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I have had a few Flashpoints that restrict individual mech tonnage with no real reason (just because).
Are you supposed to have 4 mechs of nearly every tonnage rating just sitting in the bays?

I'm fine with restricted numbers or overall tonnage for a mission as long as there is some logical reason but why individual tonnage?
It's just a pain in the arse, I have to get a bunch of mechs out of storage and wait for a refit just to do a mission. So I am sitting in space waiting for weeks to build/refit mechs, where is the sense or fun in that.

Just limit mission total tonnage OR numbers please...
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Ultimately, the game needs to give players a reason to use lighter 'Mechs, because the mechanics of the game all reward heavier 'Mechs.

Maps are small. Even in the slowest 'Mechs, you can sprint a significant portion of the largest maps in just two turns, so being slow isn't really ever a problem by itself.

Heavier 'Mechs have more armor and more weapons, so you stay alive longer and do more damage.

The cost of operating 'Mechs is quite small and so the cost of operating an expensive 'Mech is still very manageable.

Different enemy types are problems best solved by different weapons options; and as above, heavier 'Mechs have more tonnage available for weapons systems. More mass == more solutions.

The world scales with you, and all costs are highly abstracted. Thus, it's always easy to operate, maintain, repair, and replace even the rarest of 'Mechs.

Tonnage for each 'Mech includes engine, powerplant, IS, and other things. So 100 tons of Locusts don't really have anything like a chance against 100 tons of Atlas. Total tonnage doesn't tell the whole tale.

All in all, the game is designed so bigger and stompier is better. If there weren't a hard requirement to bring lighter 'Mechs, there'd be no reason to other than player whim.
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Drayco: I have had a few Flashpoints that restrict individual mech tonnage with no real reason (just because).
Are you supposed to have 4 mechs of nearly every tonnage rating just sitting in the bays?

I'm fine with restricted numbers or overall tonnage for a mission as long as there is some logical reason but why individual tonnage?
It's just a pain in the arse, I have to get a bunch of mechs out of storage and wait for a refit just to do a mission. So I am sitting in space waiting for weeks to build/refit mechs, where is the sense or fun in that.

Just limit mission total tonnage OR numbers please...
I haven`t bought Flashpoint yet, but I don`t like this.

Forcing a player to choose a mech weight without a logical ingame reason for doing so is very lazy of the Devs and takes the Player out of his immersion. The best games are those that find a good way to limit you without making you feel limited `because the Dev said so!`

Can`t say i`m surprised to be honest, the Devs aren`t the best game developers around.

I hope they change this.
Pretty silly limitation. (4) 50 ton mechs. and you can't take (2) 45 ton and (2) 55 ton mechs even though it's the same tonnage.
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OneFiercePuppy: Ultimately, the game needs to give players a reason to use lighter 'Mechs, because the mechanics of the game all reward heavier 'Mechs.

Maps are small. Even in the slowest 'Mechs, you can sprint a significant portion of the largest maps in just two turns, so being slow isn't really ever a problem by itself.

Heavier 'Mechs have more armor and more weapons, so you stay alive longer and do more damage.

The cost of operating 'Mechs is quite small and so the cost of operating an expensive 'Mech is still very manageable.

Different enemy types are problems best solved by different weapons options; and as above, heavier 'Mechs have more tonnage available for weapons systems. More mass == more solutions.

The world scales with you, and all costs are highly abstracted. Thus, it's always easy to operate, maintain, repair, and replace even the rarest of 'Mechs.

Tonnage for each 'Mech includes engine, powerplant, IS, and other things. So 100 tons of Locusts don't really have anything like a chance against 100 tons of Atlas. Total tonnage doesn't tell the whole tale.

All in all, the game is designed so bigger and stompier is better. If there weren't a hard requirement to bring lighter 'Mechs, there'd be no reason to other than player whim.
This points to an obvious game design flaw: the maps are too damn small.

If they'd make at least some maps larger, and gave some missions a requirement to get somewhere before a certain time or before a certain enemy, or something along those lines, then there would be a reason to use light mechs more often without requiring this limit. Alternatively, the missions where this limit is applied would make more sense (due to larger mechs not being viable).

The way this is set up now points to extremely lazy design. It's like they suddenly realised "Oh no, no one uses light mechs!", so they "fixed" it by adding arbitrary limits to force their use for no discernible reason.