Hero Concepts:
Spoiler
So far, the remaining mechs without hero variants are: Locust, Spider, Raven, Blackjack, Hunchback, Trebuchet, Shadow Hawk, Griffin, Wolverine, Quickdraw, Thunderbolt, and Battlemaster. I know for Phoenix mechs it’s too early, but might as well speculate.
Locust hero concept:
Bandit hero, with one arm 2xballistic hardpoints, another arm 2xmissile hardpoints with 2 tubes each, and center torso laser. It also has a capability for ECM and a single JJ. Max Engine is similar to the other Locusts, rating of 190.
Stock: 2xmg w/ 1 ton of ammo, 2x srm2 w/ 1 ton of ammo, 1x small laser, ECM, single JJ, and XL 190.
Uniqueness: probably some camo that’s desert, ecm, different arms, JJs.
Spider hero concept:
Liao hero, with both arms 1xenergy hardpoint and center torso missile hardpoint with 2 tubes, so there would be power. There is also 2 AMS hardpoints, capability of 6 JJs, and 255 rating engine.
Stock: 2xmed lasers, 1xssrm2 w/ 1 ton of ammo, 2xams w/ 2 tons of ammo, 2xJJs, and XL 255.
Uniqueness: probably some Liao camo, maybe green, dual ams, missile hardpoint, both arms have lasers.
Raven hero concept:
Davion hero prototype, with both arms 1xenergy hardpoint, 1xmissile hardpoint w/ 2 tubes, and 1xballistic hardpoint. There is also ECM, but that is the only benefit otherwise over other Raven chassis, plus all the arm mounted weaponry. Max engine is 275 rating.
Stock: 2xsmall pulse lasers, 2xssrm2 w/ 1 ton of ammo, 2xmg w/ 1 ton of ammo, XL 275.
Uniqueness: probably a metallic camo like a prototype, ecm, all arm mounted weapons.
Blackjack hero concept:
Similar to BJ-2, this hero has two arms with 2xenergy hardpoints each, with torsos containing 2xmissile hardpoints. There can be 4 JJs and max engine of 295.
Stock: 2xer large lasers, 4xssrm2s w/ 2 tons of ammo, XL 295.
Uniqueness: maybe a grassland camo, different style of fighting via missile hardpoints.
Hunchback hero concept:
This hero is a Steiner one, similar to the one in Mechwarrior 4 Mercs, or HBK-5HG. This kind holds a single ballistic hardpoint in the main hunch, but there is also a smaller hunch in the left torso capable of two missile hardpoints. There is not a zombie medium laser in it’s head however, and only two energy hardpoints in each arm. Both hunches are somewhat large, but not as large as one of the single large hunches in other variants. JJs and max engine of 300 is in this variant.
Stock: 2xmed laser, 1xac20 w/ 2 tons of ammo, 1xsrm6 w/ 1 ton of ammo, STD 200, 2 JJs. Uniqueness: Steiner blue camo, along with JJ and larger engine capability, double hunch, capable of building one of the lightest mini atlas builds.
Trebuchet hero concept:
This hero has a symmetrical layout. 2xenergy hardpoints in both arms and 1xmissile hardpoint in both torsos is what weaponry it has. Not only that, but it’s engine sizes can run up to 360 rating. ECM is the last strength of this hero.
Stock: 1xlarge laser each arm, 1xasrm4 w/ 2 tons of ammo each torso, ecm, XL 360.
Uniqueness: fiery red camo, larger engine and ecm, and symmetrical layout.
Shadow hawk hero concept:
This hero actually loses its JJ capacity for ECM and 4xenergy hardpoints and 1x ballistic hardpoint. The shoulder still has its cannon, while the other shoulder contains ECM. Both arms have 2xenergy hardpoints each. Lastly, its engine can run once again up to 360 rating. Stock: 4xsmall pulse lasers, 1xLBX-AC10 w/ 3 tons of ammo, ecm, bap, and STD 300. Uniqueness: urban camo, more reliant on direct fire and energy weapons, ecm.
