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So Omni Mechs


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#1 Toast001

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Posted 14 December 2013 - 08:29 AM

So why is there different varients of clan mechs when they are supposed to have interchangeable weapon systems? It would almost seem that they are trying to justify 30 dollars for 4 varients of the same mech instead of just 30 dollars for 1 omni.

#2 Snowcrow

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Posted 14 December 2013 - 08:30 AM

Being able to equip any weapon would break the game.

Edited by Snowcrow, 14 December 2013 - 08:30 AM.


#3 Charons Little Helper

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Posted 14 December 2013 - 08:32 AM

My guess is that if clanners have omni hardpoints - they will be the minority. For example, the timber wolf may have one or two - the rest being more standard hardpoints.

#4 General Taskeen

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Posted 14 December 2013 - 10:21 AM

Its all speculation. If they don't allow the engine to be upgraded, then Clan Mechs are essentially toast. But we all know deep down in our souls all out customization has been a bain of the Mech Warrior game franchise to balance.

#5 Docshifty

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Posted 14 December 2013 - 10:50 AM

View PostCharons Little Helper, on 14 December 2013 - 08:32 AM, said:

My guess is that if clanners have omni hardpoints - they will be the minority. For example, the timber wolf may have one or two - the rest being more standard hardpoints.


This is close to what I would guess. Rather, the variants would have omnipoints in different locations.

1H,1LA,2RT,1CT for one variant, and 1H,2RA,3LT for another, for example. All omnipoints, able to equip any type of weapon, but still subject to crit slot restrictions and convergence, so there would be a reason for different variants.

#6 Turist0AT

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Posted 14 December 2013 - 10:52 AM

Something tells me, the new mechs arent gonna be mutch different. Theyll have some perks. I wonder about the drawbacks and how speciall theyll be. I think PGI is going to try to balance them buuut i dont trust PGI with their balance.

They look super sexy and i hope theyll be packing some cool *** guns.

#7 FireSlade

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Posted 14 December 2013 - 11:00 AM

View PostGeneral Taskeen, on 14 December 2013 - 10:21 AM, said:

Its all speculation. If they don't allow the engine to be upgraded, then Clan Mechs are essentially toast. But we all know deep down in our souls all out customization has been a bain of the Mech Warrior game franchise to balance.


I think that if you cannot change the engine that the clan mechs will still be fine. Part of what made them OP in TT was that they were much faster than their IS counter parts. With MWO The speeds will be more even, except with lights, and clans will always pack more firepower due to weapons weighing less and taking less slots so you can fit more on. It will be interesting to see how PGI balances the Clans knowing that they cannot touch any weapon aspects besides damage and heat.

#8 Bishop Steiner

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Posted 14 December 2013 - 11:48 AM

View PostGeneral Taskeen, on 14 December 2013 - 10:21 AM, said:

Its all speculation. If they don't allow the engine to be upgraded, then Clan Mechs are essentially toast. But we all know deep down in our souls all out customization has been a bain of the Mech Warrior game franchise to balance.

disagree.

Yes some mechs will leave you in a lurch. The Hellbringer comes to mind. But "fixed cores" is the perfect foil for Omni weapons. And non upgradable engines is not that big a deal when most omnis already go at least one "notch" faster than their IS counterparts, anyhow.

#9 Blurry

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Posted 14 December 2013 - 11:50 AM

Golden mechs for a reason?
op module for insta kill? (only on goldens)

goto make $500 be worth it right?

Edited by Blurry, 14 December 2013 - 11:51 AM.


#10 Goose

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Posted 14 December 2013 - 12:28 PM

OK: So what if they nerf Omni down to "mixed ammo-fed mount?" Becomes Streak Ĥell, worse then what we have, here, already in CrutchWarror Online?

Teh Game is built around energy mounts being pretty much Omni, as-is: What change to this wouldn't be OP?

… I've got nothing

#11 Racklesnack

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Posted 14 December 2013 - 12:53 PM

View PostBlurry, on 14 December 2013 - 11:50 AM, said:

Golden mechs for a reason?
op module for insta kill? (only on goldens)

goto make $500 be worth it right?

[color=#292F33]

[color=#707070][color=#292F33]Russ Bullock[/color] [/color][color=#707070]@russ_bullock[/color]ollow[/color]
[color=#292F33]

@norhymes it's just gold collector, no p2w in the least. Collector mentality usual accepted vanity and time/money model


8:26 PM - 13 Dec 2013[/color]

Edited by Mr Titan, 14 December 2013 - 12:54 PM.


#12 verybad

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Posted 14 December 2013 - 03:04 PM

View PostToast001, on 14 December 2013 - 08:29 AM, said:

So why is there different varients of clan mechs when they are supposed to have interchangeable weapon systems? It would almost seem that they are trying to justify 30 dollars for 4 varients of the same mech instead of just 30 dollars for 1 omni.

They explained why, and it was going to be either variants or more expensive Omni mechs, if you're surprised at this then it's not their fault, it was pretty obvious from the get go that this is how it had to be.

View PostTurist0AT, on 14 December 2013 - 10:52 AM, said:

Something tells me, the new mechs arent gonna be mutch different. Theyll have some perks. I wonder about the drawbacks and how speciall theyll be. I think PGI is going to try to balance them buuut i dont trust PGI with their balance.

