Author Topic: from the Technical Readouts?  (Read 909 times)

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Offline onesoul

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from the Technical Readouts?
« on: August 04, 2011, 06:20:45 AM »
I've been playing Battletech since 1984 (yes, 1984) and have a fair amount of the pen and paper manuals.

I haven't opened the Technical Readouts, but the variants don't seem familiar.  Are they from the written material?

Yes, the pen and paper Battletech is turn based, but that doesn't mean the documented 'Mechs should be modified.  The math has already been done (and it's usually accurate) for weight, speed, armaments, and Battle Values/cost.

Each 'Mech has strengths and weaknesses.

Please, please honor the decades of canon.

Offline KingLeerUK

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Re: from the Technical Readouts?
« Reply #1 on: August 04, 2011, 06:38:26 AM »
Respectfully, no.
 
MWLL has had to make deviations from the CBT values in order to actually function within a FPS/action sim genre.
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Offline onesoul

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Re: from the Technical Readouts?
« Reply #2 on: August 04, 2011, 07:14:54 AM »
Wow!  I didn't expect a reply from KingLeerUK!   :D
Thanks for doing the interview with Doorknob!

I'm constantly hearing players mention 'Mech variant changes between dot releases.
Perhaps it's a lack of gameplay (v0.5.1 is my first), that I don't understand why the deviations.

The weapon loadouts, electronics, speed, jump jets, heat sinks, etc determine a 'Mechs combat expertise and thus its' placement in mixed arms.

Perhaps I'm not looking closely enough at individual 'Mechs and the real-time gameplay value (aka damage per second  ;).

Regardless, sincere appreciation of your hard work, from an original MW fan.

Offline Artemis Dragmire

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Re: from the Technical Readouts?
« Reply #3 on: August 04, 2011, 08:28:57 AM »
Most of the prime varients are pretty close to what is listed (at least on sarna) for the prime loadouts in canon. There are some tweaks here and there where something didn't work or was underwhelming, but most are pretty close.

I think you'll like the game though if you give it a chance, this mod is the best thing to happen to Battletech in the past 5 years if you ask me.

Offline RabbidFerret

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Re: from the Technical Readouts?
« Reply #4 on: August 04, 2011, 09:39:19 AM »
In the art of making games, gameplay is always king. That said, this mod does a really great job of respecting canon when possible. Its a good place to be for a mechwarrior.

Btw Artemis, I get the feeling that you play Eve.
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Offline Artemis Dragmire

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Re: from the Technical Readouts?
« Reply #5 on: August 04, 2011, 01:46:04 PM »
In the art of making games, gameplay is always king. That said, this mod does a really great job of respecting canon when possible. Its a good place to be for a mechwarrior.

Btw Artemis, I get the feeling that you play Eve.

Used to, yep. Still consider myself a member of Veto and hang out with them online quite a bit. Great bunch of guys.

By the way, congrats on  being the first person who has actually identified Veto when I've been displaying it outside of EVE. I have the t-shirt in my avatar and have never had someone actually identify it in person.

Offline =KoS= Saber15

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Re: from the Technical Readouts?
« Reply #6 on: August 04, 2011, 03:56:56 PM »
I've been playing Battletech since 1984 (yes, 1984) and have a fair amount of the pen and paper manuals.

I haven't opened the Technical Readouts, but the variants don't seem familiar.  Are they from the written material?

Yes, the pen and paper Battletech is turn based, but that doesn't mean the documented 'Mechs should be modified.  The math has already been done (and it's usually accurate) for weight, speed, armaments, and Battle Values/cost.

Each 'Mech has strengths and weaknesses.

Please, please honor the decades of canon.
They tried doing CBT variants for several mechs, like Thor, which originally had entirely canon variants. It uh, didn't work. All of the canon Thor variants were underwhelming, hard to use, and basically death traps.

