[Mechlab] using confirmed mechs and hardpoints
#21
Posted 11 April 2012 - 01:08 AM
Mentioned in the Technical Readout 3025 this unnamed yet supposedly common variant swaps the AC10 for 1 large and 1 small laser, 4 more heat sinks and 4 tons of armour. Apparently the Lyrans "use this model quite often as a guerrilla fighter".
#22
Posted 11 April 2012 - 01:19 AM
#23
Posted 11 April 2012 - 05:05 AM
William Petersen, on 10 April 2012 - 11:56 PM, said:
Most of the 'mechs are probably going to have their 3049/3050 variants (if they have them,) which are going to include some of the newer lostech that Btech has been retconning into the series.
A good example is the recent ISN news flash, detailing the deployment of the new Centurion CN9-D, http://www.sarna.net/wiki/Centurion which uses Endo-Steel quite a few tech upgrades. Probably to give the IS a good footing against each other but mostly to give us a good base to end up facing the Clans with.
These variants might be a bit rare (hence your comment,) and probably expensive, but I'd not think it'd be too rare to see endo steel on the 'mechs being used for Mechwarrior Online.
Minatorc, on 11 April 2012 - 01:08 AM, said:
Mentioned in the Technical Readout 3025 this unnamed yet supposedly common variant swaps the AC10 for 1 large and 1 small laser, 4 more heat sinks and 4 tons of armour. Apparently the Lyrans "use this model quite often as a guerrilla fighter".
CN9-AL, wouldn't be bad if they put it in and let us change hardpoints PER variant rather then per chassis. Wonder how they'll handle that.
#24
Posted 11 April 2012 - 01:56 PM
Quote
Seeing as it was recovered in 3035?
I don't think its too unlikely.
After all, by 3049 we got the following 'Mechs with endo-steel:
FLE-17 Flea - 3049
FFL-4C Firefly - 3048
HER-3S Hermes - 3047 (HER-3S1 and HER-3S2 in 3049)
FS9-S Firestarter - 3049 (FS9-S1 as well)
CN9-D Centurion - 3049
TBT-7M Trebuchet - 3048
DV-7D Dervish - 3047
SHD-5M Shadow Hawk - 3048
ARC-4M Archer - 3049
GLT-5M Guillotine - 3049
HTM-27T Hatamoto-Chi - 3042
HTM-27U Hatamoto-HI - 3047
HTM-27V Hatamoto-Kaze - 3048
HTM-28W Hatamoto-Ku - 3048
VTR-9K Victor - 3049
That's 18 'Mechs/Variants, mostly split between the Draconis Combine and the Free Worlds League.
Also, the DCMS fielded a HTM-27T prototype in 3039 using a prototype Endo-Steel.
Add another 6 'Mechs/Variants for 3050.
Quote
Which mostly makes targeting harder, in TT.
Although if we're going by fluff, then PPCs have particle field inhibitors which disabled the ability to fire the weapon within 90m, although they can be disabled at the risk of particle blowback damaging your own 'Mech as well as the enemy's.
Quote
Going by the article, XL engines and FF can be added, ES can not.
#25
Posted 11 April 2012 - 02:22 PM
#26
Posted 11 April 2012 - 03:13 PM
William Petersen, on 10 April 2012 - 09:35 PM, said:
Red - Energy Weapon
Green - Missile Weapon
Yellow - Ballistic Weapon
Maybe this will help folks start thinking about what they want to do. It's not comprehensive, since we don't know which all variants will be available, but it was kinda fun to make these, so here you go.
Great idea. although I belive Heat Sinks and Ammo will not have hardpoints, and Jump Jets are semi-hardpointed, in that you cannot add them if you didn't start with them.
Here is another option and a reprint of the Jenner.
Commando COM-2D Sniper Mod
Jenner JR7-D Brutus Mod
Edited by Major Tom, 11 April 2012 - 03:21 PM.
#27
Posted 11 April 2012 - 03:13 PM
#28
Posted 11 April 2012 - 03:15 PM
Jack Gallows, on 11 April 2012 - 05:05 AM, said:
This has been confirmed here: http://mwomercs.com/...-blog-6-mechlab
Developer Blog said:
#29
Posted 11 April 2012 - 03:17 PM
Fetladral, on 11 April 2012 - 02:22 PM, said:
This is the way I see them doing it - especially if they want to make omnimechs really "omni" [which has not been done in the MW series yet]. If a variant packs a different weapon type [notice "type"] in a given location than most other variants of that mech... then that should be irreversible - the chasis itself has been rebuilt. That is something that a player should not be allowed to mess with, otherwise all battlemechs can become omnis.
