Jump to content

Clan Loadouts


30 replies to this topic

#1 Capt Sternn

    Member

  • PipPipPipPipPipPip
  • 269 posts

Posted 07 February 2014 - 04:10 PM

Could someone lnk the the Primary Clan Loadouts from the Clan invasion Page. Unfortunately my computer keeps wanting to Place their Pop-ups behind the You-tube video thus preventing me from seeing the stats and loadouts of most of them.

#2 Thanatos676

    Member

  • PipPipPipPipPipPipPip
  • The Sickle
  • The Sickle
  • 703 posts
  • LocationTucson

Posted 07 February 2014 - 04:11 PM

AFAIK the mech loadouts are the same as they are for Prime Configs on Sarna... thats the only thing that has been announced so far is the prime mechs loadout.

#3 GalaxyBluestar

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,748 posts
  • Location...

Posted 07 February 2014 - 04:13 PM

Kyle just posted them in the clan section here they are.

warning contains nerfs, luckily not to heavy but still.

View PostKyle Polulak, on 07 February 2014 - 01:49 PM, said:

I have pushed a new version and the image should refresh worldwide in 8 minutes is refreshed. Make sure you clear your cache often to test for the image change.

I have included all images here under the spoiler tag; they are for your convenience.





#4 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 07 February 2014 - 05:16 PM

View PostGalaxyBluestar, on 07 February 2014 - 04:13 PM, said:

Kyle just posted them in the clan section here they are.

warning contains nerfs, luckily not to heavy but still.

Kit Fox has only 4 hardpoints? Dafuq? Slow, underarmored light can't even boat big guns... And only 3 hardpoints on the Adder...

EDIT: And why did the Flamer get moved to the CT?

Edited by FupDup, 07 February 2014 - 05:28 PM.


#5 Strum Wealh

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Raider
  • The Raider
  • 5,025 posts
  • LocationPittsburgh, PA

Posted 07 February 2014 - 05:55 PM

View PostFupDup, on 07 February 2014 - 05:16 PM, said:


Kit Fox has only 4 hardpoints? Dafuq? Slow, underarmored light can't even boat big guns... And only 3 hardpoints on the Adder...

EDIT: And why did the Flamer get moved to the CT?

The Puma's Flamer has always been in the CT (along with there being 1 Endo-Steel critical in the CT and 1 Ferro-Fibrous critical in the Head).

#6 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 07 February 2014 - 06:03 PM

View PostStrum Wealh, on 07 February 2014 - 05:55 PM, said:

The Puma's Flamer has always been in the CT (along with there being 1 Endo-Steel critical in the CT and 1 Ferro-Fibrous critical in the Head).

Oh...I always thought it was in the head. :P

I've been living a lie all this time!

#7 Butane9000

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 2,788 posts
  • LocationGeorgia

Posted 07 February 2014 - 06:05 PM

Can't wait to see a Timber Wolf pack a Clan LBX-AC2 or Ultra AC2.

#8 Hawk819

    Member

  • PipPipPipPipPipPipPipPip
  • The Tip of the Spear
  • The Tip of the Spear
  • 1,624 posts
  • Location666 Werewolf Lane. Transylvania, Romania Ph#: Transylvania 6-5000

Posted 08 February 2014 - 05:05 AM

I'm just jumping for joy. Here comes the Thor with 4 LRM20's. All Clan.

#9 Butane9000

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 2,788 posts
  • LocationGeorgia

Posted 09 February 2014 - 06:06 AM

On a side note looking over the Stormcrow that thing is going to be ridiculous.

#10 Elkfire

    Member

  • PipPipPipPipPipPip
  • Survivor
  • Survivor
  • 483 posts

Posted 09 February 2014 - 03:08 PM

View PostButane9000, on 09 February 2014 - 06:06 AM, said:

On a side note looking over the Stormcrow that thing is going to be ridiculous.

I love the Stormcrow, always have. I might even spend the 55 bucks on getting it a la carte from the Clan pack if PGI does a good job in the months between now and June. But that's a big if at this point.

