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Hello,

A new Fan Input Discussion Thread has been opened for the period ending 7 Sep 2010. Please visit the discussion here, and render opinions regarding a possible AToW expansion product.

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Captain
Posts: 2761

MW4:Mercenaries - Introduction

Classic Battletech is 24 years old (quite a long time for a game, heck, I'm one year younger! Tongue), being released in 1984. Of course, such a long standing and successful franchise was bound to expand to other medias. A role-playing game was launched, a 13 episode cartoon was made, over 100 or so novels were written and many more are being written as we speak but one of the most important medias it branched out to was that of eletronic entertainment, aka: videogames.

From the first game in 1989, the Crescent Hawk's Inception, to the latest one in 2006, MechAssault: Phantom War, the Mechwarrior franchise has an incredible number of 18 titles in various gaming plataforms.

Many people were and continue to be introduced to Battletech via those games, myself included and in my case, that game was the excellent Mechwarrior 3. The last Mechwarrior game for the PC was Mechwarrior 4:Mercenaries, released in 2002, and it contained everything from the previous two MW4 games (Vengeance and Black Knight).

The reason of this and the following articles is the same as that of Mech of the Week articles, to expose the mechs to the players. The difference here is that I'll be looking over the mechs of MW4:Mercs (with both Mech Packs included) and comparing them to their CBT versions. Of course I know not everyone played the games and those that did could use a quick review, so before starting I've made this introduction to explain how the game handles the mechs and the things related to them.

WEAPONS:

When it comes to the weapons, MW4:Mercs handles them not so differently from the board game. Some weapons have minor differences (ex: the Clan LRM20 and the IS UAC/20 weight more) but the weights, ammo and ranges are right. Of all of them, only the SMRMs are not canon, they are Clan made versions of the MRM that trade damage for Streak capabilities.

In total, there are 72 weapons (44 IS and 28 Clan) and below is a list of each and every weapon, first is the weight in tons followed by size of the weapon (how many slots it occupies in a bay), then the range in meters and last, how much ammo it has, let's check them out:

Code:
Inner Sphere Weapons:                                    Clan Weapons:

Small Laser               0.5     1       150     -      ER Small Laser            0.5      1       200     -
Medium Laser              1       1       300     -      ER Medium Laser           1        1       400     -
Large Laser               5       2       650     -      ER Large Laser            4        2       800     -
Small Pulse Laser         1       1       150     -      ER Small Pulse Laser      1.5      1       200     -
Medium Pulse Laser        2       1       300     -      ER Medium Pulse Laser     2        1       400     -
Large Pulse Laser         7       2       650     -      ER Large Pulse Laser      7        2       800     -
Small X-Pulse Laser       1.5     1       200     -      ER PPC                    6        3       1000    -
Medium X-Pulse Laser      3       1       400     -      Flamer                    0.5      2       150     -
Large X-Pulse Laser       5       2       700     -      LRM5                      2        1       1000   48
PPC                       7       3       850     -      LRM10                     3.5      1       1000   24
Flamer                    1       2       150     -      LRM15                     4.5      2       1000   16
LRM5                      3       1       1000    48     LRM20                     6        2       1000   12
LRM10                     6       1       1000    24     sSRM2                     2        1       250    60
LRM15                     8       2       1000    16     sSRM4                     3        1       250    30
LRM20                     11      2       1000    12     sSRM6                     4        2       250    20
SRM2                      2       1       250     60     SMRM10                    5        1       400    24
SRM4                      3       1       250     30     SMRM20                    8        2       400    12
SRM6                      4       2       250     20     SMRM30                    11       2       400    8
MRM10                     5       1       400     24     SMRM40                    13       3       400    6
MRM20                     8       2       400     12     Narc                      2        1       600    6
MRM30                     11      2       400     8      Machine Gun Array         2        1       200    600
MRM40                     13      3       400     6      LB 10-X AC                10       2       450    36
Narc                      4       1       450     6      LB 20-X AC                12       3       350    20
Arrow IV Thunderbolt      14      3       1200    15     UAC/2                     6        1       1000   240
Arrow IV Cluster          18      3       1200    15     UAC/5                     8        1       600    120
Flare                     1       1       800     300    UAC/10                    13       2       500    36
Artillery Beacon          5       1       360     2      UAC/20                    18       3       350    20
Machine Gun Array         2       1       150     450    Gauss Rifle               13       3       800    24
AC/2                      8       1       900     240
AC/5                      8       1       750     120
AC/10                     13      2       600     36
AC/20                     16      3       400     20
LB 10-X AC                12      2       450     36
LB 20-X AC                15      3       350     20
UAC/2                     8       1       1000    240
UAC/5                     10      1       600     120
UAC/10                    16      2       500     36
UAC/20                    20      3       350     20
Rotary AC/2               8       2       900     120
Rotary AC/5               10      2       550     60
Gauss Rifle               16      3       800     24
Light Gauss Rifle         13      2       1200    30
Heavy Gauss Rifle         18      4       600     16
Long Tom                  20      3       1000    18

