Please explain me Hardpoints and inventory sice (on the example of cohh repairing his balckjack))

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Bugnr01

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cohh had to "repair" his right arm (he lost it in battle) an but an AC/5 into it and everything looks fine.
Now can you please explain me why is this legitim, i was under the impression i had to have two balistic hardpoints in a section to mount a sice two cannon. Or does the hardpoint just say mount one weapon so i can mount a AC/5 but not two AC/2s. I am confused now so please enlighten me.
Blackjack AC_5.jpg


PS: happy easter!
 

Spartakus

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One hardpoint one weapon.
The AC/5 takes up more tonnage then the AC/2 so you need to take something out for it. In the picture above Cohh dismounted a Laser and Jumpjets in addition to the destroyed Laser and AC/2.
The AC/5 also uses more space as you can see it occupies two slots as compared to the one AC/1 slot. But those slots are general purpose you can fit anyhing there as long as the section has a matching hardpoint.

Equipment like heatsinks or jumpjets or ammo don't require hardpoints.
 

Galaga Galaxian

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Hardpoints and Critical Spaces are different things

Hardpoints is how many guns of which types you can mount on a mech total.

Critical Spaces are how "bulky" the item is, and each section of the mech has limited space.
 

Chaon

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This is going to be difficult for a lot of MechWarrior players to grasp straight off the bat.

All you have to remember is that hardpoints are not size limited. One hardpoint, one weapon and then you only have to worry that you have the weight and space to fit it.

One good thing is he noticed that as you hovered over each weapon, the paperdoll would light up those parts where the weapon could be installed.
 

Bugnr01

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Thak you very much for your fast answers. Now its much clearer to me.
So on lighter mechs space seems to be a non issue and that may have mislead me to the conclusion that there have to be more restrictions on space.
But as you pointed out weight is the balancing factor and not the weapon space itself.
 
Last edited:

Chaon

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One of the things that pushed them to put hardpoints into the game is they wanted to stop players from making cheesy builds like an Atlas with as many small lasers and machine guns as possible for a melee build. That type of build would be a OTK build with the way melee allows you to fire support weapons when attacking in melee.

There are 49 critical slots you can use on all mechs and that would have meant players would have installed up to 49 small lasers or 48 MGs to cheese the melee system. They didn't want that.

Or the people who would fit as many weapons of their favourite type into their mechs to maximise damage and then alpha strike, shutdown and take a bit of damage but killing a mech with each attack.
 

Kereminde

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There are 49 critical slots you can use on all mechs and that would have meant players would have installed up to 49 small lasers or 48 MGs to cheese the melee system. They didn't want that..

Well . . . 49 small lasers and no extra heat sinks would be hilarious, please I wish someone were quite that silly.
 

44th MAC|Bonsai

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I think this would break the game. Literally. At least in beta, there seemed to be a maximum number of weapons you can add to a chassis before it starts to bug and doesn't move anymore. I ran into this when testing what hardpoints are actually supported by the 3d models
 

Jack Frost

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Think of hardpoints as CONNECTORS. The mech chassis has all the connectors for a ballistic weapon. All ballistic weapons, regardless of size, have the same connectors to mate with the mech chassis. But an energy weapon has different connectors and can't mate to ballistic connectors.