve no better purpose than to die in battle?

Oh, and a HUGE part to why the IS whooped the clanners was because they used unconventional tactics and ambushes, which clanners saw as dishonorable and such.  For instance, setting up charges and collapsing a canyon on a group of clan mechs, eliminating them without firing a shot.  And IS pilots wouldn't think twice about legging a clanner, while to clanners that's dishonorable, the IS pilots will do whatever it takes to win.  And they'd do stuff like lead the clanners into artillery or minefields, which were dishonorable to clanners.

Offline HAARP

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Re: Battletech concepts that don't work in MWLL
« Reply #43 on: August 13, 2010, 07:00:49 PM »
dezgra units.
aren't these old clanners who serve no better purpose than to die in battle?
That would be solahma troops.

Offline KingLeerUK

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Re: Battletech concepts that don't work in MWLL
« Reply #44 on: August 13, 2010, 07:05:51 PM »
Here is a BT concept that would have a hard time working in MWLL: to think that real game-playing humans ("the playerbase") will mirror (as a group) the tactics, morals and battle logic of fictitious Clan or Inner Sphere entities and as such then request that development model the weapons and gameplay to mirror those elements of fiction.
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