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I 100% agree on the mechs being fast instead of slow, however in Mechwarriors defense, their machines have some truly massive sizes. Compared to our irl machines which are currently small. 'Im 100% sure that with enough time we can have big fast moving mechs but people seem to be stuck on the idea they have to slow. Or the idea they would be realistically at slow 15+ meters. (ACs are around 10 meters for reference)
Also can you expand on
What makes a mech, a mech game for you? And what does titanfall do wrong to feel like a slower fps rather then mech fps?
I want Bandai to make a 30 minute missions game..talk about customization..
It could play as a modern and improved Heavy Gears 2.
On a Mech vs Mech battle sometimes mid battle if you do enough damage or upon enemy mech defeat, some of its parts will fall on the ground, you can have a worker grab the part and take it to your base for Reverse Engineering so you can build more of that part. You dont lose the part in the process btw, you can use it to build your mechs too.
https://store.steampowered.com/app/888040/Metal_Fatigue/
They even had pilot-vs-pilot only modes. Like WTF? I am here for the robots, where is my robot-vs-robot only modes?
Titanfall 2 does have titan vs mode tho. Its pretty popular
2 modes, tdm and last stand/swat/search and destroy
https://steamcommunity.com/profiles/76561198003268863/screenshot/2089164245537301565/
https://steamcommunity.com/profiles/76561198003268863/screenshot/2089164245537302375/
Ooh, I need to reinstall.
The Core Battletech designs were literally downgraded versions of licensed design work from Sunrise & Studio Nue. Dougram and Macross were the products drawn from the most heavily, but the OG Atlas artwork is literally a low effort trace-over of the VOTOMs Red Shoulder resulting in weird proportions.
[IMG]https://i.4pcdn.org/tg/1523040133506.jpg[/img]
So in short FASA created a Licensed Derivative Tabletop Product, in the wake of recognizing the Real Robot craze starting in Japan. The thing from there that drew them out of being niche was Mechwarrior 2 involving a lot of 3D Accelerator Sponsorships in that window in the early 90s between 3D Accelerators becoming a thing and standardized APIs becoming a thing. Thus making it a lot of people's de facto first exposure to a 3D Accelerated game.
Dynamix in the wake of the license went on to create Earthsiege, and from there after Activision lost the license they went on to create the Heavy Gear games. Mechwarrior 3 tends to be considered the most sim heavy, and you could literally knock over other mechs with a salvo of around 30 to 40 LRMs as part of its stagger mechanics.
If you actually play Mechwarrior you'll find you're _less_ tanky than tends to be the norm in Armored Core. In turn you can largely do the kind of boost stuff Classic Armored Core did with Jump Jets in Mechwarrior 2.
In turn until the Mech designer associated with MWO more or less forced the issue in the past decade it would be a stretch to call the unlicensed Battletech artwork coherent, they never made a serious attempt to try to figure out what their weapons were really supposed to be or do, and there's a variety of... hilarious errors in their work like labeling a APFSDS shell expy as HEAT...
Mind on the Japanese side that things like Kogado Studio's Power Dolls series took the Squad of Mecha Strategy game concept further than Battletech ever did, heavily integrating things artillery/air strike, SPAAGs, and role driven weapon variety instead of it just boiling down to ways to do Damage X at Range Y. You may not be familiar with that IP directly but if you've watched say Full Metal Panic you've seen an example of stuff inspired by it.
The "we slowed them down" part most likely largely just boils down to they were likely mapping their TT Wargame onto a pre-existing Historic Wargame, similar to how D&D started out as TSR mapping their stuff onto a pre-existing Wargame.
The reference documents whether game manuals or TROs are rather consistent that:
Lights ~7m tall
Mediums ~9 meters tall [per Dougram inspiration-> Wolverine/Shadow Hawk/Griffin]
Heavies ~10 meters tall [per Macross inspiration-> Warhammer/Archer/etc.]
Assaults ~12 meters tall
With the Mechwarrior 4 Vengeance manual giving an explicit height of 13 meters for the Atlas and 11 Meters for an Awesome.
As previously stated the property started out as a very low effort cash-in product on the Japanese Real Robot work, where the designs were literally downgraded versions of Licensed Japanese artwork and model kits... The Clan Invasion TRO3050 work is pretty much the closest we see to them trying to iterate their own design work as something coherent, and separate from that and there's a reason they keep returning to the Licensed Work and TRO 3050 designs.
Also the Bulldog tank in the 2nd Mission of Mechwarrior 3 is a serious threat to your Bushwacker, which in a lot of case is most conveniently dealt with by running it down and stepping on it... And expect a lot of frustration if you decide to play Crescent Hawk's Revenge with getting past that second mission involving the tanks... HBS Battletech is comparatively kinder, but there's a reason that generated plenty of rage threads about people engaging tanks with their Mechs in ways that didn't involve stepping on them.
You know I was looking around for heights before this started. And now mechwarrior is even more confusing. I found this post which agrees with your statement but also that the sizes don't make any sense.
"In canon/lore, an Atlas is 14m tall; in MWO the given height is 18m, as the devs felt that the canon sizes were too small by quite a bit (and they were right, actually). You can extrapolate the other mechs based on their heights compared to an atlas.
Canonically, the heights are totally ♥♥♥♥♥♥. A Direwolf is 100 tons, and ~12m tall. A Firemoth is 20 tons and... also ~12m tall. So, you know, there's that."
I wonder if we made them IRL how big they'd be and how heavy they'd be.