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Kereminde

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Hawk.eye

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I like the idea of the same starting mechs - I can see people starting over and over again till they had the 'best' starting mechs. This way its the same and you get to just play the game to improve your guys.

I would have been in favor of a "themed" starting mech for my character, depending on where I originate from.
Sure would have loved to start with, say, an Enforcer if I choose the Davion background or with a Dragon if I choose to start as an ex-Kurita merc.

As for randomizing the starting lance, I'd have been all for doing that for the remaining mechs in the lance.
I mean, sure, some will re-start to get the "ideal" load-out, but seriously, where's the problem with that? It's a single-player game and if some want to re-roll stuff to optimize their starting position, more power to them.
 

Chaon

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Locust, spider, whatever, they are bugs* and need to be squished.

* - Yeah I know spiders aren't bugs but it works.
 

KnightCole

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I would have been in favor of a "themed" starting mech for my character, depending on where I originate from.
Sure would have loved to start with, say, an Enforcer if I choose the Davion background or with a Dragon if I choose to start as an ex-Kurita merc.

As for randomizing the starting lance, I'd have been all for doing that for the remaining mechs in the lance.
I mean, sure, some will re-start to get the "ideal" load-out, but seriously, where's the problem with that? It's a single-player game and if some want to re-roll stuff to optimize their starting position, more power to them.

Well, thats where modding will come in to play. Ill go with w/e the options are, then add my own backstory for my guy. Since we dont have a Mauler, ill have to use a Zeus as his mech.

THe backstory for my guy will be he joined a merc company not long after his 18th birthday. The unit he joined happened to have a half repaired Zeus in the mech hangar. One day, a rival merc unit attacked the base and began to whip my guy's merc team's ass and had them on the ropes. However, my pilot, who had rather limited Mech piloting time, having only dont some side practice between battles, made it to the hangar and powered up the Zeus, which had some of it's armor, and a few weapons online. My pilot rallied the remaining forces around the Zeus and together with armor and infantry support, the sudden arrival of the Zeus caught the enemies off guard, and my pilot's unit was able to overwhelm the assault force and repel them. Having seen the obvious potential in my pilot, the remaining merc commanders awarded my guy the Zeus. They then reached out to fully repair the mech and thats how my pilot got his hands on it. Ofc, Zeus isnt my first option.....we dont get my 1st option...
 

Prince of Scars

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Never sell the starter Urbie. It's your good luck charm.

Always sell the urbanturd. There is nothing lucky about a ‘Mech that had to be sped up in order to be viable. I do not care if the first mission we have to take is “Urban Defense”, that thing is getting gone from my units TO&E. I just hope that the in-game economy allows me to get a decent amount of cash for selling it.
 

CaesarCzech

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It irritates me to the absolute core of my being that we have to start with an urbanturd. Hopefully there will be a ‘Mech dealer on the planet we start off on, so I can sell it right off. If not, I will just leave it behind the DropShip before I take off on the first mission.

Enviromental Ordonance would like if you would pick up the scrap you urbanturd eject.
Its is harmfull to enviroment
 

CaesarCzech

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Always sell the urbanturd. There is nothing lucky about a ‘Mech that had to be sped up in order to be viable. I do not care if the first mission we have to take is “Urban Defense”, that thing is getting gone from my units TO&E. I just hope that the in-game economy allows me to get a decent amount of cash for selling it.

Wait Prince of Scars is calling something Trash ? well gods give god Taka away.
 

Reluctantmartyr

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I would argue that the Urbie has its place as a sort of light mech destroyer, along the lines of a WW2 Tank Destroyer. Just hunker it down, bait an enemy towards it (god knows the Urbie aint gonna run em down), and as they pass into range, open up on them to knock off their evasion. Blam blam blam goes the mighty AC/10 and down goes the enemy.
 

CaesarCzech

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I would argue that the Urbie has its place as a sort of light mech destroyer, along the lines of a WW2 Tank Destroyer. Just hunker it down, bait an enemy towards it (god knows the Urbie aint gonna run em down), and as they pass into range, open up on them to knock off their evasion. Blam blam blam goes the mighty AC/10 and down goes the enemy.

