Sunday, November 27, 2016

Power Node Equipment Review by David McCallum : #701548


Its not often that you see an equipment manufacturer go bankrupt, but we have just observed it.

Kinetic Converter, you are the weakest link...

Goodbye!

Seriously though, there is now no need for them. Scrap 'em all. Remove their taint from all catalogues.

Replace all photographs with those of the Power Node engine.

1440 Ferrite, 1300 Bioptics and 62 Crystal is a touch more expensive, but lets face it, if you can level up a 100 ton mech, its the sort of price you sneeze at.

And for that paltry sum, instead of a flat speed rating of 5, you get a speed rating of 6.

But wait, there's more!

You get a built in Ice damage boost of 5% to every Ice weapon!

And if you are one of our first callers (well, any caller to be honest) we'll throw in a bonus of 2% freeze absolutely free!!

And the best part is yet to come...

There are no penalties.

Lets just see how that rolls around the tongue.

No penalties.

No penalties!


No Penalties!!


Don't think there's anything more to say really...



Submitted by David McCallum : #701548

Saturday, November 26, 2016

Battle Upgrade Equipment Review By Pat Willis#224534

For 30-45 ton mechas we have this chassis equipment piece. This will cost 218 Ferrite, 158 Bioptics, and 26 Crystal. For all that you get a Dodge of (9), Shield of (4), and fire vulnerability of 11%.

I'm sure anyone who reads these pages knows what I am about to say next, when will the techs ever get it through their heads to make a equipment piece or shielding that will not hinder you with vulnerabilities. Oh I know shield it cover it that way. Then I got a whole nother vulnerability to work with because of the way everything is vulnerable to everything else. I used to be so excited like the rest of you thinking the addition of equipment would be a god send. Now I am realizing the majority of equipment is vulnerable to something else, how is that helpful? So like with most equipment pieces containing vulnerabilities I say pass it by save your resources for pieces that are worth while. Like maybe spinal bracing for 25-50 ton mecha with a dodge of 12 no add ons beyond that and only 2 more crystal for the cost.









Submitted by Pat Willis#224534

Betting On Squd Wars 3317 By Kenneth Hicks ID846092

Friday, November 25, 2016

Commissar Mech Review by David McCallum : #701548



Ah, the fickleness of youth.


Being one of the newest mechs out there, according to Junior Pilot, they are the 'Best Mech Ever'. When Cherry Blossom Mechworks started production and put them on sale as an introductory offer, Junior Pilot decided that a 20 ton specialisation was the way to go and purchased a full squadron.


Now, I'm all for specialists, but even on sale it seemed... excessive. Ah well, wisdom comes with age, and Junior Pilot has a long way to go.


Now this is not the first mech that has been declared the 'Best Mech Ever'.


I recall when Junior Pilot had yet to earn their licence. We watched archaic vid-slugs of primitive fighting mechs in action. When they recognised the Axebot as being available on the open market, it was declared 'Best Mech Ever'. I was even derided for not having any and pestered to the point of insanity until I gave in and bought one. I never did actually, Junior Pilot just got bored eventually and wandered off. It was a close run thing though.


Then came graduation from pilot school and a few jaunts around the Pirate Moon, hauling in a Nerio and Trooper. These mecha were capable of conquering the Galaxy, and were therefore the 'Best Mechs Ever'.


I must admit, those mechs have served well. With the advent on Squad wars and the need for brevet promotions, way down at the bottom end of the divisions, Junior Pilot is leading a group. As such, and leading from the front, those mechs helped bring in two solid KotM bronzes.


But in the quest for the bounty from a third, they were not up to the task. They were replaced by Luisons, which even though they are crystal, they are, of course, the 'Best Mech Ever'. A solid and hard won silver was the prize.


And all the while, under their dust covers at the back of the hanger , unused, untested, all but forgotten by the fickleness of youth, sat a reserve formation.


And the War Gods smiled upon Junior Pilot, and for the fourth and final medal needed for the big bounty, they called forth the 20 tonners.


There were some sharks down there. Dragons, newly minted alumni from the Mech Point Academy. Highlanders are always a handful. They fielded Shocklites and Axebots. A few brave souls took to the field in Red Ants.


And yes, there was the odd captured Commissar.


I had never seen them in action before, and it felt strange to not be in the driving seat. However as a spectator, I had the chance to weigh the odds first.