Griffin hero concept:
Perhaps a hero purely designed for cold temperatures, this hero contains an energy slot in arms, all three torsos, and its head (6 in total). This creates zombie potential, but completely relies on energy weapons to function properly. JJs are the same amount, and the engine can still hold up to 360 ratings.
Stock: 1xer ppc in both arms, 4x small lasers to cover each torso and head, STD 300, 7 JJs. Uniqueness: arctic camo, reliant on energy hardpoints, purely symmetrical.
Wolverine hero concept:
Bandit hero once again, there is scrapped bits in each part on the mech. 2xenergy slots in one arm and 2xballistic slots in the other arm is what this mech has. The mech is also disabled of both the lower arm actuator and hand actuator, so it has the power to bring dual ultra ac5s or an ac20. Once again both JJs and engine is the same.
Stock: 2xac2s w/ 3 tons of ammo, 1xer ppc, STD 300, 7 JJs.
Uniqueness: no missiles, desert camo, no lower/hand actuators.
Quickdraw hero concept:
A hero for missiles, this Quickdraw has 1x20 tube missile racks in both torsos. It has the same JJ and engine capacity of the 4G, and also has single energy hardpoints in each arm, plus dual energy hardpoints in the center. You can even create a ghetto Archer with this...
Stock: 2xalrm20s w/ 4 tons of ammo, 1xtag, 1xbap, XL 300.
Uniqueness: giant missile racks, Kuritan red.
Thunderbolt hero concept:
A Marik hero, this purple Thunderbolt is designed to be a heavyweight Centurion. There are two center torso energy slots, plus both arms with 1xballistic and 1xmissile hardpoint with 6 tubes to brawl well with others. The max engine is also 360 rating and 4 JJ capability is available. Stock: 2xmed lasers, 2xac2s w/ 2 tons of ammo, 2xsrm6s w/ 2 tons of ammo, STD 360, 2 JJs. Uniqueness: purple camo, larger engine and JJs, center torso zombie lasers, symmetrical.
Battlemaster hero concept:
Lastly, an FRR hero, this Battlemaster has all kinds of fearsome melee weapons and spikes attached to it to scare off enemies. 2xenergy hardpoints in one arm, 2xballistic hardpoints in the other arm, and the main body 4 energy hardpoints and 2 missile hardpoints round this hero up. There are no arm or lower actuators. This hero has the same 400 engine capability.
Stock: 2xer ppcs, 2xac2s w/ 5 tons of ammo, 4xsmall lasers, STD 300.
Uniqueness: cyan camo, more missile slots and no arm or lower actuators, cool melee.
So far, the remaining mechs without hero variants are: Locust, Spider, Raven, Blackjack, Hunchback, Trebuchet, Shadow Hawk, Griffin, Wolverine, Quickdraw, Thunderbolt, and Battlemaster. I know for Phoenix mechs it’s too early, but might as well speculate.
Locust hero concept:
Bandit hero, with one arm 2xballistic hardpoints, another arm 2xmissile hardpoints with 2 tubes each, and center torso laser. It also has a capability for ECM and a single JJ. Max Engine is similar to the other Locusts, rating of 190.
Stock: 2xmg w/ 1 ton of ammo, 2x srm2 w/ 1 ton of ammo, 1x small laser, ECM, single JJ, and XL 190.
Uniqueness: probably some camo that’s desert, ecm, different arms, JJs.
Spider hero concept:
Liao hero, with both arms 1xenergy hardpoint and center torso missile hardpoint with 2 tubes, so there would be power. There is also 2 AMS hardpoints, capability of 6 JJs, and 255 rating engine.
Stock: 2xmed lasers, 1xssrm2 w/ 1 ton of ammo, 2xams w/ 2 tons of ammo, 2xJJs, and XL 255.
Uniqueness: probably some Liao camo, maybe green, dual ams, missile hardpoint, both arms have lasers.
Raven hero concept:
Davion hero prototype, with both arms 1xenergy hardpoint, 1xmissile hardpoint w/ 2 tubes, and 1xballistic hardpoint. There is also ECM, but that is the only benefit otherwise over other Raven chassis, plus all the arm mounted weaponry. Max engine is 275 rating.
