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What 'mechs Would Break Mw:o?


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#1 Victor Morson

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Posted 11 December 2013 - 04:09 PM

We're nearing that "wall" where all variants that can be made, have been made, pretty soon - largely due to the way the hardpoint system isn't tiered. A lot of us were concerned about this.

However, that got me to thinking about a lot of jokes that have been made over the last year. With the way hard points currently work, what 'mechs do you think would break MW:O?

The Mauler
Oh my God this 'mech would, even without jump jets, replace every assault in the game. It's not even very good in TT, but what we'd be looking at minimum is:

4 Ballistics (2 per each side torso)
2 Missiles (2 per each side torso)
2 Energy (1 per arm)

Most builds could drop the arms entirely turning them into large shield-arms, and come on - an assault with 4 UAC/5s? Dual AC/20s? Twin Gauss?

The Devastator
This is another contender for "top 'mech" if it arrived. While it can't run twin AC/20, we're still talking:

2 Ballistics (1 on each arm)
6 energy (Torso)

If any 'mech would bring twin Gauss back overnight, it's one that backs them with *6 energy slots*!

Annihilator
4 ballistics, 4 energy spread across the whole body... we're talking quad AC/10s in the default setup. While incredibly slow, one of the these things running 4 UAC/5s and 2 PPCs would be the meta apocalypse at present.

--

What other 'mechs would absolutely shred game balance as we know it, outside of Clan tech?

#2 Greyboots

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Posted 11 December 2013 - 04:15 PM

Jager and Cataphract.

#3 St4LkeRxF

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Posted 11 December 2013 - 04:18 PM

Cataphract 3D

#4 FupDup

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Posted 11 December 2013 - 04:20 PM

King Crab. It could easily handle a 50 point alpha of AC/40 + PPC. It would probably also be incredibly short and squat like the Stalker.

Edited by FupDup, 11 December 2013 - 04:20 PM.


#5 aniviron

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Posted 11 December 2013 - 04:23 PM

Really, any assault mech that can run 2ac20 or 4+ ballistics at all.

Which should tell you something about Ballistics.

#6 Lootee

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Posted 11 December 2013 - 04:30 PM

No love for the Kraken?

100 tons and 14 ballistic hard points.

4 Clan gauss rifles and 8 machineguns = lulz

Or you could just settle for the standard alternate loadouts: 8 x LRM15 or 4 x Ultra AC/10

#7 FupDup

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Posted 11 December 2013 - 04:31 PM

View PostPanchoTortilla, on 11 December 2013 - 04:30 PM, said:

No love for the Kraken?

100 tons and 14 ballistic hard points.

4 Clan gauss rifles and 8 machineguns = lulz

Or you could just settle for the standard alternate loadouts: 8 x LRM15 or 4 x Ultra AC/10

That's a Clan mech (the OP said no Clan tech).

Edited by FupDup, 11 December 2013 - 04:31 PM.


#8 thesleepyslam

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Posted 11 December 2013 - 04:35 PM

Daishi can pretty easily load 3 gauss rifles.+2 PPCs

#9 FupDup

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Posted 11 December 2013 - 04:36 PM

View Postthesleepyslam, on 11 December 2013 - 04:35 PM, said:

Daishi can pretty easily load 3 gauss rifles.+2 PPCs

The thread's creator specified no Clan mechs (because nearly all of them are broken).

#10 Lootee

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Posted 11 December 2013 - 04:37 PM

View PostFupDup, on 11 December 2013 - 04:31 PM, said:

That's a Clan mech (the OP said no Clan tech).


Bleah, then the ultra cheese will have to wait.
For IS mech pretty much anything that can mount 2 or more heavy ballistics will be OP:

Pillager (2 ballistic in arms, 5 energy + JJ) - standard poptarder

Nightstar (2 ballistic in arms, 4 energy) - kind of meh

Gunslinger (2 ballistic in arms, 7 energy + ECM + JJ) <-- this one wins the mega cheddar award I think

Cerberus (2 ballistic in arms, 2 ballistics in the side torsos, 4 energy) - 4 gauss rifles or 2 gauss + 2 AC/20 and it has an engine cap of 400, unlike the Annihilator

Thunderhawk (3 ballistic, 4 energy) - everyone knows this one

Edited by PanchoTortilla, 11 December 2013 - 05:09 PM.


#11 CarnifexMaximus

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Posted 11 December 2013 - 05:00 PM

Im not 100% sure about the Annihilator tbh. Its default engine is 200. Unless I am totally wrong its max engine would be in the ballpark of 240 with the way PGI has implemented the engine caps on assaults (1.2xstock engine no.)

Even if they artificially boosted the cap to say, 300, I know I would not purchase it. Or at the most I would buy one just for a laugh or two but I could never take it seriously. 32 kph stock running speed on Alpine, I think I will pass.

