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24 Million For An Omni?


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#61 Nehkrosis

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Posted 06 June 2013 - 04:34 AM

^^^ this also.


being a member of an offline unofficial clan wolf group, we have all been required to pass Trials of Position to attain rank and point position.
i would love to earn my Timberwolf :)

#62 Skylarr

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Posted 06 June 2013 - 05:59 AM

View PostOmni 13, on 06 June 2013 - 04:18 AM, said:


Clan XLs don't explode then the side torso goes...


IS Mechs with XL engines do not "EXPLODE" when they loose their Side Torso.

The Engine Explosion Rule, is an optional TT rule, only occurs when a Mech, IS and Clan, looses 4 Engine Crits. Engines DO NOT EXPLODE. It is a Thermal Expansion.

Quote

Engine (Torso)
’Mech fusion engines have 3 points of shielding. Each critical hit to an engine slot destroys 1 point of shielding. As shielding is destroyed, the amount of heat escaping from the ’Mech’s fusion drive increases.



The first hit increases the ’Mech’s heat build-up by 5 points per turn. The second hit results in 10 (total) points of added heat buildup per turn, and the third critical hit to an engine slot shuts down the engine and puts the BattleMech out of commission for the rest of the game. Though XL and light engines take up additional slots (in the side torsos), critical hits to any three ngine slots also shut down XL and light engines.

A ´Mech is considered destroyed and out of the game if it suff ers three engine hits (remember to count engine slots in the side torso if the torso is destroyed).

Total Warfare page 126

Quote

ENGINE EXPLOSIONS
Though the scientific reality of fusion engines prevents them from exploding, the dramatic effect of such an expensive piece of machinery blowing up in a huge ball of fire is so appealing
to the majority of BattleTech players that this rule was created to satisfy the common desire for a good explosion.



The fusion engines that power ’Mechs and certain vehicles are well protected from damage. Designed to operate under heavy fire, they can withstand direct hits from enemy weapons. Fail-safe devices and the basic physics of magnetic plasma confinement present in all fusion engines prevent them from exploding when damaged; instead, the engine shuts down immediately when catastrophic damage occurs (as described in detail on pages 36-37 of
TechManual). However, secondary effects may sometimes create massive explosions.

The fusion engine of a ‘Mech may explode any time four or more of its slots are destroyed in the same phase of a turn, usually when the center torso location is destroyed (also destroying the equipment contained therein).

When the fusion engine of a ‘Mech takes four or more critical hits in the same phase, roll 2D6. On a result of 10 or higher, the engine explodes. In the case of fusion-powered Combat and Support Vehicles and aerospace fighters, the engine explodes on a 2D6 result of 12 after an engine critical hit.

The explosion destroys the unit and all other units in the same hex, and also starts a fire in the hex, regardless of the terrain (see p. 43). Any units in adjacent hexes take damage equal to the engine’s rating divided by 10 (rounded to the nearest whole number; round .5 down). Units 2 hexes away take damage equal to the engine’s rating divided by 20. Units 3 hexes away take damage equal to the engine’s rating divided by 40. Divide this damage into 5-point Damage Value groupings and randomly determine each location; determine the direction of the attack from the direction of the hex where the engine exploded.

Area-Effect Weapon: An engine explosion is treated as an area-effect weapon, and so all rules that apply to such weapons also apply to an engine explosion.

Buildings, Levels (Hills) and Mobile Structures): Use the rules for Buildings, Levels (Hills) and Mobile Structures as they interact with artillery when determining the outcome of an engine explosion’s interaction with such terrain features (see p. 184).

Water: Use the rules for Area Effect Weapons against buildings (see p. 172, TW) when resolving the damage from an exploding engine if the target is in a water hex. If the target is not in a water hex and an adjacent hex is a water hex, no damage is applied to completely submerged targets in that adjacent hex.

Woods: Woods hexes provide no protection against damage from engine explosions, even if the Woods Cover (see p. 84) rules are in use.

Tactical Operations pages 77 & 78


#63 CADSnow

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Posted 06 June 2013 - 06:14 AM

There is nothing wrong with a grind to win. clan mechs should be pricey...there should be NO way you can just come in as a noob and just buy one of the best mechs in the game. there are successfull well established examples....world of tanks. Eve online to just name a couple. we should feel lucky in fact that at this point we dont have to train skills or weapons in order to upgrade.

#64 Viper69

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Posted 06 June 2013 - 06:14 AM

View Postaralad, on 05 June 2013 - 09:04 PM, said:

I'm looking forward to lots of expensive Timber Wolves with XL engines poked up above ridge-lines ready to get shot off. See the sig above.


Too bad their XL engines take two torsos to get knocked out. The only thing a clan omni cant do is be a zombie mech like a centurion. Unless its converted to a clan battlemech and has its engine refitted into a standard which would be insanity anyway. Not to mention that timberwolf is moving faster than a hunchback with more firepower than an atlas. I dont think he is going to stand still and exchange volleys at least I dont think I would. Now its disadvantage is it mickey mouse ears are considered right and left torso. So you nail the hell out of those and technically you are hitting side torso. I guess we will see.