They look super sexy and i hope theyll be packing some cool *** guns.

As long as I can somehow clap an AC on the Madcat's shoulder,(ie Marauder) then I don't care if their better. I'm glad PGI had the balls to NOT make them OP like they've been in previous games. That actually tells me that PGI actually DOES care about balance.

View PostBlurry, on 14 December 2013 - 11:50 AM, said:

Golden mechs for a reason?
op module for insta kill? (only on goldens)

goto make $500 be worth it right?

Anyone that says they have to be worth it apparently thinks they should be able to buy skill.

I'll be getting the normal ones myself, I'm not made of money, but the golden skin is just a skin.If someone has the cash, and they want it, then that's fine *shrugs*

#13 Escef

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Posted 14 December 2013 - 03:29 PM

As was stated by Paul Inouye, the current implementation they are going for is that you can swap limbs/side torsos with other variants for access to their hardpoints, which will still be defined much as those for normal mechs are. The center torso location of he mech, however, would be what determines which variant the mech is for XP purposes. A lot of your construction options and crit allocation will be out of your hands to alter. In fact, since they do not plan on allowing armor amounts and allocation to be customizable, I expect some designs (such as the Hellbringer/Loki) to be DOA (seriously, it has 8 tons of armor, in MWO that's a total of 256 points of armor, with a top speed of 81 kph, 89.1 with tweak).

Source: http://mwomercs.com/...gn-perspective/

#14 Pariah Devalis

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Posted 14 December 2013 - 05:15 PM

View PostEscef, on 14 December 2013 - 03:29 PM, said:

As was stated by Paul Inouye, the current implementation they are going for is that you can swap limbs/side torsos with other variants for access to their hardpoints, which will still be defined much as those for normal mechs are. The center torso location of he mech, however, would be what determines which variant the mech is for XP purposes. A lot of your construction options and crit allocation will be out of your hands to alter. In fact, since they do not plan on allowing armor amounts and allocation to be customizable, I expect some designs (such as the Hellbringer/Loki) to be DOA (seriously, it has 8 tons of armor, in MWO that's a total of 256 points of armor, with a top speed of 81 kph, 89.1 with tweak).

Source: http://mwomercs.com/...gn-perspective/



Upside in the case of the Hellbie, they might be able to shift two tons of armor from the A-Pods total weight. Clearly no purpose in having anti-personnel pods, so they might be able to adjust it there. The shear ridiculous firepower of the Hellbie might save it with 10 tons of armor available.

#15 MisterPlanetarian

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Posted 14 December 2013 - 05:15 PM

Armor values are the main problems clans will face, second is the lack of engine optimization which will primarily hurt mediums and lights.

#16 verybad

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Posted 14 December 2013 - 05:22 PM

They could have some seriously slow lights with the ones they chose (both Puma and Uller go 97 KPH) Stormcrow would be fine (also 97 KPH on a 55 tonner) Blackhawk would be ~a bit slow but not terrrible at 86KPH.

Heavies woudl be ok, Masakari would be a decently fast assault. Daishi...well the daishi is going to be a pig slow and mean.

#17 Pariah Devalis

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Posted 14 December 2013 - 05:25 PM

Add speed tweak and it looks a little better for the lights. Around 110 kph is still crawling by the standards IS mechs set, but they also have a massive firepower advantage and the two we have are not shy on armor, either. The Kit Fox Prime is an absolutely brutal light mech killer with an LB5X, SSRM4, ERMLas (does nearly IS LLas damage), and ERSMLas (which does nearly IS Medium laser damage).

Edited by Pariah Devalis, 14 December 2013 - 05:26 PM.


#18 Mangonel TwoSix

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Posted 14 December 2013 - 05:46 PM

My understanding of the info they released is that every mech section except the center torso are interchangeable between the different variants of the same chassis.

Hypothetical Example:
So if a Madcat D has a 2 ballistic hardpoint left arm, you can rip it off that owned variant and put it on your Prime. Now your prime has 4 ballistics and 3 energy an 2 missile hardpoints instead of 5 energy 2 ballistic and 2 missile. It is a money sink.

#19 FupDup

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Posted 14 December 2013 - 05:51 PM

View PostEscef, on 14 December 2013 - 03:29 PM, said:

As was stated by Paul Inouye, the current implementation they are going for is that you can swap limbs/side torsos with other variants for access to their hardpoints, which will still be defined much as those for normal mechs are. The center torso location of he mech, however, would be what determines which variant the mech is for XP purposes. A lot of your construction options and crit allocation will be out of your hands to alter. In fact, since they do not plan on allowing armor amounts and allocation to be customizable, I expect some designs (such as the Hellbringer/Loki) to be DOA (seriously, it has 8 tons of armor, in MWO that's a total of 256 points of armor, with a top speed of 81 kph, 89.1 with tweak).

Source: http://mwomercs.com/...gn-perspective/

The Kit Fox and Adder are also officially dead-on-arrival now. 97 KPH lights are horribad.

#20 Kanatta Jing

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Posted 14 December 2013 - 06:40 PM

97 KPH lights the weapon load outs of mechs twice their weight. With stock armor.

Their going to be... different.





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