#11 Strum Wealh

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Raider
  • The Raider
  • 5,025 posts
  • LocationPittsburgh, PA

Posted 09 February 2014 - 03:53 PM

View PostButane9000, on 09 February 2014 - 06:06 AM, said:

On a side note looking over the Stormcrow that thing is going to be ridiculous.

Still, the Ryoken will have its limits...
  • Head: 1 open critical
  • CT: 0 open criticals
  • LT: 6 open criticals
  • RT: 6 open criticals
  • LA: 8 open criticals (9 with no Hand Actuator, 10 with no Lower Arm Actuator)
  • RA: 8 open criticals (9 with no Hand Actuator, 10 with no Lower Arm Actuator)
  • LL: 0 open criticals
  • RL: 0 open criticals
Pod Space: 23.0 tons

(The above pod space value assumes that OmniMech armor weights/values (with the Ryoken carrying 98% of its maximum armor load - 182 of 185 in BT terms, doubled to 364 of 370 for MWO's scale) are locked, per "Clan Technology - A Design Perspective" - a point on which "OmniMech Rules and Construction" makes no mention.)

The available configurations would be any three (or more) of the Prime, A, B, C, and/or D (as those are the configurations available to the clans in/before 3050), which gives a lot of missile-based pods with a substantial number of energy-based pods and the occasional arm-mounted ballistics-based pod.

Edited by Strum Wealh, 09 February 2014 - 03:55 PM.


#12 Butane9000

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 2,788 posts
  • LocationGeorgia

Posted 09 February 2014 - 05:03 PM

View PostStrum Wealh, on 09 February 2014 - 03:53 PM, said:

Still, the Ryoken will have its limits...
  • Head: 1 open critical
  • CT: 0 open criticals
  • LT: 6 open criticals
  • RT: 6 open criticals
  • LA: 8 open criticals (9 with no Hand Actuator, 10 with no Lower Arm Actuator)
  • RA: 8 open criticals (9 with no Hand Actuator, 10 with no Lower Arm Actuator)
  • LL: 0 open criticals
  • RL: 0 open criticals
Pod Space: 23.0 tons


(The above pod space value assumes that OmniMech armor weights/values (with the Ryoken carrying 98% of its maximum armor load - 182 of 185 in BT terms, doubled to 364 of 370 for MWO's scale) are locked, per "Clan Technology - A Design Perspective" - a point on which "OmniMech Rules and Construction" makes no mention.)

The available configurations would be any three (or more) of the Prime, A, B, C, and/or D (as those are the configurations available to the clans in/before 3050), which gives a lot of missile-based pods with a substantial number of energy-based pods and the occasional arm-mounted ballistics-based pod.


They've stated nothing that says you cannot remove or add armor points. Just that the type of armor is set (Ferro-Fibrous or Standard) as well as whatever critical slots that upgrade takes up.

#13 Strum Wealh

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Raider
  • The Raider
  • 5,025 posts
  • LocationPittsburgh, PA

Posted 09 February 2014 - 05:41 PM

View PostButane9000, on 09 February 2014 - 05:03 PM, said:


They've stated nothing that says you cannot remove or add armor points. Just that the type of armor is set (Ferro-Fibrous or Standard) as well as whatever critical slots that upgrade takes up.

The first Command Chair post ("Clan Technology - A Design Perspective") explicitly stated that "the amount and distribution of armor" was one of the elements of an OmniMech that "cannot be customized at all".

The second Command Chair post ("OmniMech Rules and Construction") explicitly states that "armor type" and "the location of any critical slots occupied by the armor" are among the things that are "determined by Design on a per chassis basis and cannot be changed or customized in any way", but it does not make any statement regarding "the amount and distribution of armor"; it does not explicitly refute or contradict the Design Perspective post, nor does it explicitly reiterate or lend additional support to that particular point.

There is currently a thread on the NGNG forum making a point of seeking clarification on this particular point.