Most of the other "Prime" variants are based on CBT, but modifies them so people actually use them, or adapts them so they fit with MWLL's build rules (ie medium lasers are now 2 tons). Like the Warhammer WHM-6R, which drops the standard beam lasers for the comparable pulse versions, and adds some electronics to it.
So instead of being 2xPPC 2xMedium Laser 2xSmall Laser 1xSRM-6
it's now: 2xPPC 2xMedium Pulse Laser, 2xSmall Pulse Laser, 1xSRM-6, BAP, GECM, LAMS
« Last Edit: August 04, 2011, 04:03:18 PM by =KoS= Saber15 »

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Offline Mitchpate

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Re: from the Technical Readouts?
« Reply #7 on: August 08, 2011, 05:57:41 AM »
They tried doing CBT variants for several mechs, like Thor, which originally had entirely canon variants. It uh, didn't work. All of the canon Thor variants were underwhelming, hard to use, and basically death traps.
Almost all the CBT Thor variants are deathtraps in every version of Mechwarrior do date.  The Summoner B and H variants are the only ones really worth their salt, and even those aren't that great for 70 tons.
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Offline =CJW= Namarah (W)

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Re: from the Technical Readouts?
« Reply #8 on: August 10, 2011, 06:36:07 PM »
In the art of making games, gameplay is always king. That said, this mod does a really great job of respecting canon when possible. Its a good place to be for a mechwarrior.

Btw Artemis, I get the feeling that you play Eve.

Used to, yep. Still consider myself a member of Veto and hang out with them online quite a bit. Great bunch of guys.

By the way, congrats on  being the first person who has actually identified Veto when I've been displaying it outside of EVE. I have the t-shirt in my avatar and have never had someone actually identify it in person.

Eve player here myself.

Yeah I've bumped into them once or twice good bunch. Helped me out when I started (again). :D

of course you should fight fire with fire you should fight everything with fire.

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Offline JadeKitsune

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Re: from the Technical Readouts?
« Reply #9 on: August 12, 2011, 10:08:54 AM »
As a champion of TRO configs... I feel, well, quite happy with the loadouts here in MW:LL, the only problem I've run into are a couple of builds that I notice... dominate Solaris Arena... most noteibly the SRM vulture [or really, it can be argued any Streak SRM heavy variant] and the MRM 40 Catapult...

The sheer ammount of firepower these mechs bring to the table, especially the SSRM Vulture [since it's pretty much, lock on, fire and forget] are a bit of a balance issue within SA currently if you ask me... not enough hard hitting firepower to deter them at that weightclass it seems, they move decently quick [mostly the vulture.] and the SSRM's just... don't scatter enough in SA in my opinion, since that gamemode is FFA you have no support to take down these mechs before they get close enough to wreck your day.

Offline Bill

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Re: from the Technical Readouts?
« Reply #10 on: August 12, 2011, 02:08:30 PM »
The thing has a range of 350 meters and is squishy, if you're engaging it 1v1 within that range you deserve to get toasted.



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Offline Spooky

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Re: from the Technical Readouts?
« Reply #11 on: August 12, 2011, 02:26:44 PM »
The thing has a range of 350 meters and is squishy, if you're engaging it 1v1 within that range you deserve to get toasted.

In order to do that, you need a long range combat asset, which would put you in a disadvantage again, once any other brawler gets close to you, not just the VB. The VB is not the only enemy out there.

Offline xDeityx

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Re: from the Technical Readouts?
« Reply #12 on: August 12, 2011, 03:07:14 PM »
SA is a game mode that theoretically should balance itself.  If the players are not total idiots, they will all gang up on an overpowered asset that threatens to dominate.  Bringing out a Vulture B should paint a huge "target me" sign on you.

That's a big "if" though.  The reason I don't play SA is that people will just shoot the first thing they see instead of always hunting the #1 player in an attempt to win.
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Offline Bill

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Re: from the Technical Readouts?
« Reply #13 on: August 12, 2011, 03:28:54 PM »
The thing has a range of 350 meters and is squishy, if you're engaging it 1v1 within that range you deserve to get toasted.

In order to do that, you need a long range combat asset, which would put you in a disadvantage again, once any other brawler gets close to you, not just the VB. The VB is not the only enemy out there.

400 meters is long range now then?


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Offline Spooky

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Re: from the Technical Readouts?
« Reply #14 on: August 12, 2011, 03:34:27 PM »
400 meters is long range now then?

Kiting works only in theory, and you can only try to kite one enemy.


SA is a game mode that theoretically should balance itself.  If the players are not total idiots, they will all gang up on an overpowered asset that threatens to dominate.  Bringing out a Vulture B should paint a huge "target me" sign on you.

That's a big "if" though.  The reason I don't play SA is that people will just shoot the first thing they see instead of always hunting the #1 player in an attempt to win.

Yeah, unfortunately it doesn't really work (yet) :(. It's always so frustrating when people attack some random light mech in their vicinity, when a VB is around. Maybe we need some PSA, so people get to know that attacking more expensive assets gets you more points ;)