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How will omnis work in this game? We don't know yet. They might satisfy OP but they might not. We don't know.
The devs stated, according to hearsay, that weapon hardpoint sizes were introduced to make the variants more distinct. The player is not supposed to have so much freedom that they can turn one variant into another. The market would be less critical if that were true.
Mechwarrior 5 mechlab allows a selection of refit classes from TT and is limited by what UE4 can model with reasonable effort. It mostly permits Class A and Class D refits, except changing of locations. If locations (side torsos, arms) could be swapped, they would be limited by what is already modeled in the game. This would be a good addition, in my opinion, and would allow some control over hardpoints. See my idea here: https://docs.google.com/document/d/1_tf1YXNqAWvsocUPNp0otMC_pTSf0OPkL2OUeBSyxGI/edit?usp=sharing
The devs approach to making variants distinct is lame compared to the MWO quirk system. It's far more interesting to see a manufacturers touch having an influence on the way a weapon fires (as an example) than it is to tediously have to get an exact variant to equip just the precise build you want in that given moment.
Especially as we are dealing with omnimechs now.
You're forgetting one thing, not all Clan omnipods can be outfitted with all three weapon types, some can only be outfitted with two weapon types so while you can outfit as you'd like you're still restricted by what types a Clan battlemech can be fitted with.
I'll take your word for it that "quirks" in MWO are a good addtion. I played MWO for about 2 seconds until I realized it didn't have torso counter twist. I can't go back to that with my wrist pain. Quirks are not mutually exclusive to any hardpoint system, as far as I can see.
You are not supposed to 100% perfectly tailor your mechs for every mission. You have to make compromises with your designs and work with what the markets give you at that specific time. Sometimes you forgoe defense missions if you have a fast, low-armor lance. That makes each play-through unique. The devs likely did not intend the player's lance to be multi-purpose-anti-everything.
However, I do agree that the new sized hardpoint system is lame(ish) in relation to the variety of weapons. There should be 3 sizes for all weapons in the game. A small energy hardpoint wouldn't be so bad if there were small PPCs, for example. (https://www.sarna.net/wiki/Light_Particle_Projector_Cannon)
He also said that omnipods will be "upgrades" that reconfigure hardpoints in mechs and there will be no variants. Everything is purchased/requisitioned as a prime, similar to MW4. It's not clear if NPC mechs will have loadouts different from the prime variants. I suspect they will, otherwise, things could get a little boring.
Source: https://youtu.be/quLsSdczMB8
It sounds like they've made one improvement but are otherwise insistent on baby mode. Let's hope essential mods that remove the restrictions don't lose their support when PGI decides to add a hotfix five years after the games lifecycle, breaking every mod in the process.
Typical Russ L. They could easily make actual customisation a gameplay setting but they choose not do despite the feedback.
By "baby mode", do you mean the inability to swap non-weapon equipment such as engines, sensors, gyros, and actuators? If so, I agree. Adding a few alternate options for those slots would not overwhelm newcomers.
Keep in mind that his reason for adding sizes to hardpoints was to make the game harder, not easier. He wanted the differences between variants and, by extension, the mech market to have a greater effect on gameplay. I agree with this decision. He also used the term "hardpoint inflation" to refer to MWO and it's balance issues. PGI clearly doesn't want players boating the same weapon because it amplifies small numerical inbalances and can actually force them to suppress weapon variety.
I don't have time to parse the video, but I believe Russ mentions experimenting with a basic/advanced mechlab setting in this interview: https://youtu.be/JlASczWNGTY This could be the solution to many people's complaints while keeping the game marketable. Again, I highly doubt that advanced mode would remove hardpoint sizes because doing so makes the game easier.
What's the point of adding omnipods as "upgrades" when that was never their purpose? They were invented with the sole purpose of allowing Clan to basically hot-swap weapon configurations rapidly to suit whatever was needed at that time.
To clarify: he said that all mechs are purchased as primes then an omnipod kit is applied to the mech to alter it's hardpoints. He actually used the word "upgrade" which implies that all omnipod kits are better than the default prime loadout. I don't think this is the case and "upgrade" was a poor choice of words.
The discrepancy is that prime omnimechs are somehow "without omnipods" until the kit is applied. This would be odd, but not game-breaking. The lore describes prime omnimechs as built with omnipods that house all or some of their weapons. That standardized pod can be swapped later on. Russ is the CEO so he could be slightly out of the loop and misrepresenting what his subordinates told him.
Sounds like not even his subordinates know what they (omnipods) were designed for if that's the case...
But at the same time, there is already more canon in PGI games than in all others. Over there, Mechwarrior 2: 31 Century Combat also has its nuances. All the characteristics of the iron were transferred from the board, damage, armor points, etc. And because of this, an imbalance appeared, in particular, the machine guns became very strong, which should not be. And so you can find fault with many things. You need to be able to adapt and find a balance. And again, why do we need to spend time repairing mechs and replacing equipment if we have a simulator and a linear campaign, and not an economic strategy with turn-based battles?
You shouldn't have to be a hard core og fan to enjoy this.