Stock: 2xsmall pulse lasers, 2xssrm2 w/ 1 ton of ammo, 2xmg w/ 1 ton of ammo, XL 275.
Uniqueness: probably a metallic camo like a prototype, ecm, all arm mounted weapons.
Blackjack hero concept:
Similar to BJ-2, this hero has two arms with 2xenergy hardpoints each, with torsos containing 2xmissile hardpoints. There can be 4 JJs and max engine of 295.
Stock: 2xer large lasers, 4xssrm2s w/ 2 tons of ammo, XL 295.
Uniqueness: maybe a grassland camo, different style of fighting via missile hardpoints.
Hunchback hero concept:
This hero is a Steiner one, similar to the one in Mechwarrior 4 Mercs, or HBK-5HG. This kind holds a single ballistic hardpoint in the main hunch, but there is also a smaller hunch in the left torso capable of two missile hardpoints. There is not a zombie medium laser in it’s head however, and only two energy hardpoints in each arm. Both hunches are somewhat large, but not as large as one of the single large hunches in other variants. JJs and max engine of 300 is in this variant.
Stock: 2xmed laser, 1xac20 w/ 2 tons of ammo, 1xsrm6 w/ 1 ton of ammo, STD 200, 2 JJs. Uniqueness: Steiner blue camo, along with JJ and larger engine capability, double hunch, capable of building one of the lightest mini atlas builds.
Trebuchet hero concept:
This hero has a symmetrical layout. 2xenergy hardpoints in both arms and 1xmissile hardpoint in both torsos is what weaponry it has. Not only that, but it’s engine sizes can run up to 360 rating. ECM is the last strength of this hero.
Stock: 1xlarge laser each arm, 1xasrm4 w/ 2 tons of ammo each torso, ecm, XL 360.
Uniqueness: fiery red camo, larger engine and ecm, and symmetrical layout.
Shadow hawk hero concept:
This hero actually loses its JJ capacity for ECM and 4xenergy hardpoints and 1x ballistic hardpoint. The shoulder still has its cannon, while the other shoulder contains ECM. Both arms have 2xenergy hardpoints each. Lastly, its engine can run once again up to 360 rating. Stock: 4xsmall pulse lasers, 1xLBX-AC10 w/ 3 tons of ammo, ecm, bap, and STD 300. Uniqueness: urban camo, more reliant on direct fire and energy weapons, ecm.
Griffin hero concept:
Perhaps a hero purely designed for cold temperatures, this hero contains an energy slot in arms, all three torsos, and its head (6 in total). This creates zombie potential, but completely relies on energy weapons to function properly. JJs are the same amount, and the engine can still hold up to 360 ratings.
Stock: 1xer ppc in both arms, 4x small lasers to cover each torso and head, STD 300, 7 JJs. Uniqueness: arctic camo, reliant on energy hardpoints, purely symmetrical.
Wolverine hero concept:
Bandit hero once again, there is scrapped bits in each part on the mech. 2xenergy slots in one arm and 2xballistic slots in the other arm is what this mech has. The mech is also disabled of both the lower arm actuator and hand actuator, so it has the power to bring dual ultra ac5s or an ac20. Once again both JJs and engine is the same.
Stock: 2xac2s w/ 3 tons of ammo, 1xer ppc, STD 300, 7 JJs.
Uniqueness: no missiles, desert camo, no lower/hand actuators.
Quickdraw hero concept:
A hero for missiles, this Quickdraw has 1x20 tube missile racks in both torsos. It has the same JJ and engine capacity of the 4G, and also has single energy hardpoints in each arm, plus dual energy hardpoints in the center. You can even create a ghetto Archer with this...
Stock: 2xalrm20s w/ 4 tons of ammo, 1xtag, 1xbap, XL 300.
Uniqueness: giant missile racks, Kuritan red.
Thunderbolt hero concept:
A Marik hero, this purple Thunderbolt is designed to be a heavyweight Centurion. There are two center torso energy slots, plus both arms with 1xballistic and 1xmissile hardpoint with 6 tubes to brawl well with others. The max engine is also 360 rating and 4 JJ capability is available. Stock: 2xmed lasers, 2xac2s w/ 2 tons of ammo, 2xsrm6s w/ 2 tons of ammo, STD 360, 2 JJs. Uniqueness: purple camo, larger engine and JJs, center torso zombie lasers, symmetrical.