However, it should be noted that the Ryoken's armor has a total mass of 9.5 tons & it is already carrying 98% of its theoretical maximum armor load with a fairly good distribution; it is not as though it can carry significantly more armor, and it is not as though it can free up significantly more weight for additional weaponry without surrendering substantial portions of its armor.

#14 Uncle Totty

    Member

  • PipPipPipPipPipPipPipPip
  • The Hunter
  • The Hunter
  • 1,556 posts
  • Facebook: Link
  • LocationSomewhere in the ARDC (Ark-Royal Defense Cordon)

Posted 09 February 2014 - 05:55 PM

View PostStrum Wealh, on 07 February 2014 - 05:55 PM, said:

The Puma's Flamer...

View PostStrum Wealh, on 09 February 2014 - 03:53 PM, said:

Still, the Ryoken will...

...the Ryoken carrying...

View PostStrum Wealh, on 09 February 2014 - 05:41 PM, said:

..the Ryoken's armor...

You are not trying to make friends here I see. :P

#15 Craig Steele

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,106 posts
  • LocationCSR Mountbatton awaiting clearance for tactical deployment

Posted 09 February 2014 - 05:58 PM

Why all the mechs with TT speeds 5/8 seem lower at 81 kph. Shouldn't they be 86 kph?

Does this mean engine ratings have been dropped in those mechs?

#16 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 09 February 2014 - 06:00 PM

View PostCraig Steele, on 09 February 2014 - 05:58 PM, said:

Why all the mechs with TT speeds 5/8 seem lower at 81 kph. Shouldn't they be 86 kph?

Does this mean engine ratings have been dropped in those mechs?

It's a rounding thing. The TT speeds were rounded up, because mechs weren't able to move half of a hex each turn. They had to be whole numbers. In MWO, they don't get the benefit of rounding because this is a real-time game. We don't need to move in whole-numbers of hexes here.

On a side note, once you get tweak those mechs are slightly faster than their TT speeds (89.1 kph).

#17 Craig Steele

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,106 posts
  • LocationCSR Mountbatton awaiting clearance for tactical deployment

Posted 09 February 2014 - 06:03 PM

View PostFupDup, on 09 February 2014 - 06:00 PM, said:

It's a rounding thing. The TT speeds were rounded up, because mechs weren't able to move half of a hex each turn. They had to be whole numbers. In MWO, they don't get the benefit of rounding because this is a real-time game. We don't need to move in whole-numbers of hexes here.

On a side note, once you get tweak those mechs are slightly faster than their TT speeds (89.1 kph).


Ummm, Guess thats confusing me more now cause the IS mechs with 5/8 didn't have that. SHD, GRF and WVR all ran at 86kph no XP?

#18 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 09 February 2014 - 06:06 PM

View PostCraig Steele, on 09 February 2014 - 06:03 PM, said:


Ummm, Guess thats confusing me more now cause the IS mechs with 5/8 didn't have that. SHD, GRF and WVR all ran at 86kph no XP?

SHD-2D2
GRF-1N
WVR-6K

#19 Craig Steele

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,106 posts
  • LocationCSR Mountbatton awaiting clearance for tactical deployment

Posted 09 February 2014 - 06:41 PM

View PostFupDup, on 09 February 2014 - 06:06 PM, said:



Seems definitive :P thanks

#20 Kyynele

    Member

  • PipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 973 posts

Posted 10 February 2014 - 05:15 AM

This bit scares me a bit:

Quote

This is the core of the Mech, with all the modular bits stripped out, and what remains cannot be customized at all. These include:
----
The occasional weapon or other piece of equipment (e.g. jump jets) that is included as part of the base configuration


This might mean that for example the single MG in Timber Wolf prime's CT could be fixed. It could mean that the flamer in the CT of the Adder is fixed.

Since the prime variant is the one that gets the bonuses, and the variant is defined by the CT used, you might be stuck with bringing useless weapons to the field with that CT.

I hope this isn't the case, but if it is, I'd bet it's going to lower the desireability of these variants greatly despite the match bonuses.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users