Im Still Pissy HBS didnt use Community suggested archivements such as

Little Urbie That Could-Destroy Atlas with Urbie. Shame you cant mod in archivements
 

TripleStrengthMisnomer

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"Shoe"? o_O

LyDXG_s-200x150.gif
Don't worry....You can hire a new Warrior and give Shoe the Boot....
 

Stuckenschmidt

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TripleStrengthMisnomer

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It irritates me to the absolute core of my being that we have to start with an urbanturd. Hopefully there will be a ‘Mech dealer on the planet we start off on, so I can sell it right off. If not, I will just leave it behind the DropShip before I take off on the first mission.
There's no need for that...just have everyone mount up on the Leopard with the Urbie struggling behind at it's max speed shouting "wait up guys! Slow up a little will ya. Don't forget meeeeee!...aw nuts...now I will just have to traipse back to that small town over there and live out the rest of my days defending it.."
 

Cyttorak001

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Looking at some AI videos I highly doubt that. Except for suicide maybe. :p
The beta playtesters gave HBS an earful about the AI already. They are quite aware of what its shortcomings were. Since they've scaled back multiplayer, I would be very surprised if it hadn't been massively improved. The single-player campaign depends upon it.
 

ShadowDragon868

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I like the idea of the same starting mechs - I can see people starting over and over again till they had the 'best' starting mechs. This way its the same and you get to just play the game to improve your guys.

Three ways to fix that:
1: Semi-fixed starting lances, differing somewhat based upon background - the way MW4Mercs did you depending on your sponsor.
2: Starting cashbag, the way D&D 3.5 starts you with a quantity of cash with which you 'purchase' your starting gear. No, you're not literally (usually) walking into a store in the altogether with a sack of gold, but it's an abstraction.
3: Let 'em. Some people hit "reroll" 9,999 times when making a new 3.5 character in the Temple of Elemental Evil vidjagame to get all 18s. (Me, I just used CheatEngine SE, because I value my time more than "legitimacy" when I'm going for moderately superhuman starts.)

A key impediment to canonicity was the ARGO's daisy-chaining of Dropship Docking Collars. The last word we have from HBS is that this decision had been reviewed and was likely to be removed in favor of a more canon-friendly option.

That greatly disappoints me, because being able to daisy-chain docking was one of the things about the Argo I loved most, that made it cool, unique, etc. Without that, it might as well be a converted Behemoth that someone took a spaceship chop shop to.

Yep. They can make adjustments now before making it canon.

But I believe they were trying to explain why the Argo could have the Leopard docked when it docks to a jumpship for a jump. That is something I could see as being allowed since the Argo takes two docking collars on a jumpship. The mass of the Leopard is so small compared to the Argo that it could be carried through the jump safely in it's docking port.

The problem with that is that they also said that even if you have a DropShip which is small enough to fit inside another vehicle attached to a Kearny-Fuchida drive, if that smaller vessel did have a Dropship Docking Collar and was physically attached/within the vessel in question when the JumpShip jumped, it would tear itself out of space and time and remain behind, while the Jumpship and properly-attached vessels Jumped, and everything would probably take a lot of damage in the process.

Which doesn't actually preclude scuttling the Leopard's Docking Collar and making it a non-jump-capable whale of a Small Craft, but that would be a major modification. And if you're gonna do that, you might as well do one better and say "instead of a boring bog-standard Leopard, you get a Gazelle modified into a 'Mech hauler."
Fun fact, I worked out with the construction rules, Star Leauge equipment and an all-energy-weapon loadout, you can turn a Gazelle into a rather nice 'Mech hauler carrying six 'Mechs with space left over for some recovery vehicles/mission specialist unit. That number is not coincidental; ComStar special operations, anyone? (I called it the Oryx class.)
 

Leith Maclaine

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We get a new skin for the Atlas when we find one in the campaign. It will probably be available for multiplayer immediately but in the Campaign we have to find it.