Here's what the book says. 35 Niodes, 500 Bioptics and 550 Ferrite gets you a 20 ton mech with all the advantages inherited from the Red Ant plus more besides. That means it's a heck of a laser mech, but it also starts picking up speed boosts very quickly while being able to slow an opponent down on any successful shot. The Axebot favours engine modules and rightly needs it in a match up as the Commissar gets so much speed just built in. The Comissar can devote that other internal space to other things and seems to favour chassis enhancements making it a far more slippery target.


Add in its 4 weapon slots with another every 4 levels compared to the 3 and 7 of the Shocklite and the 3 and 5 of the Axebot, it starts with a higher throw weight and just gets better.


Now we already know that a Shocklite is vastly outmatched by the Axebot, but how will the Commisar stack up?


Yes, it has better damage potential with its chosen weapon type and can fire faster, but the Axebot is rightly feared with its built in ability to Crit Kill and its damage multipliers. The Axebot has the track record. It was going to be interesting to see how the newcomer fared against it.


It was a very thrilling contest, if a little short, which was perhaps disappointing. Junior Pilot was attacked by higher level opponents with both well tricked Shocklites and heavily armed Axebots.


But at the end of the day, direct observation can attest to the fact that the Commissar is up to the task.


A fourth medal in a row and a 100 niode bounty declared that, according to the fickleness of youth, the bright shiny new Nephilax in the hanger was indeed the 'Best Mech Ever'.


But from what I saw, just for a few moments at the top of the mountain the Commissar has very rightly earned a title.


It was the 'Best Mech Ever'.



Submitted by David McCallum : #701548

Round Table Topic Weapon Limits By The Galaxy Gathering Editorial Staff

Round Table Discussion Summary
Recorded by Sgt Ron Frye from the minutes of the meeting

Here is recorded the minutes of the second weekly round table discussion, summarized, but still containing all of the burps, warts, farts and cursing. So, if you have either a delicate constitution or an aversion to a group of greasy, smelly, ill mannered wrench jockeys scratching their itchy places and spitting in the corners of the room....stop reading and run......run far........run fast......and pray you escaped its clutches.......

Topic of Discussion:
Should there be limits on the number of specific weapons or equipment owned by a player, or should the max caps be raised or even lifted entirely.

David McCallum:
I think in terms of game balance it is a very sensible idea to have limits in place... I also like the fact that the limits can be broken if the extra's are given as prizes.
I think the thing missing is an "in game" or "lore" explanation as to why... and it can be as simple as a government imposed arms limitation to ensure nobody builds up enough force to form a breakaway kingdom.
The thing is if you do that, you'd almost be forced to start limiting numbers of mech type as well, which would hurt revenue, cause the top end wallet pilots to have a hissy fit and at the lower end, seriously mess up the specialists.

Ron Frye:
you know..........after being in several of these forums over the past few months i am seeing over and over that the biggest issue in game is this........a reason.......i think we need more lore....and i mean core lore....how things work.......why they work the way that they do......etc

Patrick Willis:
Agree on the lore portion we need it plain and simple. Pertaining to weapon limits I personally feel if you can afford it you should buy it. Now say you have a limit of 60 of a given laser type. Your formation packs in Regis, Fext, Bishops, etc. Laser users basically, and you want them all decked out with said laser. However with weapon slots on the bigger mechas being more, which makes sense given the size, you may want to stock more in to them than the other models. But even at that those mechas who receive laser X are fine but as you go down the line you get thinner and thinner on who can pack what, as a result most of you heavy weapons move into your first couple lines and everything after that by default gets progressively weaker as you stock them with whatever is available, given you have passed up the limits available in the shop. (Possible with the mecha build signature weapon installed at purchase of a new mecha or very slowly and painfully in the mystery vortex.)

Ron Frye:
i could see some weapons being limited in availability.....for example a weapon that predates current tech levels being found in a large cache somewhere and being sold on the black market....perhaps the arms dealers ration out the maximum per customer to appease all of their client base, and it would explain the total available for purchase......the only thing i argue is a weapon being dropped into the game with no rhyme or reason behind its existence or an explanation as to why there are only a few of them and why a player can only have an even fewer amount than that..........i am sure there are reasons for it.......i am sure there is a story in there waiting to be told........i just want to hear that story instead of buying a load of digital bullshit.

Patrick Willis:
Just playing the numbers game say weapon x has a limit of 40 to it, you run a 30 mecha formation. Say 5 guns to a mech thats 8 mechs with great guns and the rest of the formation SOL.