Battlemaster hero concept:
Lastly, an FRR hero, this Battlemaster has all kinds of fearsome melee weapons and spikes attached to it to scare off enemies. 2xenergy hardpoints in one arm, 2xballistic hardpoints in the other arm, and the main body 4 energy hardpoints and 2 missile hardpoints round this hero up. There are no arm or lower actuators. This hero has the same 400 engine capability.
Stock: 2xer ppcs, 2xac2s w/ 5 tons of ammo, 4xsmall lasers, STD 300.
Uniqueness: cyan camo, more missile slots and no arm or lower actuators, cool melee.
Champion Concepts:
Spoiler
So far, the majority of the chassis have no Champion chassis for them. These are: Locust, Commando, Raven, Cicada, Trebuchet, Kintaro, Shadow Hawk, Griffin, Wolverine, Quickdraw, Jagermech, Thunderbolt, Cataphract, Orion, Victor, Awesome, Stalker, and Battlemaster. Keep in mind these are still not perfect builds but better than before stock trials, and are simply looking at how a newbie can learn from these Champions.
http://mwo.smurfy-ne...a7bc12e77bbd542
LCT-3M© (5xmed lasers, XL 190.)
Teaches: aiming, using speed properly, lasers.
http://mwo.smurfy-ne...b553b3941807aa8
COM-2D© (3xssrm2s w/ 1 ton of ammo, 1xmed laser, XL 210, and ECM.)
Teaches: locks for streaks, ecm, limited ammo.
http://mwo.smurfy-ne...971f00618903782
RVN-3L© (2xssrm2s w/ 2 tons of ammo, 2xmed laser, 1xtag, XL 295, and ECM.)
Teaches: tag, locks for streaks, ecm.
http://mwo.smurfy-ne...8ae889f8253d609
CDA-3M© (1xac5 w/ 3 tons of ammo, 3xsmall laser, ECM, and XL 300.)
Teaches: aiming, autocannons, limited range, ecm, slower light mechs and usage.
http://mwo.smurfy-ne...99e9114a31f58ac
TBT-3C© (2xalrm15 w/ 3 tons of ammo, 1xtag, BAP, and XL 300.)
Teaches: lrms, atermis, bap, tag, JJs.
http://mwo.smurfy-ne...96eb4f347e18794
KTO-18© (5xssrm2s w/ 4 tons of ammo, 2xmed laser, BAP, AMS, and XL 360.)
Teaches: locks for streaks, light hunting, bap, ams.
http://mwo.smurfy-ne...500a5ce4cd0f2f4
SHD-5M© (1xer ppc, 2xac5 w/ 3 tons of ammo, 2 JJs, and XL 280.)
Teaches: poptarting, JJs, aiming, autocannons.
http://mwo.smurfy-ne...aa2b9347df9af9b
GRF-1N© (2xmed lasers, 1xtag, 2xalrm15 w/ 3 tons of ammo, BAP, 2 JJs, and XL 295.)
Teaches: lrms, bap, tag, atermis, JJs.
http://mwo.smurfy-ne...b74703e06674522
WVR-7K© (1xmed laser, 3xasrm6 w/ 3 tons of ammo, 2 JJs, and XL 360.)
Teaches: brawling, srms, JJs.
http://mwo.smurfy-ne...217c441add05a8c
QKD-5K© (4xmed laser, 2xlarge laser, 4 JJs, and XL 360.)
Teaches: poptarting, JJs, aiming.
http://mwo.smurfy-ne...75a4899736c734a
JM6-S© (2xac20 w/ 6 tons of ammo, ams, and XL 260.)
Teaches: aiming, brawling, definition of a glass cannon.
http://mwo.smurfy-ne...7810008424fa0e0
TDR-9SE© (1xlarge pulse laser, 2xssrm2s w/ 1 ton of ammo, 3xmed lasers, 4 JJs, BAP, and STD 300.)
