Author Topic: Battletech concepts that don't work in MWLL  (Read 6985 times)

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Offline =KoS= Eldragon

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Re: Battletech concepts that don't work in MWLL
« Reply #90 on: August 18, 2010, 05:16:34 PM »
The arm mount points of the Hollander will not support 4x Medium sized weapons with the MWLL pod concept.  Instead, the arms would only be able to support 1x MBL each in a single-slot pod.

I had always assumed Medium lasers and small lasers took up the same pod space. Their in-game models look to be similar sized.  The RAC5 Hollander's AC2s look like they just left the lower pod space empty. I would have thought there wouldn't be such a space issue for arm mounted hard points like the hollander has.

I guess this means the Hollander will be forever cursed with "one big gun" and weaker backup weapons. Which is too bad.

Offline KingLeerUK

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Re: Battletech concepts that don't work in MWLL
« Reply #91 on: August 18, 2010, 05:39:24 PM »
That IS EXACTLY it's canonical design.    ;)
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Offline Brainwright

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Re: Battletech concepts that don't work in MWLL
« Reply #92 on: August 18, 2010, 05:52:03 PM »
By the way, I have thought about the Hollander and I feel that all its variants have a decent role except the Prime, the price needs to be brought down to CDT level to make it worth taking in my opinion.

Yeah, I gotta ask : How the hell is an Uller A cheaper than a Hollander Prime?  It performs better in almost every respect except for armor and jump jets.
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Offline xInVicTuSx

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Re: Battletech concepts that don't work in MWLL
« Reply #93 on: August 18, 2010, 07:05:35 PM »
By the way, I have thought about the Hollander and I feel that all its variants have a decent role except the Prime, the price needs to be brought down to CDT level to make it worth taking in my opinion.

Yeah, I gotta ask : How the hell is an Uller A cheaper than a Hollander Prime?  It performs better in almost every respect except for armor and jump jets.

The armor is effectively much better on the Uller because it does not have the huge gun target which is extremely easy to hit, is damaged in seconds, cripples the mech, and destroys it in one more shot. The damage is often much more spread along the Uller.

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Offline =KoS= Eldragon

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Re: Battletech concepts that don't work in MWLL
« Reply #94 on: August 18, 2010, 07:12:15 PM »
The armor is effectively much better on the Uller because it does not have the huge gun target which is extremely easy to hit, is damaged in seconds, cripples the mech, and destroys it in one more shot. The damage is often much more spread along the Uller.
Not to mention if someone does shoot the Gauss off the uller, it has the speed to simply run away, and since it took the hit into the arm instead of the torso, its not going to die in the next hit.

Thats the core problem with the the whole "Big Gun" concept of the Hollander right now. There is a cheaper, faster, more survivable mech with the same gun out there. The HGauss has similar problems, but at least it does a whole lot of damage to make up for it.

Offline dCK-Ad_Hominem

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Re: Battletech concepts that don't work in MWLL
« Reply #95 on: August 18, 2010, 08:23:32 PM »
Well considering survivability you stravag guys have the king of the hill with the owens ::). Yes the Holly sure has its drawbacks, but so will the Hunchback IIC. The role the Holly is intended for is not brawling (except the UAC20 one), but spotting your target, hitting it (usually a big hit) and then getting out of sight before the other guy can fire back. The Kit Fox however is designed as basically as clan mechs are: search and destroy. It does not fit the multiple roles the holly can take (AA, ABA, brawler and hard hitting fire support), but has one instead and excells in it for its weight class. Price? Hmm... well it doesn't come that cheap (you guys get a 55ton mech for the cash after all), but in order to make it more expensive a 20 or 25ton clan mech would have to be introduced which really wouldn't be able to face enemies twice its weight, let alone some of the osirises...

Offline xInVicTuSx

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Re: Battletech concepts that don't work in MWLL
« Reply #96 on: August 18, 2010, 08:30:09 PM »
If anything I should think that the Hollander prime be made CDT rank with enough money left for one ton of ammo.
On the other end I would support the Uller prime being made CDT rank too, its silly that the more expensive Gauss variant gets CDT and the Prime doesn't, it would help the clan out for now too with a early jack of all trades.
The Hollander is 45 not 55 tons, its meant to be a cheap gun on legs to throw into the field, right now its all of that but cheap, at the same rank you can buy a bushwacker A, something that is 38508390 times better.

