It's all about 100 ton mechs, we need more options at the top. Tactically you can put a ppc on a raven and it's a better substitute for a panther than an Atlas is for any other 100 ton mech.
Primer on the package.
This is a post Clans pack of 100 ton IS mechs. Three 100 ton chassis are being omitted from the game at the moment and are seen mechs. (aware the Marauder II is omitted but it is unseen) The omitted mechs are heavy hitters and often pack a punch exceeding that of the Atlas. The King Crab, The Imp, and The Annihilator should be added.
The Imp is a mech with a largely energy loadout. No other large assault comes close to the imp’s ammoless loadouts other than the Boar’s Head Atlas which is a heroic alternate and is unavailable for f2p purchase.
The King Crab is the table top’s most superior area denial mech blending a low profile, huge burst potential and extreme ammo dependence into a 100 ton death machine. (also part of my operation cancer package as seen here)
The Annihilator is a tall humanoid mech specializing in fixed point defenses. It’s slow but when it’s weapons come to bear on you you’ll know. Heavy armor and large armaments combine to create a valuable and unique mech for certain situations.
None of these are the role of the Atlas. The Atlas was a great first add because of it’s versatility. All three classes of weapons, ECM, large variation, etc. With tonnage limits and scenarios the atlas will leave the game painfully vacant at the top as players attempt to make a mech play in ways it was never designed to play.
Specific Fat Men:
The Imp
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The Imp could have three great variants and could add two ECM variants to the battlefield. It has a mostly energy layout which favors it for long lasting matchups where as the atlas D-DC is relatively ammo dependent. The Imp is well suited to engage at any range armed with a mix of lasers to keep heat relatively stable. One could imagine the battlefield role of this mech as a different atlas. They are both ‘Swiss Army Mechs’ differing mostly in their use of ballistics. The Imp is a mech meant to last, encased in a shell of 18 tons of armor, the all energy load outs will help keep you firing longer than anything else. Couple this with ECM and you can see where the Imp could fit in your company.
The Annihilator
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Imposing is the first word which springs to mind. Modeled after large radioactive dinosaurs which roamed the pacific rim in the early 1970s the slow path of destruction left in the wake of this mech is undeniable. Capable of carrying up to 4 ballistics in a favorable loadout this mech is a nightmare for those who stumble upon it. This firepower comes at the expense of mobility as this mech which moves at only 34.2 KPH is definitely a plodder. An urban defense mech and a mobile fortification point are the battlefield roles of this mech. It should not be seen roaming the vast open killing fields of the alpine peaks but rather left behind as a killer base defense. The variants of this behemoth range from all energy in a stunning 10 hardpoint model to balanced models with 4 by 4 and 5 by 3 Energy/Ballistic load outs. You won’t wonder what killed you when you see this beastly mech on the horizon.
The King Crab
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Hold the butter this one pinches back. The King Crab is 100 tons of death. Primarily packing 2 A/C 20s in it’s claws it will leave you crabby if it scuttles out from behind that building to end your day. A low profile makes this mech perfect for area denial as it can hid behind most low cover from which you could easily spot taller assaults. It’s more mobile than other mechs such as the Annihilator allowing it to cover whole areas and bring death unto all who stumble upon it. It won’t chase you down, but good luck outrunning bullets. You can read more about my arguments for a King Crab here.
But Why 100 ton Mechs? Why so many? We already have the Atlas isn’t it the best?! what more could I need?
Let me say something controversial here. The Atlas is not the best. It’s not even maybe in my top three 100 ton assault mechs. The Atlas is like calling a handyman when you really needed a plumber, an electrician, and a carpenter; The Atlas might get the job done but he’s no expert. The Atlas makes the best commercial because he is what battletech is, mostly humanoid mechs that look like linebackers from hell. The Atlas Brings a hammer when you really wanted a knife. We need the mechs that have the other tools to bring out the roles they were designed for.
As part of community warfare I hope PGI increases the diversity of game modes and increases the stakes of winning and losing. Currently there isn’t a compelling reason to protect your base in assault. Sure you might lose a match to capping but that only matters until your next consequence free drop to gather XP and Cbills. Nothing is currently at stake, so the strategies are based around gathering kills, and assists which generate the most Cbills and XP. If there were a reason to protect your base such as losing a planet for your faction which would reduce your faction standing or some arbitrary bonuses that I assume you’d want then you’d put more effort into protecting the cap at all costs. If you’re protecting something I assume you’d want the best tool for that job and it’s probably a King Crab or an Annihilator. Depending on the game type you might want a largely stationary defender an Annihilator or a more mobile one like a King Crab. If you’re looking for a front line beater then You’re looking for the Imp and the Atlas.
You need all of these because they are so different in role, loadouts, and configurations. A King Crab is a mile wide but, perhaps 10 meters tall. An Annihilator’s head is at least 5 meters higher and it’s not nearly the horizontal target a KGC is. The atlas has guns a plenty but 10 minutes into the battle when it’s down to lasers the Imp is still firing away.
But Canon!?!
I know there are some canonicity problems such as the number/location/availability of a few mechs on this list. Some came into production in 3048 and 3050 although designs were also mentioned as star league era. This is where you have to compromise strict adherence to canon for the sake of making a playable game. We’re within timeline, and we’re not changing the form or the substance of these mechs. What we are doing is allowing any player who wants to to own 10 Annihilators even though the cost of such a venture would be nearly impossible in canon, when you factor in location, faction, and such it becomes even more impossible to strictly adhere to canon. You simply can’t pick and choose which players get which mechs, while balancing everything, and making the game fun. This is a game we spend a few hours on per day, and not a lifetime in universe. Please don’t shout CANON about little things.
The Variants
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As you can see above each has 3 variants that are/should be time line appropriate. On Sarna none had weapons which would disqualify them from being time line appropriate or were mentioned as out of our timeline.
Closing Thoughts
I'd like to see this announced closer to the window of the clan releases as an alternative to the clan packages. Give IS loyalists something to look forward too/buy. Not everyone wants to be a clanner.
Put a price of about 10 cents per ton for 900 tons and we're at 90 dollars which is 10$ per mech and is not unreasonable in comparison to the pricing structure already in game.
As far as a specialized theme camo I can see a bicolor paint scheme in white and black with a sleek black base and a vertical line running parallel with the vertical axis of the mech in a contrasting white on the right side torso and right leg of the mech. Simple but elegant.
Edited by HammerSwarm, 27 January 2014 - 12:51 PM.