Anatomy
of a Battlemech
Ever
thought about what makes up a battlemech? Sure, lots of the books
and the tabletop game goes in to some significant details as to the
inner workings of a battlemech. I mean, most of you that read this
Blog already have some understanding of how a mech “works”, the
different types of frames, various engine upgrades, and fusion
reactors.
Some
of the books go into great depths to describe the motors and gyros
used for upper torso “twists” and arm and leg movements. Others
describe with plenty of details the cockpit of a few of the machines.
This
is the part I really want to dig into because this game we play (and
will possibly play [MWOnline]) is really based on the pilot's point
of view. You, as the pilot, decide what chassis to use, what engine
(speed) to choose, what armour to install, the electronics you think
you might need, jump jets or not and lastly, what weapons you need
for the current “mission” [map].
Each
pilot has their own requirements as well as favourites. I have seen
some players [pilots] from the past take a light mech and do a damn
fine job, but put them in a heavy or assault and they were sitting
ducks lasting only minutes in a multiplayer game. I have seen the
reverse too. I have seen some players that take the same mech with
the same loadout map after map.
It's
no secret to any of you that read this Blog that Ol' Vettie's mech of
choice is the Victor. That being said, I don’t use it on every map
or mission because I like to try different mechs for different maps
to see how I can do in them. If you count the same loadouts with
different armour types, then at one time I had over 70 Victor
Variants. I had one for every map with every type of “radar”
situation for every enemy team that we were going to face (knowing
their trends on how they “fought” on various maps). Yeah, I know,
pretty fanatical for a game, huh? I literally could use a Victor on
any map (weight limits allowing), but I choose to use others. Seems I
have strayed from the theme of this post, I will try to reroute and
get back on track.
As
the pilot of a battlemech, you must decide what you need your mech to
do. In the books (and to some degree in the table top game) this is
“covered” by the use of a neuro-helmet. This is the connection
between the battlemech and the pilot. This device is what makes a
battlemech come alive. In a sense, the battlemech because a huge,
armoured version of the pilot. The mech mimics your movement, your
reflexes (with some limitations) and your ability (with some
limitations). I say with limits because the mech is a machine and the
weapons have to recharge or reload altho the pilot often wants to
keep firing and the battlemech build up lots of heat simply by moving
around, or jumping and when you add the heat from the weapons, well
we have all been there, shut down imminent. A person or pilot might
physically be able to continue on and suffer later where as the mech
can only take so much before it shuts if self down, or explodes. Each
pilot is able to manage this ability in their own way.
The
cockpit of a battlemech consists a few things that are common with
all battlemechs. Each one has a heads up display the gives us the
radar screen, a speed indicator, a heat indicator, a coolant reserve
measurement showing you how much coolant you have left, your weapons
list, grouping, amount of ammo left (unless a beam weapon), your
current armour levels and that of a selected enemy (if any) and a
compass that works kinda funny (its based on your location relative
to the direction your heading, not a true north kinda thing, so if a
team mate tells you via chat or comms that he has a contact at 280,
it might not be 280 to you). I the books, there are throttle controls
and a “joystick” and some (maybe most or all) have foot controls
(pedals).
Our
cockpits have most of those things, but you see it on a screen in
front of you (I am guessing) and you may or may not have a joystick
and separate throttle (or even a combined). I used to use a joystick
all the time. I tried many different ones and enjoyed them all (some
lasting longer than others). Then I thought back to the MW2 days. I
used to use only a keyboard. Not even a mouse. I know at least one
pilot who still plays that way. I guess if I practiced enough, I
could go back to just using the keyboard or the keyboard mouse combo,
but instead I use a nostromo N52 and a good wired gaming mouse. The
nostromo is programmable enough to set up every keyboard combo (that
I can think of) that I ever use in the game and some I have
programmed just in case. I am sure those of you out thee that use
joysticks or keyboard and mouse combo have set up some type of
setting that is easy or natural felling for you to use, And that is
the point isnt it? I mean, you dont want to think about what button
to push or what trigger to squeeze to make your mech do whatever
action you are trying to perform, you just want it to happen (think
neuro-helmet). The more natural the movement the faster your reflexes
are to make that action happen. The key is act without thinking
equals quicker / faster mech response.
Now
your cockpit may be small and compact or it may be very large. Same
with the mechs we drive, some have more pilot room than others and it
doesnt always mean the bigger the mech the bigger the cockpit. Mine
is a 5 by 3.5 old dining room table with a very nice leather
(hi-back) office chair that swivels and rolls. Beside my table is the
cpu box while on top is the screen, keyboard mouse, nostromo and
speakers with a sound control unit. Underneath the table is a
sub-woofer that will knock you down if turned up more than ¼ of wide
open. This is my cockpit. It doubles as a computer work station and
stereo system as well as an interface for my guitars (for recording
and editing and eventually erasing cause it I cant play very good
yet).
This
is the key. A good, usable space, that is not only very comfortable
but very workable. This is my 'neuro-helmet' and interface to
whatever battlemech I choose to use. What about you? Feel free to
describe your cockpit and interface.
You
see, this is the REAL anatomy of a battlemech, its you. Your
creation, your action(s), your decisions, your loadouts, your
choice(s), make up the anatomy and make it work. See you on the
battlefield.
Nice job Vettie.
ReplyDeleteLet's hear it for the stromboli!
I never noticed that you liked to pilot Victors!! ;)
ReplyDelete