You can increase the amount of ammo you carry by adding one ton of ammo, each ton added doubles the base amount of ammo the weapon has, for example: a GR starts with 24 shots, adding another ton increases that to 48 shots. There are a few especific things about certain weapons, these being that: all missile weapons have a base ammo of 240 so what is on the table is how many salvoes you have with each missile launcher so the bigger the LRM, the less the amount of shots you have; Ultra ACs fire at a double rate so run through ammo quickly; of all ACs, only RACS can jam, that happens by firing constantly but you only need to wait until they return to normal.

MW4:Vengeance introduced the concept of weapon bays and that is continued in MW4:Mercenaries. Basically, each mech has hardpoints on its torso, arms and head where the weapons are mounted. Each hardpoint is color-coded to indicate the type of weapon it accepts: energy weapons are red, missile weapons are green, ballistic weapons are yellow and omni hardpoints are grey (meaning they can accept any weapons).



ARMOR:

The game handles armor distribution differently, you add 10 points of one ton of armor until you reach how much you want or how much is allowed at the given location of the mech's body instead of adding 0.5 or 1 ton to the total armor and then distributing the points, as show below:



There are three types of armor:
Ferro Fibrous - The standard armor type that provides good general protection.
Reactive - A type of armor more efffective in defending against ballistic and missile weapons but suffers a bit more damage from energy weapons.
Reflective - The counterpart of Reactive armor, this type of armor is more effective in defending against energy weapons but suffers a bit more damage from ballistic and missile weapons.

COMPONENTS/EQUIPMENTS:

Aside from the weapons and armor, there are several eletronics and components that you can equip your mechs with but not all chassis can mount them:

ECM Suite - 1 ton, it decreases enemy sensor range and gives an increase to the lock-on time of missiles.
Active Probe - 1 ton, it increases sensor range and decreases missile lock time.
Jump Jets - weight depends on the chassis, allows you to jump.
LAMS - 1.5 tons, automatically shoots down a percentage of incoming enemy missiles.
Enhanced Optics - 1 ton, gives a wider field of vision when using the zoom window by increasing the zoom window size.
IFF Jammmer - 1 ton, it makes your mech appear as a neutral unit in an enemy's HUD.
Advanced Gyro - weight depends on the chassis, it greatly increases your stability and reducing the chances of your mech being knocked down.

SPEED:

You can upgrade the speed of any mech by adding free weight to your engine, for example, to upgrade the Cougar's base speed of 96.95 kph to 103.93 kph costs 1 ton, to upgrade it further to 110.92 kph will cost another 1.25 tons, likewise, by decreasing your speed you can free additional weight. Continuing with the above example, by decreasing the base 96.95 kph to 89.96 kph, you will free 0.75 tons.How much it'll cost to increase and how much you'll gain by decreasing it depends on the mech since each has a different speed but its interesting to note that most of the mechs in the game are a bit faster when compared to their CBT counterparts.

HEAT SINKS:

There's no surprise here, these work as they always did. The more you add, the faster you'll dissipate heat and they cost only 1 ton.

So that's it for this introduction, feel free to comment or ask about anything said here. The articles on the mechs themselves will follow later so I ask that you all hold your comments on them for now, please, with 44 mechs there will be a lot to talk about so there's no need to rush. Smiley


edit: math error, thanks Rage.
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Colonel
Posts: 23960

Re: MW4:Mercenaries - Introduction

Dude, CBT is 24 years old, not 28.
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Lieutenant Colonel
Posts: 8055

Re: MW4:Mercenaries - Introduction

Reactive and Reflective armor is much more heavier than FF armor.