Ron Frye:
i feel your pain mate.........myself, i can handle being SOL in my formation IF someone can tell me WHY i am SOL lol lol

Kenneth Hicks:
limit's on weapons is really starting to piss me off. I can't think of a single reason in game lore or common sense physics why this should be a thing.....same goes for equipment....

(it was at this point the meeting began to ramble off topic due to excessive indulgence in the free beverages offered to them at the meeting....said beverages being the sole motivating factor involved in their attendance.....the rest of the evening dissolved into a blurred rampage ranging from the board room off the mech bay, out into the street, thru several local pubs, and ending in the living room of some sweet old lady who made the mistake of opening her door when they knocked.....any follow up questions you may have on the above topic of debate should be clearly printed in large type on a 3x5 index card and mailed to Sgt Ron Frye, inmate number 014482, cellblock 6a, cell 4, in the care of the Cogworthy Correctional Institute, Gamiedy Prime)

Contributed by Ron Frye#879655, Kenneth Hicks#846092, David McCallum#701548, Pat Willis#224534

Thursday, November 24, 2016

Late Edition : Chrono Events by David McCallum : #701548



Sorry for the tardiness of this post, it would appear we had an invasion of sorts to repel.... one led by unprocessed Turducken Cover ammunition.


From what I can gather, there have been a number of casualties with pilots out of action left right and centre.


But there is another recent event I wanted to address that keeps making pilots groan like participants in the aftermath of a family feast... yet another KotM chrono event.


Now I freely admit I avoid these like Kenneth avoids doing videos, having only participated in one which, while I managed to eke out a gold was only done through a session that last over 24 hours in the cockpit (I kid you not...) and is not one that I wish to repeat.


However I had the chance to view one of my junior pilots in action, attempting to chase the recent bonus bounty of gaining 3 medals in a row.


A very creditable performance (if I say so myself, one is allowed to take a certain pride in knowing that for once somebody has actually listened to your advice...) which saw them duke it out for a well earned silver.


And the thing that struck me was that it was an extremely valid training excersize.


Not only good in gauging an opponents strength so you can see whom you can attack to gain the best points tally, but though prolonged attack runs working out what is and isn't working.


In this particular case, the realization that their world conquering Nerio was past its use by date and having the good sense to buy and level a Luison to replace it with on the fly.... a decision that payed dividends and not only gained better prizes (plus the bonus 3 mission bounty) but has set them up far stronger for the upcoming Squad War.


So, moral of this tale?


While something may not necessarily be to your liking, there is always a glass half full somwehere.



Submitted by David McCallum : #701548

Black Widow Weapon Review By Pat Willis#224534

Okay lets get the basics out of the way here. Min level 57 to own one. It'll cost you 1,000 Ferrite, 1,500 Bioptics, and 47 Niodes to buy one. Bulk is an option here with 5 for 188 Niodes. No restrictions. It does straight damage of 85, has a speed of 101, and the ability of Crit Kill at 17%.

This is a devastating weapon it lines up its shot and aims for where it hurts. The crit kill ability on this weapon is what is needed when the shots count the most. A high damage weapon to begin with toss in other mecha bonuses, and soon the destructive combinations become very clear. A little slower than its mid-range damage cousins, this weapon makes up for it with a big punch and many smoking wrecks in its wake. A solid investment all around and well worth every niode spent.











 Submitted by Pat Willis#224534



Wednesday, November 23, 2016

Cheops Beam Weapon Review By Pat Willis#224534

A nice mid tier crystal based laser weapon for levels 38 and up. It's a pretty straight forward no frills kind of weapon which has a straight damage of 40, a speed of 100, and no abilities to speak of. It'll run you 570 Ferrite, 456 Bioptics, and 17 Crystal for one, or go buy in bulk with 5 for 68 Crystal. No limits or restrictions listed.

Pretty much a upgrade from the level 36 Veridian Beam, which only does 34 straight damage, and has 102 speed, but the V Beam has a bonus of Slow of [4]. So you can upgrade your damage, take a hit on speed, and loose a low ranking ability to upgrade just your damage. Hey it's crystal what do you want? Use these on laser specific mecha to get your damage bonuses, pack in laser augmenting equipment for more of a punch, and watch your skill point expenditure when you get them. A standard weapon at standard prices, what more do you expect from crystal?