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Offline dCK-Ad_Hominem

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Re: Battletech concepts that don't work in MWLL
« Reply #97 on: August 18, 2010, 08:40:44 PM »
I was talking about the Uziel when I said 55 tons Invictus, just realized now (looking it up again) that it's actually 50. Sure, the Bushy is perhabs the best mech in its weight class and yes I also agree that there should be more than 2 Kit Fox variants available at CDT rank ;).

Offline xInVicTuSx

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Re: Battletech concepts that don't work in MWLL
« Reply #98 on: August 18, 2010, 09:00:57 PM »
You were? Fooled me... you never even mentioned it, also the Uziels are in the 70k rank range as are the Bushwackers except the A, which is what I was referring. I have my reserves about the Bushwacker A as well.
I feel it should be more expensive than it is, if anything the Prime should be the cheapest.
I'm thinking of making a thread to discuss all of these pricing irregularities anyways.

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Offline dCK-Ad_Hominem

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Re: Battletech concepts that don't work in MWLL
« Reply #99 on: August 19, 2010, 12:02:37 AM »
I'm thinking of making a thread to discuss all of these pricing irregularities anyways.

Sorry for fooling you, if I had gotten the tonnage right to begin with you probably would have guessed what I was referring to, my bad.

Count me in on that thread, but be assured that there is still a large number of variables which we cannot foresee (Hunchback IIC being the most critical one most likely). That thread would see some wild discussion though.

Offline Brainwright

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MWLL concepts that don't work
« Reply #100 on: September 08, 2010, 09:54:58 PM »
I'm not one to let a perfectly good thread go to waste, so let's give this one another whirl.

MWLL concepts that don't work :

BAP and GECM as long-range devices.

Yes, that's right.  ECM and ECCM should be a battle to themselves, not an individual perk.  GECM units should be struggling to get in close to the enemy to disable their NARCs, TAGs, increase lock-on times, and fiddle with weaker sensor systems.  BAP units should be scurrying to counter them and point out their location.  This equipment should not make these units more independent, but give them a potential role.

Have GECM units that are blocking functionality of other units get points.  Have BAP units that are blocking GECM functionality get points, too.

Replace the current BAP and GECM system with specially rated sensor packages and a version of stealth armor that reduces the radar detection range, something like the current GECM but less powerful.  Perhaps without the complete invisibility granted once radar is turned passive.
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Offline Arghy

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Re: Battletech concepts that don't work in MWLL
« Reply #101 on: September 09, 2010, 06:08:02 AM »
I'd love Ewar to actually be a war where ECM would totally screw over any mechs in its range.

Offline (TLL) Heretic

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Re: MWLL concepts that don't work
« Reply #102 on: September 09, 2010, 12:43:29 PM »
I'm not one to let a perfectly good thread go to waste, so let's give this one another whirl.

MWLL concepts that don't work :

BAP and GECM as long-range devices.

Yes, that's right.  ECM and ECCM should be a battle to themselves, not an individual perk.  GECM units should be struggling to get in close to the enemy to disable their NARCs, TAGs, increase lock-on times, and fiddle with weaker sensor systems.  BAP units should be scurrying to counter them and point out their location.  This equipment should not make these units more independent, but give them a potential role.

Have GECM units that are blocking functionality of other units get points.  Have BAP units that are blocking GECM functionality get points, too.

Replace the current BAP and GECM system with specially rated sensor packages and a version of stealth armor that reduces the radar detection range, something like the current GECM but less powerful.  Perhaps without the complete invisibility granted once radar is turned passive.

+1.  I've been stumped trying to figure out how the sensors packages could work for a separate EW subgame like in CBT.

If you have anything worked out then post it up on the Ideas thread please, as I'd love to read it.  Right now the sensors and EW equipment feels very simplistic, so I'd definately be supoorting any viable alternative that increases gameplay.


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Offline HAARP

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Re: Battletech concepts that don't work in MWLL
« Reply #103 on: September 09, 2010, 12:45:55 PM »
I think that's worth its own thread. Anyone?

Offline Leeko

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Re: Battletech concepts that don't work in MWLL
« Reply #104 on: September 09, 2010, 05:14:19 PM »
One BT concept I wish people would stop suggesting is "Let's balance IS vs Clan by outnumbering the Clanners." That would result in IS win after IS win unless the Clan team was an organized, er, clan. Like TLL or CSJ not like the lore clans.
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