History Videogame / MechWarrior

11th Nov '17 3:41:37 PM Saber15
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* AwesomeButImpractical:
** Long Tom artillery pieces, which are one of the heaviest weapons in the game, and you need to be damn good to hit anything further than 300m away with them, When you ''do'' hit targets though, they will ''feel'' it. The ''Living Legends'' version of the Long Tom can one-shot ''any'' medium or lighter Mech with a direct hit, but it has an extremely long reload time, only one vehicle mounts it, and the design of the gun makes it impossible to hit anything closer than 400 meters away unless the Long Tom tank is parked on a hill.
** Advanced Tactical Missiles deal a huge amount of damage and can track aerospace units very well, but suffer from a long lock-on time, are crippled by anti-missile systems due to their small salvo sizes, and have a ''tiny'' engagement window; past 750 meters, the missiles self-destruct. Within 160 meters, the missiles are not armed and deal no damage.

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* AwesomeButImpractical:
**
AwesomeButImpractical: The Long Tom artillery pieces, piece, which are is one of the heaviest weapons in the game, and you need to be damn good to hit anything further than 300m away with them, it, When you ''do'' hit targets though, they will ''feel'' it. The ''Living Legends'' version of the Long Tom can one-shot ''any'' medium or lighter Mech with a direct hit, but it has an extremely long reload time, only one vehicle mounts it, and the design of the gun makes it impossible to hit anything closer than 400 meters away unless the Long Tom tank is parked on a hill.
** Advanced Tactical Missiles deal a huge amount of damage and can track aerospace units very well, but suffer from a long lock-on time, are crippled by anti-missile systems due to their small salvo sizes, and have a ''tiny'' engagement window; past 750 meters, the missiles self-destruct. Within 160 meters, the missiles are not armed and deal no damage.
hill.


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** The Rommel main battle tank. Most variants can reach 90kph on level ground - just slightly slower than most medium mechs - while carrying the firepower and armor of a heavy. A few, like the Delta variant with its LBX20 shotgun and SRM-6 missile rack can cripple, if not kill, assault mechs, and possess surprising combat endurance.
10th Nov '17 12:22:08 PM amitakartok
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* EnemyChatter: A not insignificant portion of the plot between missions is delivered via intercepted communications between named Steiner characters, courtesy of Steiner encryption codes the player's forces pulled out of the lunar communications facility destroyed in the very first mission. Amusingly enough, MissionControl mentions during a briefing two missions before the end of the campaign that Steiner forces finally wised up to their long-range comms being intercepted and are employing countermeasures, which is why there are no more for the rest of the game (not that there are many left alive by that point anyway, the game's subtitle being what it is).
29th Oct '17 12:38:40 PM Saber15
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* OpposingCombatPhilosophies: In general, Inner Sphere mechs can be summed up as "[[MightyGlacier big dumb bricks of armor]]", while Clan mechs go [[FragileSpeedster full speed]] [[GlassCannon and weaponry]]. The Inner Sphere is well suited to taking a base and sitting on their ass in it, while the Clan is geared for kiting in open terrain.
** Inner Sphere equipment is a mixture of [[TheWorkhorse simple, tried-and-true mechs and weaponry]], mixed in with advanced but situational specialist equipment such as the Long Tom Artillery Piece or Heavy Gauss Rifle. A Spheroid mech will always be slower than a comparable Clanner mech and typically with worse firepower, but mounts ''much'' more armor. Sphereoid mechs are skewed towards carrying balanced generalist loadouts, and their equipment runs cool with good endurance.
** Clan Equipment uses top-of-the-line advanced but often functionally plain weapons. Everything is a front line combatant; even their artillery units carry direct fire weaponry. Clan mechs typically eschew armor in favor of more dakka and a bigger engine for faster movement. Clan mechs are usually focused into a specific niche, having significantly more pure single weapon spam mechs, and their equipment runs ''hot'' with spare ammo capacity and heat endurance as an afterthought.


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* TheWorkhorse: The Warhammer Prime, Catapult Prime, and Atlas D are centuries old designs still in service in the Inner Sphere. While they get outgunned and outran by their more modern counterparts, their archaic Standard Reactor and basic weapons make them ''exceptionally'' cheap - they cost about as much as mechs 20 tons lighter - and durable.
29th Oct '17 8:04:19 AM Dallenson
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* MagneticWeapons: ''Living Legends'' features the standard complement of the Gauss Rifle, Heavy Gauss Rifle, and Light Gauss Rifle, but tosses a few new ones into the mix. The Improved Heavy Gauss Rifle boosts the range and removes the damage dropoff of the Heavy Gauss, but carries less ammo and does marginally less damage. The Clan's Hyper-Assault Gauss Rifle, available in classes of 20, 30, and 40, is a ultra-high velocity rapid fire brawling gauss rifle with extreme burst damage but mediocre sustained damage due to its high jam rate.

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* MagneticWeapons: ''Living Legends'' features the standard complement of the Gauss Rifle, Heavy Gauss Rifle, and Light Gauss Rifle, but tosses a few new ones into the mix. The Improved Heavy Gauss Rifle boosts the range and removes the damage dropoff of the Heavy Gauss, but carries less ammo and does marginally less damage. The Clan's Hyper-Assault Gauss Rifle, available in classes of 20, 30, and 40, is a ultra-high velocity rapid fire brawling gauss rifle with extreme burst damage but mediocre sustained damage due to its high jam rate. This is a translation of the fact the number next to a HAG model represents how many shots it can fire before the capacitor has to recharge, meaning HAG 40s can fire 40 successive shots before having to recharge which translates into a jam in this game.
28th Oct '17 11:22:08 AM Saber15
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* JumpJetPack: Mechs can mount standard Jump Jets, or Improved Jumpjets, both of which provide jumping capability with regenerating fuel. Standard jets have ''enormous'' vertical impulse, but very little fuel and poor vectoring characteristics. Improved Jump Jets have less raw power and weigh more, but carry more fuel and regenerate quicker, and have superior thrust vectoring capability, allowing mechs jump into and out of cover. Battlearmor have a jump pack that allows them to jump around mech firing arcs and gain the high ground.
27th Oct '17 10:03:17 PM LlamaAdventure
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* MookHorrorShow: The intro cinematic for ''Ghost Bear's Legacy'' features a mech falling victim to a Ghost Bear ambush and getting ripped to shreds by the new Kodiak mech.