Submitted by Pat Willis#224534

Tuesday, November 22, 2016

Hypothermia Shot Weapon Review By Pat Willis#224534

It was a new Niode Ice weapon that was loose for levels 8 and up. When it was available it would have cost you 330 Ferrite, 260 Bioptics, and 17 Niodes to buy one. Bulk was also an option here with 5 for 68 Niodes. There were only 300 Released. It has a straight damage of  37, a speed of 99, and the abilities of Freeze at 6%, and slow of (2).

This is stronger than the Sleet Storm available at lvl 18. Granted the Sleet Storm is a crystal weapon however by comparison the Hypothermia buries it. Sleet Storm has a straight damage of 20, so it looses to the Hypos 37, it has a speed of 95 again a loss to the Hypos 99. Also it only has the one ability of WILD as opposed to the Hypos 2 abilities of Freeze and Slow. More power, more speed, more ability, Hypothermia is just a kick ass lower tier weapon.









Submitted by Pat Willis#224534

Interlocking Armour Review by David McCallum : #701548



It's this place.


It warps you.


Either that or Pat just has an unhealthy effect on otherwise civilized people.


Case in point, we just saw the release of a new chassis piece for light mechs, the Interlocking Armour.


When your first impression is that they've made a corset for Red Ants, you know that intervention and rehab are just around the corner.


Saying that, apart from the obvious snigger factor, this is an intriguing little piece.


Before I go into the intrigue, lets quickly check the book value. 17 Niodes, 279 Bioptics and 345 Ferrite for a vaguely kinky set of flexible platelets that give a dodge rating of 6, auto repair of 1 and somehow slow the opposition by 3 factor points.


Presumably they must be doing a double take with their metallic jaws dropping at the sight...


Now the numbers aren't nearly as impressive as the looks. Up to 20 tons, it has the worst dodge of any chassis piece and the highest cost. Even at its top end of 30 tons, the only piece with worse dodge is the Nanobot repair kit, and it is your standard AR piece with a rating of 4 versus the 1 for the Interlocking. The slow stacks with a few cockpit pieces, but is not otherwise overwhelming.


The thing is, I realised that I was viewing pieces like this with the jaundiced eyes of a veteran who knows that a Red Ant fight is survival of the fastest. Your weapons are so powerful that any hit is a kill. Therefore I wouldn't normally bother with adding AR onto a light chassis until it reaches 30 tons or higher and of course by then you have Nanobots. I'd be using the funds for high dodge or precision.


I'm otherwise a very big proponent of AR, even gladly putting up with the large kickback from the pieces that give the best regeneration rate.


But I've been helping the junior pilots, and with their ludicrously light weapons it does take a few shots to put an opponent down. When you couple that with the non existent amount of equipment slots on their mechs, that concept of 'stacking' starts coming into play. You are unlikely to get an AR of 4, and a rating of 1 for a single piece is a waste... but I will tolerate a rating of 2 up at the 55 ton mark where no big AR piece fits.


If I can tolerate it there, I can do so at 20 tons or less. I wouldn't put two of the pieces on the same machine (even if it had the slots), but I might well pair one with a Cogwerk Micro Block especially if it was on a decent mech.


I guess I'll just have to keep a close eye on how those Commisars perform.




Submitted by by David McCallum : #701548

Monday, November 21, 2016

Round Table Discussion On Equipment By The Galaxy Gathering Editorial Staff.

Round table topic - Premium gear and mechas coming with vulnerabilities and negatives.

So how does everyone feel about paying out premium prices (niodes) for gear and mechas that have vulnerabilities, negatives, or even the dreaded kickback that can blow you up? In my opinion that should be more on the crystal/free gear. I mean we're paying out real cash to get access to supposedly the best on the market and you wind up with gear that reads as though you got it from a disreputable junk dealer. Shouldn't niode gear/mechas be free of such things as we're paying above and beyond the standard in game currency by buying niodes?

I realize there is a game balance at hand and you can't go too far one way or the other with it. However with that said I personally can't help but feel jilted especially at the higher levels/tonnage/gear when just about everything is vulnerable or has negatives attached to it in some way. To be perfectly honest that one factor has had me wondering multiple times how much more I want to deal with as opposed to just saying, Why am I bothering with these pieces at all?

Ron - My only real issue is with kick back items......that particular effect should be relegated to crystal gear and work as an incentive to upgrade to either higher end crystal gear or go niode with it....otherwise....I don't have much of an issue with the checks and balances out there.....a good follow up round table topic for the future comes to mind tho; should there be limits on the number of specific weapons or equipment owned by a player, or should the max caps be raised or even lifted entirely

David - You know Pat, I'm not even sure I understand the topic.