#65 Skylarr

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Posted 06 June 2013 - 06:26 AM

View PostHellcat420, on 05 June 2013 - 06:10 PM, said:

considering how nerfed clantech is gonna be and how innersphere mechs are already essentially omnimechs i dont think they should be that expensive.

IS Mechs in MWO are not OMNIs. An OMNI can pull out a weapon and replace it with anything it wants as long as it has the Crit Slots and the Weight to do it.

Advantages
"The modular construction allows MechWarriors to customize their machine's weapon loadout to suit their own skills and preference, and suit specific tactical or environmental needs as required."
"Though not solely created for modular weapon loadouts, the OmniMech design greatly **** repair and construction as well."
"The technology also greatly **** salvage, even if an enemy OmniMech is virtually destroyed, an intact OmniPod can be detached and reattached to a functional Omni just as quickly and easily as it was factory fresh, maximizing the Clan's overriding drive to avoid waste."

Disadvantages
"Despite their flexibility and maintenance benefits, OmniMechs have distinct limitations in regard to cost and logistics.
OmniMechs are not fully modular. An OmniMech's structural components: its engine, internal structure, armor and any equipment installed on the base chassis of OmniMech are "hard-wired" and cannot be modified outside of a total redesign of the 'Mech. While customization of these components is theoretically possible in the field, it is avoided as it hard-wires all the 'Mechs components and effectively transforms it from a OmniMech into a standard BattleMech."
"With further regard to costs, even OmniMechs constructed from standard materials are more expensive than comparable BattleMechs of similar weight to both construct and field."

In MWO a Clan OmniMech should be able to change its weapons load out, and/or add new equipment. As long as it has the space and weight for it.

But, It cannot change its Engine, Armor, IS or remove any Equipment it came with. Doing so removes it OmniMech ability. Thus forcing it to follow the rules for all other mechs in MWO for changing weapons and equipment.

Clan Mech, Weapons and Equipment should be more expensive because it is a more Advance Tech. Making it harder to make. It is made back home and has to be transport a really long distance to get to the Inner Sphere. The Clan Home Worlds have less resources than the Inner Sphere.

#66 aralad

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Posted 06 June 2013 - 01:03 PM

Thanks for correcting me all. You have to take out 3 engine crit slots to destroy it?

#67 EmperorMyrf

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Posted 06 June 2013 - 01:33 PM

It would make sense to keep those clan omnis at such a price if there is only one type per chassis (Prime variant for starting loadout). With weapon pods being as flexible as they are (assuming they stick to the fluff) there would be no need for alternate variants. So instead of having to grind out 24 mil to buy 3 IS mechs, you grind out 24 mil for 1 "equivalent" clan mech that is capable of whatever loadout you want, and then the amount of money you pay for IS mechs and clan mechs is just about even.

Of course this would require some alterations to the mech efficiency system, but that would be easy enough. And I hope that the mechlab for clan mechs isn't completely open-ended so that there is an incentive to buy more than one clan chassis in a weight class, but that's another topic.

Edit: Shoulda read every page

Edited by EmperorMyrf, 06 June 2013 - 01:37 PM.


#68 Skylarr

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Posted 06 June 2013 - 01:35 PM

View Postaralad, on 06 June 2013 - 01:03 PM, said:

Thanks for correcting me all. You have to take out 3 engine crit slots to destroy it?


To shut a Mech Down. If MWO ever brings repair back into the game, most likely not. Then you should only have to repair the engine Crits.

As stayed above. Clans XL Engines only have 2 crit slots in each Torso. MWO did say that in the future we will be able to crit components in any location. So a Mech with a Clan XL engine looses a SIde Torso can still be shut down if his engine takes another Crit.

#69 Gremlich Johns

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Posted 06 June 2013 - 02:26 PM

View PostNauht, on 05 June 2013 - 11:04 PM, said:

As others have said we're basically playing with omnimechs now. It's not like we're playing with fixed IS config mechs (as they should be) v Clan omnis. The difference is not that big now.


An omni slot is one in which you can place either a ballistic, missile or energy weapon. What we have in MW:O are decidedly NOT omni mechs - not even close. Just because we can configure the heck out of the game's mechs does not "basically" make them omnimechs in any way shape or form. A long-time player of the BT/MW franchise would know better than suggest what you did..


and the term is loses, not looses. The former is to misplace (hopefully momentarily), the latter to release

Edited by Gremlich Johns, 06 June 2013 - 02:27 PM.


#70 MayGay

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Posted 06 June 2013 - 02:51 PM

no pay 2 win please

#71 Hellcat420

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Posted 06 June 2013 - 04:08 PM

View Postaralad, on 05 June 2013 - 09:04 PM, said:

I'm looking forward to lots of expensive Timber Wolves with XL engines poked up above ridge-lines ready to get shot off. See the sig above.

That made a lot more sense when I was replying on page 1 :)

clan xl engines do not explode when teh side torso is shot out.

Edited by Hellcat420, 06 June 2013 - 04:09 PM.