Every 100 ton mech I have tried to cook up on REMLAB utilizing 2xAC/20s or 4 uAC/5s has very little left to show for it. After I have applied armor and ammo I usually am lucky to fit a few Medium Lasers on it after all is said and done (let alone leaving enough tonnage to fit a MWO 325-350 engine in).

3x uAC5s + Mediums + SRMs for taste (Mauler could do this) might be a different story altogether.

As far as most game breaking? I would have to go with the DVS. It has the best HPs I would say for MWO, 6 torso energy, ballistic arms and a stock engine rating of 300 would be serious business.

Edited by CarnifexMaximus, 11 December 2013 - 05:28 PM.


#12 Otto Cannon

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Posted 11 December 2013 - 05:08 PM

No mech can break the game, only bad balancing can do that.

#13 Hexenhammer

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Posted 11 December 2013 - 05:11 PM

Posted Image

Edited by Hexenhammer, 11 December 2013 - 05:12 PM.


#14 Victor Morson

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Posted 11 December 2013 - 05:47 PM

View PostPanchoTortilla, on 11 December 2013 - 04:37 PM, said:

Thunderhawk (3 ballistic, 4 energy) - everyone knows this one


I'd almost forgive this one since it's designed specifically for what it'd end up doing.

#15 18 Inches of Hard Steel

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Posted 12 December 2013 - 04:41 AM

http://mwo.smurfy-ne...db3f14183c58a91
Add the 3 Extra UAC5s for 27t and 15s and I think you'd have a monster.
It's possible to drop the mlas for heat reduction and speed.

#16 Joseph Mallan

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Posted 12 December 2013 - 04:45 AM

None. Not one Mech would Break MW:O.

#17 Alistair Winter

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Posted 12 December 2013 - 04:49 AM

I can think of a number of assault mechs, but no light mechs. That's odd.

#18 MustrumRidcully

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Posted 12 December 2013 - 04:56 AM

King Crab King Crab King Crab! Too bad, it has a pretty cool, unique look.

Some 75 ton Heavies that are ballistc-focused might serve well. Cataphract and Jagermech with more armor? What's not to like.

View PostAlistair Winter, on 12 December 2013 - 04:49 AM, said:

I can think of a number of assault mechs, but no light mechs. That's odd.

For light and medium mechs, the challenge is the other way around: "Which mech would be broken by MW:O". Just need a mech that comes with one energy weapon, one head or CT mounted ballistic and an lrm launcher. Or one that's very slow (Urbanmech).Bonus points if the artwork suggests it's really wide.


Edit:
This looks exactly like the 75 ton mech we are still missing for breaking the game: ;)
http://www.sarna.net/wiki/Hammerhands
Unfortunately, doesn't look like it can use Dual AC/20, but at least it got JJs.


Oh, and another mech that might break the game, but in a completely different way: Marauder.

Edited by MustrumRidcully, 12 December 2013 - 05:08 AM.


#19 William Mountbank

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Posted 12 December 2013 - 05:56 AM

Well, I can find one light that isn't broken moving to MWO. The canon version is a pretty weak mech designed to do something that has no use in MWO:

http://www.sarna.net/wiki/Firestarter

But if it did come to MWO it would be a JJ capable Jenner with the following possible configs:

FS9-A: 8 Energy
FS9-H: 6 Energy, 2 Ballistic
FS9-C: 7 Energy, 2 Missile
FS9-S1: 7 Energy and ECM

3 Energy slots in each arm for all variants.

Given that the classic H variant packs 4 flamers, 2MLs and 2MGs, I think MWO gives us plenty of scope to put assault class firepower on a 35t JJ mech doing 150kph. This chassis is also available in the MWO timeline...

I want my 7 energy slot Spider so badly!

#20 Joseph Mallan

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Posted 12 December 2013 - 06:02 AM

View PostWilliam Mountbank, on 12 December 2013 - 05:56 AM, said:

Well, I can find one light that isn't broken moving to MWO. The canon version is a pretty weak mech designed to do something that has no use in MWO:

http://www.sarna.net/wiki/Firestarter

But if it did come to MWO it would be a JJ capable Jenner with the following possible configs:

FS9-A: 8 Energy
FS9-H: 6 Energy, 2 Ballistic
FS9-C: 7 Energy, 2 Missile
FS9-S1: 7 Energy and ECM

3 Energy slots in each arm for all variants.

Given that the classic H variant packs 4 flamers, 2MLs and 2MGs, I think MWO gives us plenty of scope to put assault class firepower on a 35t JJ mech doing 150kph. This chassis is also available in the MWO timeline...

I want my 7 energy slot Spider so badly!
Umm an Assault 'Mech can carry 35+ tons of weapons... Just sayin.

Edited by Joseph Mallan, 12 December 2013 - 06:02 AM.






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