Teaches: JJs, brawling, torso twisting, bap, locks for streaks.
http://mwo.smurfy-ne...fc0d59945f82bf9
CTF-3D© (1xac10 w/ 3 tons of ammo, 4xmed pulse laser, BAP, 4 JJs, and XL 340.)
Teaches: JJs, brawling, aiming, bap.
http://mwo.smurfy-ne...4c93a08b390f479
ON1-M© (2xer ppc, 3xsrm6s w/ 5 tons of ammo, and XL 300.)
Teaches: brawling, srms, aiming.
http://mwo.smurfy-ne...370bb5f98153858
AWS-8R© (4xalrm15 w/ 6 tons of ammo, 2 case, BAP, 1xtag, STD 260.)
Teaches: lrms, bap, ammo explosions, tag.
http://mwo.smurfy-ne...9c1e0cb19bd20e9
VTR-9S© (2xultra ac5s w/ 5 tons of ammo, 2 JJs, 2xppcs, and STD 280.)
Teaches: sniping, poptarting, aiming, ultra ac’s and jamming.
http://mwo.smurfy-ne...c692975597d80e3
BLR-1G© (3xer large lasers, 2xac5s w/ 5 tons of ammo, and STD 300.)
Teaches: aiming, limited ammo, sniping.
http://mwo.smurfy-ne...6a4759cce014dc5
STK-3F© (4xmed lasers, 2xlarge pulse lasers, 2xasrm6s w/ 4 tons of ammo, STD 280.)
Teaches: brawling, protecting the rear, srms.
I probably won't bother with more champions because firstly it's taking up a lot of time to set things in smurfy, and secondly I doubt we will hit all these chassis before clans, CW, UI 2.0, DX11, and perhaps the replacement of the complete trial system and cadet bonus. So, with the poll set, can people start responding to these and the conceptualized heroes? Will any of these be op/up, and can you guys explain in text? I would like some comments and stuff.
So far, the majority of the chassis have no Champion chassis for them. These are: Locust, Commando, Raven, Cicada, Trebuchet, Kintaro, Shadow Hawk, Griffin, Wolverine, Quickdraw, Jagermech, Thunderbolt, Cataphract, Orion, Victor, Awesome, Stalker, and Battlemaster. Keep in mind these are still not perfect builds but better than before stock trials, and are simply looking at how a newbie can learn from these Champions.
http://mwo.smurfy-ne...a7bc12e77bbd542
LCT-3M© (5xmed lasers, XL 190.)
Teaches: aiming, using speed properly, lasers.
http://mwo.smurfy-ne...b553b3941807aa8
COM-2D© (3xssrm2s w/ 1 ton of ammo, 1xmed laser, XL 210, and ECM.)
Teaches: locks for streaks, ecm, limited ammo.
http://mwo.smurfy-ne...971f00618903782
RVN-3L© (2xssrm2s w/ 2 tons of ammo, 2xmed laser, 1xtag, XL 295, and ECM.)
Teaches: tag, locks for streaks, ecm.
http://mwo.smurfy-ne...8ae889f8253d609
CDA-3M© (1xac5 w/ 3 tons of ammo, 3xsmall laser, ECM, and XL 300.)
Teaches: aiming, autocannons, limited range, ecm, slower light mechs and usage.
http://mwo.smurfy-ne...99e9114a31f58ac
TBT-3C© (2xalrm15 w/ 3 tons of ammo, 1xtag, BAP, and XL 300.)
Teaches: lrms, atermis, bap, tag, JJs.
http://mwo.smurfy-ne...96eb4f347e18794
KTO-18© (5xssrm2s w/ 4 tons of ammo, 2xmed laser, BAP, AMS, and XL 360.)
Teaches: locks for streaks, light hunting, bap, ams.
http://mwo.smurfy-ne...500a5ce4cd0f2f4
SHD-5M© (1xer ppc, 2xac5 w/ 3 tons of ammo, 2 JJs, and XL 280.)