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* MookHorrorShow: The intro cinematic for ''Ghost Bear's Legacy'' features a scouting mech falling victim to a Ghost Bear ambush and getting ripped to shreds by the new Kodiak mech.
27th Oct '17 10:02:39 PM LlamaAdventure
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* MookHorrorShow: The intro cinematic for ''Ghost Bear's Legacy'' features a mech falling victim to a Ghost Bear ambush and getting ripped to shreds by the new Kodiak mech.
16th Oct '17 8:58:51 AM Saber15
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** The [[HisNameReallyIsBarkeep Awesome]] also suffers from this to a lesser extent, it is a ranged fire-support 'Mech that can carry a staggering amount of ordinance but it is slow and prone to overheating, with a profile like a barn-door which often leads to it getting focused down and picked apart...

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** The [[HisNameReallyIsBarkeep Awesome]] also suffers from this to a lesser extent, it is a ranged fire-support 'Mech that can carry a staggering amount of ordinance but it is slow and prone to overheating, with a profile like a barn-door which often leads to it getting focused down and picked apart...apart. One build in particular, called the [[NamesToRunAwayFromReallyFast "Thor's Hammer"]], was loaded with several ER PPCs that could potentially [[OneHitKill blow the enemy's cockpit off in one volley]] at the cost of having to shutdown from overheating often. Unfortunately, doing this leaves the 'Mech quite defenseless in close-range combat...



** The Loki, which is a very powerful, very squishy heavy mech.

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** The Loki, which is a very powerful, very squishy heavy mech. Most variants are also susceptible to melting their own armor off thanks the Clanner trademark tactic of mounting effectively no heatsinks on mechs multiple energy weapons.
** The Mauler, the king of long range trading and point blank faceblasting, spends just about all of its tonnage on its weapons, leaving most variants comically underarmored compared to other assault mechs.



** The [[HisNameReallyIsBarkeep Awesome]] is meant as a ranged support 'Mech, so it can have a staggering amount of ranged ordinance piled onto it - one build in particular, called the [[NamesToRunAwayFromReallyFast "Thor's Hammer"]], was loaded with several ER PPCs that could potentially [[OneHitKill blow the enemy's cockpit off in one volley]] at the cost of having to shutdown from overheating often. Unfortunately, doing this leaves the 'Mech quite defenseless in close-range combat...


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* JackOfAllStats: The Rommel main battle tank is a 65 ton generalist, carrying a wide assortment of weapons, on a well armored and fairly agile platform. Its main downside is that it is often outgunned by mechs of comparable tonnage, and has abysmal turret depression.
16th Oct '17 8:49:13 AM Saber15
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* LightningGun: ''Living Legends'' adds the infantry-sized Manpack Particle Projector Cannon, and the Heavy Particle Projector Cannon. The manpack PPC, exclusive to battlearmor, deals moderate/heavy damage, but has some [[RecoilBoost pretty extreme recoil]] and only about 70% of the range of a standard PPC. The Heavy PPC, exclusive to the Inner Sphere, does roughly twice the damage of a standard PPC with a larger splash radius with surprisingly moderate overheating risk, but fires slower and loses some range.
* MagneticWeapons: ''Living Legends'' features the standard complement of the Gauss Rifle, Heavy Gauss Rifle, and Light Gauss Rifle, but tosses a few new ones into the mix. The Improved Heavy Gauss Rifle boosts the range and removes the damage dropoff of the Heavy Gauss, but carries less ammo and does marginally less damage. The Clan's Hyper-Assault Gauss Rifle, available in classes of 20, 30, and 40, is a ultra-high velocity rapid fire brawling gauss rifle with extreme burst damage but mediocre sustained damage due to its high jam rate.
16th Oct '17 7:31:35 AM Saber15
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* HighlyConspicuousUniform: The game makes a distinction between camouflage, and paint. Camouflage are all reasonable patterns (i.e. jungle, arctic, blue-and-aquamarine underwater camo), but there are a number of comical eye-searingly bright paint patterns, such as neon pink and neon green zig-zag stripes, sold Pepto-Bismol pink, or dazzle camouflage. The original secret developer camos - now integrated into the paint menu as proper universal paint options - were all conspicuous, though they now pale in comparison to some of the newer options; "sbaros" covered the Warhammer in blue-and-black hexagons, and "tiger" gave the Bushwacker and Black Lanner tiger stripes.

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* HighlyConspicuousUniform: The game makes a distinction between camouflage, and paint. Camouflage are all reasonable patterns (i.e. jungle, arctic, blue-and-aquamarine underwater camo), but there are a number of comical eye-searingly bright paint patterns, such as neon pink and neon green zig-zag stripes, sold solid Pepto-Bismol pink, or dazzle camouflage. The original secret developer camos - now integrated into the paint menu as proper universal paint options - were all conspicuous, though they now pale in comparison to some of the newer options; "sbaros" covered the Warhammer in blue-and-black hexagons, and "tiger" gave the Bushwacker and Black Lanner tiger stripes.
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