There is also the AMS you forgot to add under the equipments section that is available on IS mechs.
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Captain
Posts: 2761

Re: MW4:Mercenaries - Introduction

Reactive and Reflective armor is much more heavier than FF armor.

There is also the AMS you forgot to add under the equipments section that is available on IS mechs.

On MW4:Mercs there is only LAMS, the AMS was taken out but they're the same.
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Major
Posts: 4043
Mmm, coffee.

Re: MW4:Mercenaries - Introduction

I really, really liked this setup. It seemed like it had nuances that couldn't fit into CBT(weapon 'pod' types, graduated engine sizes, sensor ranges).
M.U.L. Team
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BT Volunteer
Posts: 8443

Re: MW4:Mercenaries - Introduction

Well... most of this comes back to the abuse of the system in Mechwarrior II and III. Pod types specifically were to prevent the boating allowable by a straight transfer of the CBT refit rules. Ultimately in the older games the chassis didn't mean more than the spare tons you had to fit your mech out. MW4 tried to fix this with the pod system and more distinct chassis abilities. See 360 degree torso twist.
This had the side effect of making every mech an omnimech. I don't know if this was a good outcome.
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Captain
Posts: 2761

Re: MW4:Mercenaries - Introduction

This had the side effect of making every mech an omnimech. I don't know if this was a good outcome.

You mean making every mech in MW4 a omni?
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Captain
Posts: 3186
No Pity! No Remorse! No Fear!

Re: MW4:Mercenaries - Introduction

The problem with the game was that certain designs were broken designs.

Either everyone played with the Dire Wolf armed with 7 ER Large Lasers and heat sinks out the ying-yang or the close combat monster armed with Ultra AC5's and tons of Streak SRM's that constantly buffeted the enemy to the point that they were unable to shoot back effectively.
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Major
Posts: 4043
Mmm, coffee.

Re: MW4:Mercenaries - Introduction

The problem with the game was that certain designs were broken designs.

Either everyone played with the Dire Wolf armed with 7 ER Large Lasers and heat sinks out the ying-yang or the close combat monster armed with Ultra AC5's and tons of Streak SRM's that constantly buffeted the enemy to the point that they were unable to shoot back effectively.
Yeah, but just about every MW game had the ability to customize some tricked-out broken munch-mech.
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Captain
Posts: 3186
No Pity! No Remorse! No Fear!

Re: MW4:Mercenaries - Introduction

The best was beating the snot outta the munch mechs.  In our clan, my buddy and myself would runwith tooled out Hunchbacks.  Our speed kitted all the way up we were super fast.  I ran with an LB-20X and my buddy and Ultra 20.  Each of use packed some SRM's or small pulses and we would pick out a single mech intent on engaging our long range mechs.

If we closed, we ripped these munch mechs to bits as we each danced around the mech.  After this happening several times they would try and pin us down only to have our long range mechs eat them alive before we got in to finish them off.

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Major
Posts: 4043
Mmm, coffee.

Re: MW4:Mercenaries - Introduction

You mean making every mech in MW4 a omni?
I actually found the opposite. Earlier MW games that used board game construction rules could be anything(MW 2: Mercs at least made you pay for drastic redesigns), but in MW4, the 'only a ballistic weapon can go here' design ethic kept that from happening and made you fish around to get that one chassis you wanted. Again, your mileage may vary.
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Captain
Posts: 2761

Re: MW4:Mercenaries - Introduction

I actually found the opposite. Earlier MW games that used board game construction rules could be anything(MW 2: Mercs at least made you pay for drastic redesigns), but in MW4, the 'only a ballistic weapon can go here' design ethic kept that from happening and made you fish around to get that one chassis you wanted. Again, your mileage may vary.

I actually liked how customizing mechs is done in MW4. Before it, there was barely any difference between mechs but with the MW4's system, you actually have some gameplay balance between the mechs in the game and you have a reason to go and play with other mechs instead of picking one and riding it till the end.

