Author Topic: Weight/slot restrictions  (Read 2462 times)

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Offline Luger

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Weight/slot restrictions
« on: March 17, 2009, 06:51:36 AM »
Hey guys,

Quick question if I may.  A few of the vets over @ NBT:HC were together discussing MWLL and we came up with a question about how MWLL works in regard to sensors and slots.  What will be the weight or slot cost for sensor upgrades?  I understand the pod system for weapons, but are the sensors going to work the same way?  So if I wanted C3 Master in my mech since I'm the scout mech in this setup.. will my team mates have to pay a penalty for adding C3 slave to their mechs?  What about BAP or ECM?

Thanks for the responses.
Luger *Gore*

Offline Bcbear

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Re: Weight/slot restrictions
« Reply #1 on: March 17, 2009, 08:39:04 AM »
I dont think BAP or ECM, or C3 for that matter, are going to be implemented in the initial release.
but anyone with evidence to the contrary please correct me.

Offline shadowkiller

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Re: Weight/slot restrictions
« Reply #2 on: March 17, 2009, 10:44:18 AM »
I sugest watching this video on the weapon pods, should clear up any questions.

http://www.youtube.com/watch?v=cRvqRHszJho

P.S. Ecm and bap will be included in first release


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Online KorJax

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Re: Weight/slot restrictions
« Reply #3 on: March 17, 2009, 03:24:28 PM »
Yeah BAP and ECM varients are going to be in for the release.  I don't think C3 units and such will though, the radar will be along the lines of how it worked in the previous Mechwarrior games.

Offline Luger

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Re: Weight/slot restrictions
« Reply #4 on: March 18, 2009, 01:48:26 AM »
KorJax said: "the radar will be along the lines of how it worked in the previous Mechwarrior games."

In other words BAP & ECM will take tonnage but not slots?  BTW if that's the case the pod system vid doesn't answer what I was asking bro (ShadowKiller).  I'd watched the video awhile back but it was good to see again.
Luger *Gore*

Online KorJax

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Re: Weight/slot restrictions
« Reply #5 on: March 18, 2009, 02:45:52 AM »
KorJax said: "the radar will be along the lines of how it worked in the previous Mechwarrior games."

In other words BAP & ECM will take tonnage but not slots?  BTW if that's the case the pod system vid doesn't answer what I was asking bro (ShadowKiller).  I'd watched the video awhile back but it was good to see again.

I said that not about how it's placed on the mech but how the radar itself works.  As in, the functionality of the radar will work like it did in the older games.

Offline CHHš Ghost

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Re: Weight/slot restrictions
« Reply #6 on: March 18, 2009, 07:03:10 AM »
 :(That video makes me want to make a Timberwolf with 2 gaus rifles. Real bad.

Offline Jerik

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Re: Weight/slot restrictions
« Reply #7 on: March 22, 2009, 10:46:07 AM »
Im loving the pod system. The old school style of tonnage was good too, but idk wat the heck the devs were thinking for mw4. no fun atall

Offline RocketDog

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Re: Weight/slot restrictions
« Reply #8 on: March 22, 2009, 11:13:43 AM »
The MW4 slot system was great because it forced many mechs to have particular characters. So Novacats were energy-heavy, Maulers had mixed ballistic/missile loads etc. The pod system in MWLL looks like it will do away with this, so the mechs maybe aren't going to be quite so distinctive - more like the "gunbags" of MW3 where any chassis could carry pretty much any weapon loadout. In MWLL there are some restriced slots (e.g., torso missiles on an Atlas), but it looks like anything else is pretty open.

Cheers,

RD

Offline Stahlseele

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Re: Weight/slot restrictions
« Reply #9 on: March 22, 2009, 11:31:05 AM »
yeah so?
that's the fluff AND the Crunch of everything Battle-Tech.
this is how it should have been from mechwarrior 1 and in the mech commander parts too!
but it probably wasn't worth the effort to the developers because that would take up huge ammounts of time/other ressources and not bring anything really important to the game.
so they saved money by not doing it.
these guys are not concerned about money and the such, maybe only about time, and even that is a floating point as of right now.
they wanna have a game that looks the way most battletech geeks and nerds have allways imagines it, so they are making the game.
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
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Offline xKamikazex

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Re: Weight/slot restrictions
« Reply #10 on: March 22, 2009, 03:24:44 PM »
Sensors and other electronic equipment will have their own special slots reserved on various Mechs. I am still hashing out the details of of them, but you can expect to see a variety of additional equipment on the Mechs that are depicted in that way - ie: Raven.

Offline Stahlseele

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Re: Weight/slot restrictions
« Reply #11 on: March 22, 2009, 03:26:45 PM »
soo . . will the raven get different beakies of death with different electronics loadouts? ^^
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
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Offline PukinDog

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Re: Weight/slot restrictions
« Reply #12 on: March 22, 2009, 11:23:04 PM »
The MW4 slot system was great because it forced many mechs to have particular characters. So Novacats were energy-heavy, Maulers had mixed ballistic/missile loads etc. The pod system in MWLL looks like it will do away with this, so the mechs maybe aren't going to be quite so distinctive - more like the "gunbags" of MW3 where any chassis could carry pretty much any weapon loadout. In MWLL there are some restriced slots (e.g., torso missiles on an Atlas), but it looks like anything else is pretty open.

^ I'm actually glad that this won't be the case in MWLL.  All too often, once you ID'd the opposing mechs, their loadout schemes were pretty simple to guess at.  ahem, nbt...

Pod system will be a nice change.

Offline SeniorBiscuit

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Re: Weight/slot restrictions
« Reply #13 on: March 23, 2009, 10:25:50 PM »
Really the pod system is perfect for the clan mechs, but sort of unfitting for the IS tech. Its really an omni system, but I suppose no one would want to play IS if they were stuck with stock designs.

Offline Stahlseele

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Re: Weight/slot restrictions
« Reply #14 on: March 23, 2009, 11:03:17 PM »
most IS Mechs are, by default, omni-mechs . . but not as sophisticated as the clans.
weapon-slots have allways been there with IS-Mechs, but they are not modular.
every weapon that is built into a certain slot gets hardwired into the system.
that makes it HARDER to switch out the weapons, true, but not impossible . .
there's IS Mechs with more than half a dozend configurations and it's still the same mech.
don't tell me that's not omni-tech right there. if it were impossible to switch out weapons,
it would be impossible to do maintenance in the field, if there's not exactly the same stuff
available to replace destroyed components.
'any kind of discussion of randomness ALWAYS WILL EQUATE to being able to critically hit a mech's reactor by firing a micro beam laser while facing 80 degrees to the side, shooting the ground, which would cause a random explosion which would randomly crit his entire team's reactors which would randomly cause the server itself to explode which would randomly generate a strange quark which would randomly hit the earth and randomly randomness randomfapp the shit fapp random!'
------------------------------
CPU: Intel Core 2 Quad Q9650 @4x3GHz
Memory: GSkill 2x4Gb DDR3 1333Mhz
Video: MSI N580GTX Lightning Xtreme Edition 3072MB
HDD: 2xWD Velociraptor74Gig10k RPM SATA  RAID0; 1x WD Caviar Black 1TB, 1x WD Caviar Green 2TB
Monitor: 2x24" Widescreen 16:9 1920x1080 native resolution
Windows Vista