Teaches: poptarting, JJs, aiming, autocannons.
http://mwo.smurfy-ne...aa2b9347df9af9b
GRF-1N© (2xmed lasers, 1xtag, 2xalrm15 w/ 3 tons of ammo, BAP, 2 JJs, and XL 295.)
Teaches: lrms, bap, tag, atermis, JJs.
http://mwo.smurfy-ne...b74703e06674522
WVR-7K© (1xmed laser, 3xasrm6 w/ 3 tons of ammo, 2 JJs, and XL 360.)
Teaches: brawling, srms, JJs.
http://mwo.smurfy-ne...217c441add05a8c
QKD-5K© (4xmed laser, 2xlarge laser, 4 JJs, and XL 360.)
Teaches: poptarting, JJs, aiming.
http://mwo.smurfy-ne...75a4899736c734a
JM6-S© (2xac20 w/ 6 tons of ammo, ams, and XL 260.)
Teaches: aiming, brawling, definition of a glass cannon.
http://mwo.smurfy-ne...7810008424fa0e0
TDR-9SE© (1xlarge pulse laser, 2xssrm2s w/ 1 ton of ammo, 3xmed lasers, 4 JJs, BAP, and STD 300.)
Teaches: JJs, brawling, torso twisting, bap, locks for streaks.
http://mwo.smurfy-ne...fc0d59945f82bf9
CTF-3D© (1xac10 w/ 3 tons of ammo, 4xmed pulse laser, BAP, 4 JJs, and XL 340.)
Teaches: JJs, brawling, aiming, bap.
http://mwo.smurfy-ne...4c93a08b390f479
ON1-M© (2xer ppc, 3xsrm6s w/ 5 tons of ammo, and XL 300.)
Teaches: brawling, srms, aiming.
http://mwo.smurfy-ne...370bb5f98153858
AWS-8R© (4xalrm15 w/ 6 tons of ammo, 2 case, BAP, 1xtag, STD 260.)
Teaches: lrms, bap, ammo explosions, tag.
http://mwo.smurfy-ne...9c1e0cb19bd20e9
VTR-9S© (2xultra ac5s w/ 5 tons of ammo, 2 JJs, 2xppcs, and STD 280.)
Teaches: sniping, poptarting, aiming, ultra ac’s and jamming.
http://mwo.smurfy-ne...c692975597d80e3
BLR-1G© (3xer large lasers, 2xac5s w/ 5 tons of ammo, and STD 300.)
Teaches: aiming, limited ammo, sniping.
http://mwo.smurfy-ne...6a4759cce014dc5
STK-3F© (4xmed lasers, 2xlarge pulse lasers, 2xasrm6s w/ 4 tons of ammo, STD 280.)
Teaches: brawling, protecting the rear, srms.
I probably won't bother with more champions because firstly it's taking up a lot of time to set things in smurfy, and secondly I doubt we will hit all these chassis before clans, CW, UI 2.0, DX11, and perhaps the replacement of the complete trial system and cadet bonus. So, with the poll set, can people start responding to these and the conceptualized heroes? Will any of these be op/up, and can you guys explain in text? I would like some comments and stuff.
Map Concepts:
Spoiler
Once again, so far Alpine Peaks, Canyon Network, Caustic Valley, Crimson Strait, Terra Therma, HPG Manifold, and Tourmaline Desert don’t have a second version.
Alpine Peaks “global warming version”.
Alpine Peaks had a climate change, so now there’s snow running downhill, potential Avalanches, some grassland showing now, etc. Some mountains have been removed and some downhill will be straightened. Plus those two bases are now removed and replaced with small villages, capable of having mechs fight inside. (So maybe two small River City spawns and a fight in the wilderness, but caps in the two villages.)
Canyon Network “snow version”.
Over time, this planet goes into its winter cycle. This should be a sudden change from the day time heat now is here, but will change into a snowy battlefield and water will freeze. This will be a larger map and a change of temperature. Also, certain canyons will crumble in between the match, potentially damaging mechs in the fight.
Caustic Valley “pollution version”.
Caustic valley now has excessive pollution and there is a large refinery complex covering the entire area. The map turns into a cloudy, smoggy place with no lake, crater less covering mechs, and a large urban complex full of factories, power plants, etc. Thermal vision helps through the short periods of smog incoming.