Besides the advantage omnitech gives is mostly one of time (you can customize a battlemech in the same way, it just takes far more time to do it) and to try and apply an advantage of time in what is a pretty linear game will end up being more of a negative thing than positive one.
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Lieutenant Colonel
Posts: 8793
Da me mas Gasolina

Re: MW4:Mercenaries - Introduction

Its a fine system for what it does, and I do apprecate that it gives a lot more cherictor to each mech.  My key disagreement is that the system made some canon configurations, even some very classic ones, impossible, and that it treated omnis little difrently than other mechs.  Since omnis were fairly rare in the game, and most were smaller ones and not Dire Wolves, it would have made an intresting incentive to aquire a lot of omnis and use smaller but more versitile mechs.  As it was, it was better to use a Mauler than a higher tech Summoner; making the Summoner a real omni would change that.

One thing I tended to see was that weapons tended to be heavier and do less damage, while armor values were higher than in the board game.  As a resualt, fights lasted a bit longer than they might have in either the board game or an earlier game.  I also found that it tended to make for a shorter ranged game in general, and one that emphasized weapons with low recycle times like light ACs more than the board game would. 
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Captain
Posts: 3008
Founding Member - Gaithersburg Turkish Prison Crew

Re: MW4:Mercenaries - Introduction

I think one way things could have been improved is to make most of the slots on the Omnimechs larger omni slots. Or just keep the slots the same, but make all the slots omni slots.

An interesting addition with the MekTek mech packs, is the addition of combo slots. Like a slot that could hold ballistic or missile weapons.
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Captain
Posts: 2761

Re: MW4:Mercenaries - Introduction

I think one way things could have been improved is to make most of the slots on the Omnimechs larger omni slots. Or just keep the slots the same, but make all the slots omni slots.


Yeah, thats a very good idea but to balance that I say that you shouldnt be allowed to change their armor, pretty much like in the board game.
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Captain
Posts: 3008
Founding Member - Gaithersburg Turkish Prison Crew

Re: MW4:Mercenaries - Introduction

That would work, but in return I'd say that you'd have to allow all the optional equipment, except for maybe the advanced gyro, since those should be usable.
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Lieutenant Colonel
Posts: 10931
Men fight most fiercely in defense of their Home

Re: MW4:Mercenaries - Introduction

I thought the engines were probably too flexible.  And yes, I would like to see omnis have all omni slots.
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Major
Posts: 4043
Mmm, coffee.

Re: MW4:Mercenaries - Introduction

I thought the engines were probably too flexible.  And yes, I would like to see omnis have all omni slots.
Yeah, I can agree on the omnis, but the quantized engine options of the board game aren't anything I'd want in my computer game. Undecided
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Lieutenant Colonel
Posts: 10931
Men fight most fiercely in defense of their Home

Re: MW4:Mercenaries - Introduction

It seems too easy to change though.  One click and you're golden.  It should at least take the mech down for a mission or three, as something like that should take time to refit.
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Colonel
Posts: 16579
Artillery related content not included

Re: MW4:Mercenaries - Introduction

The problem with the game was that certain designs were broken designs.

Either everyone played with the Dire Wolf armed with 7 ER Large Lasers and heat sinks out the ying-yang or the close combat monster armed with Ultra AC5's and tons of Streak SRM's that constantly buffeted the enemy to the point that they were unable to shoot back effectively.


Which game are you talking about?

If you are talking about 'MechWarrior 3, those are very foolish custom designs to field, because I can beat them with stock 'Mechs. Shadowcat B FTW! Or was it the Shadowcat C?

If you are talking about 'MechWarrior 4 and its expansions, well, I haven't played those as much, so I'm not certain about how effective those custom designs are.
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Major
Posts: 4043
Mmm, coffee.

Re: MW4:Mercenaries - Introduction

If you are talking about 'MechWarrior 4 and its expansions, well, I haven't played those as much, so I'm not certain about how effective those custom designs are.
I tried the Dire Wolf one out after reading over that, and while I can't fit seven on(only six), it is a pretty bad-ass config.

It seems too easy to change though.  One click and you're golden.  It should at least take the mech down for a mission or three, as something like that should take time to refit.
Yeah, but that's been every MW game. Just a few clicks, and you can make Catapult into an Exterminator. A more in-depth campaign system would be cool, but it's not like MW 4 really revolutionized being able to re-enginner and repurpose your machine while your mechwarrior gets a sammich.
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Lieutenant Colonel
Posts: 10931
Men fight most fiercely in defense of their Home

Re: MW4:Mercenaries - Introduction

True.
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Captain
Posts: 3186
No Pity! No Remorse! No Fear!