#72 Skylarr

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Posted 06 June 2013 - 04:11 PM

View PostHellcat420, on 06 June 2013 - 04:08 PM, said:

clan xl engines do not explode when teh side torso is shot out.


As I stated above, neither a Clan, or IS, XL engines explode when the Mech looses its side Torso.

#73 Hellcat420

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Posted 06 June 2013 - 04:15 PM

View PostSkylarr, on 06 June 2013 - 06:26 AM, said:

IS Mechs in MWO are not OMNIs. An OMNI can pull out a weapon and replace it with anything it wants as long as it has the Crit Slots and the Weight to do it.

Advantages
"The modular construction allows MechWarriors to customize their machine's weapon loadout to suit their own skills and preference, and suit specific tactical or environmental needs as required."
"Though not solely created for modular weapon loadouts, the OmniMech design greatly **** repair and construction as well."
"The technology also greatly **** salvage, even if an enemy OmniMech is virtually destroyed, an intact OmniPod can be detached and reattached to a functional Omni just as quickly and easily as it was factory fresh, maximizing the Clan's overriding drive to avoid waste."

Disadvantages
"Despite their flexibility and maintenance benefits, OmniMechs have distinct limitations in regard to cost and logistics.
OmniMechs are not fully modular. An OmniMech's structural components: its engine, internal structure, armor and any equipment installed on the base chassis of OmniMech are "hard-wired" and cannot be modified outside of a total redesign of the 'Mech. While customization of these components is theoretically possible in the field, it is avoided as it hard-wires all the 'Mechs components and effectively transforms it from a OmniMech into a standard BattleMech."
"With further regard to costs, even OmniMechs constructed from standard materials are more expensive than comparable BattleMechs of similar weight to both construct and field."

In MWO a Clan OmniMech should be able to change its weapons load out, and/or add new equipment. As long as it has the space and weight for it.

But, It cannot change its Engine, Armor, IS or remove any Equipment it came with. Doing so removes it OmniMech ability. Thus forcing it to follow the rules for all other mechs in MWO for changing weapons and equipment.

Clan Mech, Weapons and Equipment should be more expensive because it is a more Advance Tech. Making it harder to make. It is made back home and has to be transport a really long distance to get to the Inner Sphere. The Clan Home Worlds have less resources than the Inner Sphere.

which is why i said essentially omni, which they pretty much are. is mechs are not supposed to be able to drop a med laser and slap a ppc in its place. is mechs in this game are 95% omni mech.

here i can quote sarna too. it says is mechs shouldnt be able to switch weapons like they do in the game. which would make them(in MWO) essentially omnimchs without the engine/armor/structure restrictions.

"OmniMechs, a concept introduced by the Clans and later adopted by the Successor States of the Inner Sphere, feature hardpoints with interchangeable weaponry whereas classic BattleMechs have a fixed configuration."

Edited by Hellcat420, 06 June 2013 - 04:43 PM.


#74 Nauht

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Posted 06 June 2013 - 11:33 PM

What we have is so close to being omni they may as well be. Remember in the BT world we're meant to be facing the clans in stock configs.

#75 Hellcat420

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Posted 07 June 2013 - 04:04 PM

View PostNauht, on 06 June 2013 - 11:33 PM, said:

What we have is so close to being omni they may as well be. Remember in the BT world we're meant to be facing the clans in stock configs.


yep and that is the whole reason for the innersphere mechs to have variants.

#76 Zerberus

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Posted 07 June 2013 - 05:49 PM

View PostNauht, on 06 June 2013 - 11:33 PM, said:

What we have is so close to being omni they may as well be. Remember in the BT world we're meant to be facing the clans in stock configs.

Yet another reason why a lot of the preemptive "nerf the clans" screaming is misguided and premature :ph34r:

#77 FupDup

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Posted 07 June 2013 - 06:19 PM

View PostNauht, on 06 June 2013 - 11:33 PM, said:

What we have is so close to being omni they may as well be. Remember in the BT world we're meant to be facing the clans in stock configs.

View PostZerberus, on 07 June 2013 - 05:49 PM, said:

Yet another reason why a lot of the preemptive "nerf the clans" screaming is misguided and premature :ph34r:

That goes both ways: Spheroids might be min-max in MWO but so will Clanners. BT was stock IS versus stock Clan.

#78 Kenyon Burguess

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Posted 07 June 2013 - 09:04 PM

I would be surprised if the clan mechs were anything but MC purchase only.

#79 Gregory Twilight

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Posted 27 June 2013 - 01:55 PM

Clan mechs should be priced at the Huge costs they are because they are better mechs then most IS mechs lighter guns Heat sinks engines and such so paying 24 mill for a Timberwolf is about right and it will make them rare as they should be not everyone should have clan tech...and once they reintroduce repair costs have fun fixing your timberwolf when the repair bill is 5-10mill Cbills..

#80 Maelstrum

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Posted 27 June 2013 - 02:32 PM

I wouldn't be surprised if the Loyalty System they're introducing would play a part in acquiring Clan mechs/techs and by giving slight bonuses to those techs with MAYBE slight maluses to balance them out would put the right incentive in acquiring them. Might not be exact canon lore but it would feel right gameplay-wise.





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