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Posted: Tue Jun 27, 2006 11:57 am
To me, It must make sence. I mean, It must look like it can actually take on anything rather than just a fashionable robot.
Well in otherwords, I would like to see the Piolet and the mech Balance with each other rather than just focuseing on who's cool and all. Depends on personality and looks with the piolet that would fit him/her.
Im not makeing any sence confused
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Posted: Sat Jul 01, 2006 9:27 am
Shari-hotsu To me, It must make sence. I mean, It must look like it can actually take on anything rather than just a fashionable robot. Well in otherwords, I would like to see the Piolet and the mech Balance with each other rather than just focuseing on who's cool and all. Depends on personality and looks with the piolet that would fit him/her. Im not makeing any sence confused Basically, you want the pilot and mech to be on even terms with themselves. Wheres the mech itself isn't as powerful, most of the power comes from how its being operated by the pilot. Right?
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Posted: Sat Jul 29, 2006 6:14 pm
Though is been said before, the pilot is what makes the machine. If two pilots went head to Head in the same mecha, with the same armorment, it comes down to their skill. In theroy a GM could take down a Gundam.
'Don't fear the sword fear the man who weilds it'
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Posted: Sun Jul 30, 2006 2:38 am
Negamoon Newn Okay everybody today i would like you all to vioce your personal oppinions on what a mech should have to make it bad a**. Is it the weaponry the frame the piantjob. Please help me out here. I'd say all three. Although I much prefer "function over fashion".
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Posted: Sun Jul 30, 2006 8:06 am
hmmm... it depends on the universe we're talking in, anyway...
in the 'japanese' mech world, we need a mech to be exceedingly fast (or tough, though fast is preferred) to have it 'kick a**'. take most gundams, or Armslaves... they are fast. sometimes more than i liked it. also, they need the ability to take on almost all conditions, meaning they also have to be diverse in role. for example, Gundam Wing Zero could bust a bunker as well as swipe clean an enemy fleet; Strike could wipe out mobile armors as well as duel with other MSs.
while in the 'western' mech world (i'm most familiar with the Battletech universe, so do forgive the generalization), a mech has its own roles, its own strength and weaknesses, and its own style of use. for example, i have personally played a Longbow (a mech in the Mechwarrior 4 game) as a missile-support. sure, i own when i'm, like, 800-900 m from the enemy, but i really suck in close to midrange. even light mechs like Cougar could kill me (my mech, Longbow, was an assault-class, it weighs about 85 tons; light mechs are generally under the 45-ton mark) if given enough time. in another occasion, i played a Hellhound (a 55-ton medium mech) and practically reign over the lightweights. still, i'd think twice before taking on a Hauptmann (a 90-ton assault whose role usually consists of infighting) because it could possibly mean that big badass would just crunch me ^^
it really depends, though. you could bring a Wing Zero Custom into the Battletech universe and get literally mashed to bits by the inhabitants... or you could take a Hauptmann into the gundam universe and literally diced to death by the inhabitants.
well, i do agree about kickass paint jobs though 3nodding
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Posted: Mon Jul 31, 2006 8:55 pm
Nanashii_Belmont it really depends, though. you could bring a Wing Zero Custom into the Battletech universe and get literally mashed to bits by the inhabitants... or you could take a Hauptmann into the gundam universe and literally diced to death by the inhabitants. well, i do agree about kickass paint jobs though 3nodding Exactly, Wing Zero was only powerful in its own universe. Which is why its tuned down in SRW And SD Gundam games(Which I am glad for. I hate seeing Real Robots with the strength of supers)
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Posted: Tue Aug 08, 2006 10:09 pm
DaiRaiOh ...Exactly, Wing Zero was only powerful in its own universe. Which is why its tuned down in SRW... neup, i've played some SRWs with Wing Zero in it and it still kicks arse. especially in Alpha, where you could throw him practically into the heart of an enemy fleet and still come out intact without even a scratch. not to mention his area cannon... ergh. same thing for Duo's Deathscythe HELL.
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Posted: Wed Aug 09, 2006 3:32 pm
Nanashii_Belmont hmmm... it depends on the universe we're talking in, anyway... in the 'japanese' mech world, we need a mech to be exceedingly fast (or tough, though fast is preferred) to have it 'kick a**'. take most gundams, or Armslaves... they are fast. sometimes more than i liked it. also, they need the ability to take on almost all conditions, meaning they also have to be diverse in role. for example, Gundam Wing Zero could bust a bunker as well as swipe clean an enemy fleet; Strike could wipe out mobile armors as well as duel with other MSs. while in the 'western' mech world (i'm most familiar with the Battletech universe, so do forgive the generalization), a mech has its own roles, its own strength and weaknesses, and its own style of use. for example, i have personally played a Longbow (a mech in the Mechwarrior 4 game) as a missile-support. sure, i own when i'm, like, 800-900 m from the enemy, but i really suck in close to midrange. even light mechs like Cougar could kill me (my mech, Longbow, was an assault-class, it weighs about 85 tons; light mechs are generally under the 45-ton mark) if given enough time. in another occasion, i played a Hellhound (a 55-ton medium mech) and practically reign over the lightweights. still, i'd think twice before taking on a Hauptmann (a 90-ton assault whose role usually consists of infighting) because it could possibly mean that big badass would just crunch me ^^ it really depends, though. you could bring a Wing Zero Custom into the Battletech universe and get literally mashed to bits by the inhabitants... or you could take a Hauptmann into the gundam universe and literally diced to death by the inhabitants. well, i do agree about kickass paint jobs though 3nodding Finally a Mechwarrior Fan. Well I'm Crazy enough to go toe to toe with an Altas(100 tons) in a Hellhound, but i don't come out unscathed, and a Diashi(100 tons), forget it, it can pack more weapons. But still there are always those pilots in anime mecha series who 'sup up' their machines. Take Char's Zaku II and compare it to a normal Zaku II. And I agree with you on the strength and weakness thing, if you take out a fast mecha's legs you can pummlel it, on the other hand 'walking turets' can be screwed over with multiple opponents. This can be applied to Mechwarrior, If a mecha like said Hellhound gets within the min. range of a Longbow, the Longbow is toast, and vice versa, a Hauptmann or simmilar mecha is at the mercy of the Longbow at range.
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Posted: Fri Aug 11, 2006 6:33 pm
Nanashii_Belmont DaiRaiOh ...Exactly, Wing Zero was only powerful in its own universe. Which is why its tuned down in SRW... neup, i've played some SRWs with Wing Zero in it and it still kicks arse. especially in Alpha, where you could throw him practically into the heart of an enemy fleet and still come out intact without even a scratch. not to mention his area cannon... ergh. same thing for Duo's Deathscythe HELL. I'm glad they were tuned down in SRW D, unless its G-Gundam, Gundam super robots are a bit of a turn off for me. What's the point of a Gundam series if there not gonna focus on the charecters? The pilot is always the core of the Mobile Suit, not some fancy shmancy weaponry.
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