Re: MW4:Mercenaries - Introduction

I am speaking of MechWarrior 4 and its expansions.  I agree with you Death that in MW3 the stock mechs were just as good.  In MW4, which is the version I played the most, you were able to build these retarded designs that almost everyone on a server played with.  If you saw a Kodiak, you could bet it was armed with nothing but streaks and Ultra AC's.  If you saw an Executioner it was loaded with ER PPC's.  If you saw a Dire Wolf, it was loaded with ER Large Lasers.

It has been a long time since I have played MW4 so perhaps it is 6 ER large that the Dire Wolf can mount but as you pointed out, it is a sick config.
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Captain
Posts: 2006
Crosses Crooks - Mech Poachers

Re: MW4:Mercenaries - Introduction

Even though it was annoying at first, I did appreciate that you were limited in some regards what you could put where.  In MW2 the Boat weapon was MLs and in MW3 it was ERSL's. While I do like being able to change and customize, I wish there was a larger penalty for doing that to non omnis.  It seemed to me that some designs were more frail in MW4, it seemed my Dire Wolfs and Mauler was always getting shot out from under me.  Though i did have good luck with my Awesome.
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Captain
Posts: 3186
No Pity! No Remorse! No Fear!

Re: MW4:Mercenaries - Introduction

All designs were frail in that game.  It was very easy to hit the same location with 2 or 3 salvos and destroy even the largest assault mech.  Legs were notoriously weak IMHO and very easy to pluck off.
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Captain
Posts: 2761

Re: MW4:Mercenaries - Introduction

That was a heck of a strange thing in the game, some mechs were too frail but others were tough, the Bushwacker for example, that thing could take damage far more than some heavies.
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Captain
Posts: 3186
No Pity! No Remorse! No Fear!

Re: MW4:Mercenaries - Introduction

Same thing with the Mauler and the Vulture.  They always seemed to take heaps of damage before collapsing.  I can recall scenarios where I was blowing Thor's apart yeah the significantly lighter Vulture withstood damage much better even though most of its weapon slots were for ballistics.  Even the Black Knight seemed to take a ton of damage.

However, there was nothing more gratifying that pasting a light mech in one salvo and watching the mech's reactor go critical instantly as it fell to the ground.
*
Captain
Posts: 2006
Crosses Crooks - Mech Poachers

Re: MW4:Mercenaries - Introduction

Same thing with the Mauler and the Vulture.  They always seemed to take heaps of damage before collapsing.  I can recall scenarios where I was blowing Thor's apart yeah the significantly lighter Vulture withstood damage much better even though most of its weapon slots were for ballistics.  Even the Black Knight seemed to take a ton of damage.

However, there was nothing more gratifying that pasting a light mech in one salvo and watching the mech's reactor go critical instantly as it fell to the ground.

my experience was 180 from that.  always seemed like those two mechs lost arm weapons in a hurry...
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Major
Posts: 4043
Mmm, coffee.

Re: MW4:Mercenaries - Introduction

Hm. I had to pound the snot out of MW4 machines to make them die. In MW 3, shooting the legs was viable(since pulse laser hits sent enemies to the ground) as was use of the rather unsporting LRMs. MW 2 was simply leg-tastic.  Undecided
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Captain
Posts: 2761

Re: MW4:Mercenaries - Introduction

my experience was 180 from that.  always seemed like those two mechs lost arm weapons in a hurry...

It was that for me too, both the Vulture and Black Knight were too easy to kill because it was too easy to hit their CT. The Mauler, instead, was a great assault unlike most of its BT versions.
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Lieutenant Colonel
Posts: 8055

Re: MW4:Mercenaries - Introduction

The Black Knight was very easy to kill because of its head separate from the CT. Same with mechs like Atlas
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Captain
Posts: 3186
No Pity! No Remorse! No Fear!

Re: MW4:Mercenaries - Introduction

On Solaris, there was a Capellan Warrior in a Vulture that mounted Arrow 4's and I found him hard as hell to take down.   It seemed like his Vulture never wanted to die despite the all the damage I did to it.

I will agree that the Black Knight lose arm weaponry quickly but its torso stayed intact for quite sometime.  AS for the headhits... they were rare, even on mechs that had a pumpkin head to hit.  In MW 4, very few mechs went down from head hits, at least in my observations.
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