Crimson Strait “sunset version”.
This city turns either from night to day (sunrise) or day to night (sunset). I already posted this in other threads. The place is totally lit at night, with city lights, civilians and pedestrians, and other vehicles passing through. This allows a time change to change the flow of the battle and makes this city feel less abandoned.
Terra Therma “eradicate version”.
Terra Therma now becomes near uninhabitable. This map now also allows free cool shots due to the near inhabitable areas. Plus, there is a multi-level barely sustainable life complex in Theta now, no more center sniping matches but instead a cool (yes cool) area with lots of brawling in the center. Outside of this complex, the area is extremely hot, but inside the complex, the area is nearly as cool as HPG Manifold. The volcanoes and volcanic area is much shortened. The volcanoes explode as well…
HPG Manifold “sunlight version”.
This map I think should go like MWLL’s extremity map. This will be extremely hot, unlike the previous edition, but inside the HPG or near cover your mech will cool faster. Outside, the sun will heat your mech up quickly. Also, the map is now slightly less filled with gravity and sounds return to normal, meaning noises from 3pv, but the sounds are similar to now with slight changes due to the sun.
Tourmaline Desert “storm version”.
Tourmaline Desert now has a large weather effect on the planet; floods happen everywhere and the area is less dry. However, the storm will cause the pilot’s cockpit to rattle and shake multiple times due to thunder and lightning hitting the ground, so it may impact accuracy of shots.
Once again, so far Alpine Peaks, Canyon Network, Caustic Valley, Crimson Strait, Terra Therma, HPG Manifold, and Tourmaline Desert don’t have a second version.
Alpine Peaks “global warming version”.
Alpine Peaks had a climate change, so now there’s snow running downhill, potential Avalanches, some grassland showing now, etc. Some mountains have been removed and some downhill will be straightened. Plus those two bases are now removed and replaced with small villages, capable of having mechs fight inside. (So maybe two small River City spawns and a fight in the wilderness, but caps in the two villages.)
Canyon Network “snow version”.
Over time, this planet goes into its winter cycle. This should be a sudden change from the day time heat now is here, but will change into a snowy battlefield and water will freeze. This will be a larger map and a change of temperature. Also, certain canyons will crumble in between the match, potentially damaging mechs in the fight.
Caustic Valley “pollution version”.
Caustic valley now has excessive pollution and there is a large refinery complex covering the entire area. The map turns into a cloudy, smoggy place with no lake, crater less covering mechs, and a large urban complex full of factories, power plants, etc. Thermal vision helps through the short periods of smog incoming.
Crimson Strait “sunset version”.
This city turns either from night to day (sunrise) or day to night (sunset). I already posted this in other threads. The place is totally lit at night, with city lights, civilians and pedestrians, and other vehicles passing through. This allows a time change to change the flow of the battle and makes this city feel less abandoned.
Terra Therma “eradicate version”.
Terra Therma now becomes near uninhabitable. This map now also allows free cool shots due to the near inhabitable areas. Plus, there is a multi-level barely sustainable life complex in Theta now, no more center sniping matches but instead a cool (yes cool) area with lots of brawling in the center. Outside of this complex, the area is extremely hot, but inside the complex, the area is nearly as cool as HPG Manifold. The volcanoes and volcanic area is much shortened. The volcanoes explode as well…
HPG Manifold “sunlight version”.
This map I think should go like MWLL’s extremity map. This will be extremely hot, unlike the previous edition, but inside the HPG or near cover your mech will cool faster. Outside, the sun will heat your mech up quickly. Also, the map is now slightly less filled with gravity and sounds return to normal, meaning noises from 3pv, but the sounds are similar to now with slight changes due to the sun.
Tourmaline Desert “storm version”.
Tourmaline Desert now has a large weather effect on the planet; floods happen everywhere and the area is less dry. However, the storm will cause the pilot’s cockpit to rattle and shake multiple times due to thunder and lightning hitting the ground, so it may impact accuracy of shots.
Edited by luxebo, 08 January 2014 - 04:57 PM.