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Mwo Fanart: K2 Catapult Hero Mech Concept


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#21 Chou Senwan

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Posted 09 October 2013 - 01:26 PM

An asymmetrical Catapult with one LRM ear and one PPC ear would be fun. Probably not competitive, though.

Mostly I just want better alternative energy weapon geometry for the K2's arms.

#22 Malleus011

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Posted 09 October 2013 - 04:02 PM

I'd be happy with the OP mech.

As an alternate, I'd suggest slightly different hardpoints:

RA: 1E, 1B
LA: 1E, 1B
RT: 1M (6 tube)
LT: 1M (6 tube)
4x JJ

This would allow players to mount the big guns of choice in the arms; and support them with missiles in the torso. It's slightly superior to a K2 Boomcat/Gausscat; but not much; it can also mount big energy and MG's in the arms if that's your preference. I'd ask that the six-tube launchers be cylinders mounted where the ML fittings are now; for the six-gun look.

Regardless of variant or hardpoints, a JJ K2 is a great idea.

#23 Bishop Steiner

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Posted 09 October 2013 - 06:52 PM

View PostMalleus011, on 09 October 2013 - 04:02 PM, said:

I'd be happy with the OP mech.

As an alternate, I'd suggest slightly different hardpoints:

RA: 1E, 1B
LA: 1E, 1B
RT: 1M (6 tube)
LT: 1M (6 tube)
4x JJ

This would allow players to mount the big guns of choice in the arms; and support them with missiles in the torso. It's slightly superior to a K2 Boomcat/Gausscat; but not much; it can also mount big energy and MG's in the arms if that's your preference. I'd ask that the six-tube launchers be cylinders mounted where the ML fittings are now; for the six-gun look.

Regardless of variant or hardpoints, a JJ K2 is a great idea.

I'd like it, but it would be pretty much OP and could be considered (mildly) P2W as it makes it the lone Catapult able to mimic the high weapon mounts of the Firebrand..... BUT with the inclusion of missiles and Jump Jets. I just think that would be a little too much, especially sine the Boom/Gauss Jagers have caused rectallyhurt whining since their discovery back in Closed Beta.

I kind of intentionally nerfed the ballistics and Missiles tubes to compensate for that.

#24 MustrumRidcully

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Posted 10 October 2013 - 12:47 AM

View PostFupDup, on 28 September 2013 - 08:35 PM, said:

The issue I see with the "hero K2" described above is that it gets extra hardpoints over all of the other Cats (8 total compared to 6), and I guess the fact that it can poptart with arm PPCs might make it better than the default K2 as well. It would probably end up getting Golden Boy treatment so it isn't a totally direct upgrade over the K2 and possibly the C4 if it gets modular missile tubes (arm lasers and torso missiles > arm missiles and torso lasers).

Or this could just be avoided by only giving it 6 hardpoints (2E, 2B, 2M). That would still stand out noticeably from the other Cats without having too much power creep. I dunno if JJs might imbalance it compared to the K2 though, maybe give the default K2 an extra module slot and let the "Hero K2" only get 1 like the current K2?


Anyways, assuming only 6 hardpoints, here is the config that I came up with:
CPLT-K2 Hero Brainstorm Build
Assume that the MGs are in the CT, the SPL are SSRM2 (this is why one ton is left unused in Smurfys), and that the Gauss ammo are JJs.

4SSRM could mean 2 SSRM2, so that might still work.

However ,I believe that the K2 needs 1-2 extra hard points, because the Jagermechs all have more hard points, similar torso twist rates, and the K2 lacks the jump jets compared to the other Catapults.

So a rebalanced K2 should perhaps have 2 hard points per arm, while a K2-look-a-like Hero Mech could have the 6 hard points and 3-4 jump jets.

Alternatively, arebalanced K2 could get an ECM hardpoint?