And I think its because you are using the word 'price'.

Y'see, it doesn't matter if I'm paying crystal, niode, cash or seashells. If a piece isn't worth it, i won't buy it.

And I guess it starts with the chassis. Some are good, some are rubbish. I'd spend on a Dreadnought before I spend on a Potatotron and as you mentioned, lighter mechs tend to have better gear. Its almost a knock on effect.

Then again, you can take something like a Fext and work around the gear deficiencies, offsetting one against the other to make a very nasty greebly indeed. That makes it worth it.

Or did you want to re-define the question?

Pat - Ok redefinition it is. Niode gear and mechas supposedly top of the line billy bad ass stuff for the player to get a hold of. Yet most of the niode stuff has a vulnerability, negative etc attached to it. Especially as you go up in tonnage. This has always struck me as odd as it should be harder to micronize something as opposed to putting it in the big shells of heavy mecha. So do you feel that is really the way to go with it? I mean niode gear and mechas are supposed to be the best in game yeah? So if it's the best in game why does so much of it come defective? Why are all the negatives on the niode gear as opposed to the crystal, and why switch out vulnerabilities for a mecha when it never really solves the vulnerability it just moves it around to another stat.

Good example one of my Reaper mechas has an innate vulnerability to missiles. That's just the way it is built. At level 70 something it was at 20%, now fully leveled it has raised to 26%. So on a niode mecha that I have to spend niodes to upgrade I'm getting not only a vulnerability in my mecha but I'm paying 140 niodes for the thing out of the box and 3 a level to get it up to par. Does this seem right to you? Seems a bit off to me, as I said I realize game balance, blah blah blah. But we all know niode gear and mechas are supposed to be the elite stuff to get a hold of. So why for such elite stuff is so much of it basically messed up in some way, and are you comfortable shelling out basically real world finances for what breaks down to in game damaged gear?

Ron -  maybe the mechs themselves should have more bonuses.....and the weapons and the slots available for gear should be less.....that way the player would have to concentrate more time and effort to build up a lesser tonnage mech to compete with a higher tonnage mech, and a player would also have to ensure that the few items equiped on his ultra tonnage mecha were top of the line so as not to fall behind the ball curve against lesser sized mechs.

David -   Ok, I'm going to take an opposing viewpoint and say that to my mind its actually realistic.

And I shall back that viewpoint up with 2 example analogies.

Consider automobiles. Your normal family sedan would be a crystal model. Cheap, reliable and in most cases just goes and goes with no issues as long as you do regular basic maintenance.

Then compare it with a Formula 1 race car. That is very definately a niode model witha prcie tag so high, normal people would have to mortgage their house just to buy a wing mirror for one.

You are paying through the nose for it to do something very very well. Speed. But for all its price tag, it has drawbacks. Passenger carrying, fuel consumption and the ability to break down in spectacular fashion after a very short distance traveled spring to mind.

To me that sounds very similair to what we have.

Here's the second example, perhaps a little more pertinent.

The precursor to mechs, the main battle tank.

Sherman vs Panzer V (no, I'm not going to start quoting model numbers or variants because going to that minutae would be like us discussing a variation on niode refits on mechs).

Generally looking at the base models, the Sherman would be a crystal mech with crystal shields and weapons. The Panzer was considered superior so we can say its niode with similar niode shields and weapons.

Head to head, general consensus is that the Panzer wins... unless the Sherman can get a shot at the weak rear armor.

Lo and behold, the niode monster has a drawback. Its still a superior tank.

I guess that's the point I'm trying to make. Niode mechs and gear are generally speaking superior to the crystal equivalents and the cost goes up. Yes, most of the niode pieces have drawbacks of some form but they are still generally better than crystal equivalents.

Whether or not the are _worth_ the cost for what you get is down to the person footing the bill.

It always comes back to buyers choice.

Ron -   I like that...........one major point that hits me is the fact that a larger mech equals more space....more space means more room for modular upgrades........finding a balance between bigger means better and smaller but more workmanship is a helluva a scale to make equal up......as much as I hate to admit it........some negative attributes seem to be necessary in the larger gear....I think that the negatives are too major however.

David - I think you have a very valid point here Ron.

I mean, if you think of it in very simplistic terms we can all understand, a car engine is small but if you scale that up to a truck engine, not only is it far more complicated and costly, but the performance vs size goes way down (speed) and it has a heck of a lot more vibration which would equate to a penalty of some sort.