#30
Posted 11 April 2012 - 03:32 PM
Fameth Sathronaveth, on 11 April 2012 - 03:17 PM, said:
The way I understand CBT (read: 'canon') omni-build rules*:
The armour distribution, type, and critical allocation are locked.
The internals type and critical allocation is locked.
The Engine type and size cannot be altered.
There is a specific minimum number of heat sinks whose type, and critical allocation (if any), are also locked. (EX: Dire Wolf has 15 heat sinks, 12 in the engine and 1 in each side toso, 1 in the left leg, you can make a Dire Wolf with more HS, but never less than 15).
There may be a specific minimum number of jump jets whose type, and critical allocation (if any), are also locked. (EX: Mist Lynx has 6 JJs, you can add a 7th, but you can never remove any).
Everything else is fair game.
*-I openly admit I am no expert in this field, so I could easily have misinterpreted something, or could lack some knowledge and understanding
Edited by William Petersen, 11 April 2012 - 03:32 PM.
#31
Posted 11 April 2012 - 03:45 PM
EDIT: Forgot that MASC & Triple-Strength Myomer criticals would also be fixed in an omni-chassis. I can't think of any TSM-omnis, but some popular ones have MASC.
Edited by Soviet Alex, 12 April 2012 - 12:52 AM.
#32
Posted 11 April 2012 - 03:52 PM
Soviet Alex, on 11 April 2012 - 03:45 PM, said:
Ooooh, didn't know/realize that. Yay learning.
#33
Posted 11 April 2012 - 03:55 PM
#34
Posted 11 April 2012 - 05:11 PM
Soviet Alex, on 11 April 2012 - 03:13 PM, said:
You basically just reworded what I said. That the chassis has hardpoint variants where some hard points on one variant of the chassis are different from the hardpoints on another variant of the same chassis. hard points can't be changed so the only way you could get different weapons loadout on a chassis is buy a whole new chassis with different hard points. You can't change the existing chassis (it probably could in lore but that would probably take a long time, at least 6 months just for the weapons + changing any software stuff essentially rebuilding the mech)
Edited by Fetladral, 11 April 2012 - 05:12 PM.
#35
Posted 11 April 2012 - 07:07 PM
Since they did specify variant, it makes variant chassis actually useful and worth something both in game and in the store.
#36
Posted 11 April 2012 - 08:42 PM
Christopher Dayson, on 11 April 2012 - 07:07 PM, said:
Since they did specify variant, it makes variant chassis actually useful and worth something both in game and in the store.
I'm *very* interested to see what they do with the JR7--D, and -F, since, as we understand it now, you can actually make the -F variants with the -D.
D->F: Take out SRM 4 (2 ton), SRM 4 ammo (1 ton), add three tons armour. Done.
I'm very interested to see what, if any, un-used hard points they give the F.
#37
Posted 11 April 2012 - 09:08 PM
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Armament:
2 PPCs
1 Autocannon/20
1 SRM 6
2 Medium Lasers
Fetladral, on 11 April 2012 - 02:22 PM, said:
- CN9-AL - The AL variant is an attempt to reduce the ammunition dependency of the 'Mech. It achieves this is by replacing the Autocannon/10 with a Large Laser and a Small Laser. Additionally, six heat sinks were added to the design as were two and a half additional tons of armor. BV (1.0) = 887[10], BV (2.0) = 1,057[11]
And I will use it to make a PPC armed Centurion.
Edited by Stone Profit, 11 April 2012 - 09:12 PM.
#38
Posted 11 April 2012 - 10:33 PM
Stone Profit, on 11 April 2012 - 09:08 PM, said:
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Armament:
2 PPCs
1 Autocannon/20
1 SRM 6
2 Medium Lasers
You most prolly get this instead to work on.
Because iirc the largest energy weapon the Atlas ever mounted on it's arms are large lasers.
AS7-RS - A Succession Wars era take on the Atlas II's weapon loadout, the AS7-RS replaces the stock AS7-D's larger autocannon and missile launchers with an Autocannon/10, LRM-15 and SRM-4, and trades the four medium lasers for a Large Laser mounted in each arm. The swap leaves the armor levels, heat sinks and ammunition bays unchanged. BV (2.0) = 1,849
Edited by [EDMW]CSN, 11 April 2012 - 10:34 PM.
#39
Posted 12 April 2012 - 12:31 AM
Edited by Scar, 12 April 2012 - 12:36 AM.
#40
Posted 12 April 2012 - 12:54 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users



