#25 Kiiyor

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Posted 10 October 2013 - 12:56 AM

View PostBishop Steiner, on 30 September 2013 - 12:10 PM, said:

yeah, don't really see the need for another jAGERMECH-S tho.


YOU TAKE THAT BACK.

The world needs more dakka! Not only do we need more Jager S...ss, we need them BIGGER! We need a 100t Yager! It would be gloriou-oh, wait:

Posted Image

nvm.

#26 NautilusCommand

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Posted 10 October 2013 - 02:32 AM

Why not something like the misery? Go with one or two ballistics in the right torso then have two energy in the CT. Then have two missiles in the left torso, finally have an energy in each arm.
No boom cat no problem.

#27 Malleus011

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Posted 10 October 2013 - 04:26 PM

View PostBishop Steiner, on 09 October 2013 - 06:52 PM, said:

I'd like it, but it would be pretty much OP and could be considered (mildly) P2W as it makes it the lone Catapult able to mimic the high weapon mounts of the Firebrand..... BUT with the inclusion of missiles and Jump Jets. I just think that would be a little too much, especially sine the Boom/Gauss Jagers have caused rectallyhurt whining since their discovery back in Closed Beta.

I kind of intentionally nerfed the ballistics and Missiles tubes to compensate for that.


I follow the logic, I'm just less concerned about whining. Everything gets whined about at some point. As good as it might be, it's not seriously better than a current Boomcat or Boomjaeger; (there's precious little weight left over for JJ's in a 65 ton with twin AC/20s). I mean, it's a legal *build*, it's not like you're making the hitboxes smaller or asking for the SRM tubes to be mounted high to gain special advantage.

#28 Sparks Murphey

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Posted 10 October 2013 - 06:36 PM

Painted in white for the moment, since I'm not sure what Bishop was thinking for a colour scheme.
Posted Image

#29 Manei Domini Krigg

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Posted 10 October 2013 - 07:31 PM

View PostSparks Murphey, on 10 October 2013 - 06:36 PM, said:

Painted in white for the moment, since I'm not sure what Bishop was thinking for a colour scheme.
Posted Image


Looks like fat throlling: ALL Catapults have ONLY 6 weapon slots, but here i see 10 energetic + 2 ballistic slots. Hero mech - not imba mech. Its just unregular config + some little bonuses. I think 2 ballistic (hands) + 3 energy (rt - ct - lt) + 4 JJ is good config. Ist jumping - but this cost for you 1 weapon slot.

#30 Sparks Murphey

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Posted 10 October 2013 - 08:33 PM

View PostKrigg, on 10 October 2013 - 07:31 PM, said:


Looks like fat throlling: ALL Catapults have ONLY 6 weapon slots, but here i see 10 energetic + 2 ballistic slots. Hero mech - not imba mech. Its just unregular config + some little bonuses. I think 2 ballistic (hands) + 3 energy (rt - ct - lt) + 4 JJ is good config. Ist jumping - but this cost for you 1 weapon slot.

And this one has 6 weapons slots too. You've mistaken the paired SSRM 2s in the LT for 4 lasers, and assumed the 'Mech is symmetrical and has them on the other side, which (as with Bishop's original design) they aren't.

1E LA
1E RA
2M LT
2B CT

That's it.

Edit: A more front-on view showing the asymmetry
Posted Image

Edited by Sparks Murphey, 10 October 2013 - 08:42 PM.


#31 Bishop Steiner

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Posted 10 October 2013 - 08:48 PM

View PostSparks Murphey, on 10 October 2013 - 06:36 PM, said:

Painted in white for the moment, since I'm not sure what Bishop was thinking for a colour scheme.
Posted Image

oh man Sparks, that is just plain sexy.

#32 Bishop Steiner

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Posted 10 October 2013 - 08:51 PM

View PostSparks Murphey, on 10 October 2013 - 08:33 PM, said:

And this one has 6 weapons slots too. You've mistaken the paired SSRM 2s in the LT for 4 lasers, and assumed the 'Mech is symmetrical and has them on the other side, which (as with Bishop's original design) they aren't.