Ron - perfect analogy!!!.............the larger a vehicle is (a car, a truck, a tank, a mech, etc) then larger that frame is and the more it can items can fit into that space.....of course the bigger an item is, the heavier it is, and therefore requires more power (a larger engine) to move, and more force to navigate or drive (a larger transmission....in this case chassis items), and the more exotic the control system required to operate it (the cockpits).....so, I do not think it is the items themselves that should suffer, but the mech itself....penalties should reflect in the innate slowness, delayed response time, and complexity of operation of the mech itself......stop dropping engines that run the risk of exploding and give us a mech that needs multiple powerhouse engine blocks to perform at optimal capacity.....I mean, shyte, if you buy a '56 chevy rag top, you are going to need a 350 rocket or better just to move the damn thing, and at least a three core radiator and five speed heavy torc transmission to keep it from overheating and have the ability to control.....if you go popping a four cylinder engine in the bastard, yes the engine will overheat eventually, but before that ever happens the bastard will just move at the speed of turtle... lol.

Pat - See my issue with it is simply to me more size equals more room in which to pad things. So you have more room in a 100 ton mecha to put stabilizers, insulation, whatever is required to balance out the piece. It should be harder to fit such into smaller components and mecha as they have limited room. Yet in game we see the complete opposite with smaller having the advantage and bigger parts being "weaker". If I have a 100 ton mecha chances are pretty good it is reinforced in chassis and armor depending on the type of 100 tonner the vibrations, insulation, etc should be taken into account given the design. Many of the mechas as are if you look at base stats in your garage don't have a lot of the vulnerabilities (minus the Reaper of course), until after you start slapping equipment on. Then you start picking up vulnerabilities and negatives to speed. Again that makes no sense to me. Okay this mecha is fine until I try adding things to it that are supposed to enhance and modify its performance overall. What I get is a crap shoot of penalties and vulnerabilities. Seems to be just my way of thinking though.

Ron -  I agree mate........the more I think about it the more I come to the opinion that a heavy tonnage mech should equal more equipment slots and the gear should be big enough and powerful enough to match that big ass monster......maybe the devs should look into reflecting the actual size of these heavy mech equipment items by making one item take up more slots......example.....a 50 ton type engine would take up one gear slot.....a 100 ton engine would take up two......twice the power equals twice the size.....just an idea that popped into my completely mental melon. lol

Pat - Now that I could get behind!

David -  Ron, just looping back to a comment you made earlier...

"the mech itself....penalties should reflect in the innate slowness, delayed response time, and complexity of operation of the mech itself."

Innate slowness... we have that, most of the big boys start with negative speed

complexity of operation... again, we have that with pilot skill. Bet it's that long since you had to think about it you'd forgotten it?

Now moving onto size vs weight etc... you already have that in the tonnage ranges for gear... so using our simple analogy from before, you can't fit a truck engine into a car or a tank... size difference is just too great. But if we start stretching that analogy, there is the space to put 1 or 2 engines in a car, 4 in a truck and 6 in a tank, because the bigger the mech, the more engine slots we get.

Ron - exactly.......I replied to that in other responses, but my posts are so scattered throughout the discussion that it got a bit garbled lol.......cheers I agree mate.

Ken - My initial reaction is to design a 100 ton mech that looks like a giant fist with one middle digit raised seven stories into the sky. It's bad enough that to get any truly decent gear that competes with the upper echelons, you have to pay precious niodes for. But then you're going to make me take negatives and vulnerabilities with it...

Then, after calming down, I began to think. Some things just make common sense. You have an engine that powers a 70ton mech at +20? That might give you some heat issues. You have a chassis that boosts your freeze by over 10%? That could cause some brittleness to your frame making you vulnerable to high impact projectile rounds. Jump Jets? Yeah, you might have a missile issue.
I guess as long as it makes sense, then yes. I can see it. Besides, part of the fun is mix and matching your gear so as to compensate for these issues.

Ron - I think the big bottom line is that the more powerful an item is the more the devs have to find a way to make it balance within game play.....otherwise everyone would just build up a bunch of 100 ton mechs and either sell off all of their lower mechs or let them rot in their stables....supposedly that is what specialists are for, but a lot of lower level players get screwed over by CWs, etc due to their limited inventory....perhaps the key is not to limit or penalize mechs and gear, but to improve the CW system itself... in other words.....lets stop playing Nerf football and just update the league rules.

Submitted by Pat Willis#224534, Ron Frye#879655, Kenneth Hicks#846092, David McCallum#701548