1E LA
1E RA
2M LT
2B CT

That's it.

Edit: A more front-on view showing the asymmetry
Posted Image

I would SO pilot that. Slap on some 10th Lyran and a Wrecking Crew Taztlas, and I'd park that in my stable for some IRL cash!!!!!

(just realized, in the white, it looks like it could be the Deputy Dawgs heavy back-up. Toss a police badge and a Red and Blue light par on the shoulders and BANG!!!!(

Edited by Bishop Steiner, 10 October 2013 - 08:54 PM.


#33 FupDup

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Posted 10 October 2013 - 08:58 PM

View PostBishop Steiner, on 10 October 2013 - 08:51 PM, said:

I would SO pilot that. Slap on some 10th Lyran and a Wrecking Crew Taztlas, and I'd park that in my stable for some IRL cash!!!!!

(just realized, in the white, it looks like it could be the Deputy Dawgs heavy back-up. Toss a police badge and a Red and Blue light par on the shoulders and BANG!!!!(

DD would ride it into battle!

#34 Bishop Steiner

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Posted 10 October 2013 - 09:02 PM

View PostFupDup, on 10 October 2013 - 08:58 PM, said:

DD would ride it into battle!

dang it.

Now I'mma hafta draw DD riding his war K2 into battle toting a lance.......

#35 Sparks Murphey

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Posted 10 October 2013 - 09:50 PM

View PostBishop Steiner, on 10 October 2013 - 08:51 PM, said:

(just realized, in the white, it looks like it could be the Deputy Dawgs heavy back-up. Toss a police badge and a Red and Blue light par on the shoulders and BANG!!!!(

How's this?
Posted Image

#36 Bishop Steiner

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Posted 10 October 2013 - 10:01 PM

View PostSparks Murphey, on 10 October 2013 - 09:50 PM, said:

How's this?
Posted Image

Posted Image

must have........

Devs must see...;. MUST add!

#37 Haakon Magnusson

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Posted 11 October 2013 - 01:32 AM

View PostBishop Steiner, on 28 September 2013 - 08:31 PM, said:

Posted Image


Seeing that infantry man there, I finally saw somebody make a perfect vision of jump infantry, namely titanfall pilots with jump packs. Makes me wish I had seen that vision of jump troopers, swarm attack by these guys makes my actuators hurt.

At the same time, it reminded me of one gripe with modern btech scene, light mechs in general are SO un-agile in implementations of the btech genre (I completely agree with the heavies being lumbersome drums of war, although those fixed arms annoy me quite a bit... if we only could even raise them! I hate when having weapons in arms is worse for firing than high torso mounted weapons)
Apparently the new quickplay rules sort of go around this, equating light mech speed with agility. Guess engine here couldn't handle such mechbatics, but one can always wish...

#38 Sparks Murphey

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Posted 11 October 2013 - 03:53 AM

Now with working lights! Set them off every time you permanently arrest another scout! That'll teach 'em for violating the speed limit!
Posted Image

#39 Mighty Spike

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Posted 11 October 2013 - 08:14 AM

+1

#40 Bishop Steiner

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Posted 11 October 2013 - 09:02 AM

View PostSparks Murphey, on 11 October 2013 - 03:53 AM, said:

Now with working lights! Set them off every time you permanently arrest another scout! That'll teach 'em for violating the speed limit!
Posted Image

OH how I wan't to see this built onto the in game model and shipped to a 3D printer!!!!!!

View PostSparks Murphey, on 11 October 2013 - 03:53 AM, said:

Now with working lights! Set them off every time you permanently arrest another scout! That'll teach 'em for violating the speed limit!
Posted Image

You should really repost this one in the repaint thread too! I Think it's one of the coolest Cat paints yet!





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