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Clan Hardpoints Posted, Err In Timber Wolf?


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#81 CoffiNail

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Posted 08 February 2014 - 07:18 AM

View Postdaneiel varna, on 08 February 2014 - 07:13 AM, said:

It is fixed as the same way as AC/10 for CN9-A . The hardwired weapons for some the clan omni-mechs are not different then the weapons mounted on Battlemech , the difference is the unification of the connections in the omnipods and at all weapons couplings , so they can fit on any mech any pod with these unified couplings (aka all clan omni-pods ) .

No, some things were built in to the Omni-chassis itself. In this example's case, the flamer in the Adder CT. This is fixed on, and should not be removable... of course with the magic of MWO, we will be able to swap out the unswapable as per the norm here, I am sure

View PostRacerX, on 08 February 2014 - 07:13 AM, said:

So Ghost Heat doesn't effect Clan mechs? 4 PPCs on the Warhawk stock? 12 ER Medium laser on the Nova with 22 double heat sinks? I hope this means the repeal of ghost heat for everyone is soon in our future.

Chain-fire

Warhawk Prime, Nova Prime Center Torso will get a buff of expanded ghost heat rule. :) Maybe the arm pod instead will get this buff.

#82 Arnold J Rimmer

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Posted 08 February 2014 - 07:24 AM

View PostRacerX, on 08 February 2014 - 07:13 AM, said:

So Ghost Heat doesn't effect Clan mechs? 4 PPCs on the Warhawk stock? 12 ER Medium laser on the Nova with 22 double heat sinks? I hope this means the repeal of ghost heat for everyone is soon in our future.

I highly doubt it, unfortunately. Especially since Paul Inouye said they were considering higher ghost heat penalties for Clan weapons.

#83 Reno Blade

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Posted 08 February 2014 - 07:39 AM

View PostCyclonerM, on 08 February 2014 - 06:46 AM, said:


But.. But.. That flamer is supposed to be fixed, like the five JJs on the Summoner.

Yes the Flamer is in the Base varian and if they follow their plan, the Flammer on the Adder will be fixed, same as JJ on the Nova.
The MG on the MadCat is not part of the Base, it's part of the Prime variants CT.
And as CT can't be changed, if you play the Prime (and switch your other parts), you will always have a ballistic HP on your Prime CT.
Does that mean you can't remove the MG, I think you can.
They just said you can't change the CT with other variants (like changing the Prime Left arm with the Variant A's left arm).

View PostRacerX, on 08 February 2014 - 07:13 AM, said:

So Ghost Heat doesn't effect Clan mechs? 4 PPCs on the Warhawk stock? 12 ER Medium laser on the Nova with 22 double heat sinks? I hope this means the repeal of ghost heat for everyone is soon in our future.

I guess the GH will stay the same for Clan weapons before tweaking shows the first results (obviously we won't see any testing they do before release, or command chair posts).
As clans don't have the "standard" variants of Laser, PPC or ACs, the heat alone will be higher. (Only ER and Pulse, ERPPC, UACs and LBX).
Now we might be glad/lucky to have "ghost heat". I don't want to see 4x CERPPC one-shoting everyone :) (2x 2 CERPPC is still hard enough)

Edited by Reno Blade, 08 February 2014 - 07:41 AM.


#84 Daneiel

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Posted 08 February 2014 - 07:50 AM

View PostCoffiNail, on 08 February 2014 - 07:18 AM, said:

No, some things were built in to the Omni-chassis itself. In this example's case, the flamer in the Adder CT. This is fixed on, and should not be removable... of course with the magic of MWO, we will be able to swap out the unswapable as per the norm here, I am sure



Exactly what i mean . To be removed you need to send the mech back to the factory . The unification of the omni-pod connections is complatly different - you can compire it to container cargo units - they are with same shape , size and they connect at the same places no matter where are they manufactured . Sorry i can not explain it better on English .

#85 Hawk819

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Posted 08 February 2014 - 08:28 AM

Mad Cat UAC 20 boat

RT UAC 20
LT UAC 20

and nothing else

#86 Pariah Devalis

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Posted 08 February 2014 - 08:45 AM

View PostRacerX, on 08 February 2014 - 07:13 AM, said:

So Ghost Heat doesn't effect Clan mechs? 4 PPCs on the Warhawk stock? 12 ER Medium laser on the Nova with 22 double heat sinks? I hope this means the repeal of ghost heat for everyone is soon in our future.



Not difficult to stagger fire. 2, pause, 2, pause, 2, pause, 2, overheat. :) Even firing 3 and cooling down is an option. Warhawk was never really intended to fire all four unless it was about to die anyways and wanted to take someone with it. Considering each Clan ERPPC is a hot gauss rifle (dealing 15 damage), firing even 2 is significant and bumps the ERPPC from too hot to totally viable IMO. The reason I am a fan of the Warhawk Charlie is that it is an outright better rounded machine - the ghost heat avoidance is just a side perk.

For the Nova, it is undersinked as is, so dropping two ERMLas for two more DHS is probably a good idea, and firing them in arm groups, 5 and 5, would sort itself out easily. Considering each arm pack of 5 lasers (reduced from the 6 stock) is 35 damage, you can still drop someone in about a second if you get behind them.

#87 Strum Wealh

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Posted 08 February 2014 - 09:03 AM

View PostHawk819, on 08 February 2014 - 08:28 AM, said:

Mad Cat UAC 20 boat

RT UAC 20
LT UAC 20

and nothing else

It can't be done - with the fixed equipment, the Mad Cat has only 7 free critical slots in each side-torso, while the Clan UAC/20 consumes 8 critical spaces.

#88 BLOOD WOLF

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Posted 08 February 2014 - 09:57 AM

I wont know what i can do with it until i have the mech in my hands.

#89 Hawk819

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Posted 08 February 2014 - 10:11 AM

View PostStrum Wealh, on 08 February 2014 - 09:03 AM, said:

It can't be done - with the fixed equipment, the Mad Cat has only 7 free critical slots in each side-torso, while the Clan UAC/20 consumes 8 critical spaces.


wanna bet?! If not the Mad Kitty. then wait, the Daishi will get a three UAC 20 treatment. One to each arm, and one in the Right Torso.

#90 TELEFORCE

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Posted 08 February 2014 - 10:25 AM

View PostHawk819, on 08 February 2014 - 10:11 AM, said:


wanna bet?! If not the Mad Kitty. then wait, the Daishi will get a three UAC 20 treatment. One to each arm, and one in the Right Torso.


Or two in the torsos, two in the arms, and a paltry two tons of ammo with an ER small laser or flamer in the CT :)

But that's a very short-ranged configuration. A smart team will concentrate fire on the poor 'mech and kill it before it gets in range to do damage.

#91 NRP

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Posted 08 February 2014 - 10:30 AM

Can anyone see the Dire Wolf's loadout? On my PC, the popup window is obscured by the godamn video window so I can see it.

#92 TELEFORCE

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Posted 08 February 2014 - 10:32 AM

View PostNRP, on 08 February 2014 - 10:30 AM, said:

Can anyone see the Dire Wolf's loadout? On my PC, the popup window is obscured by the godamn video window so I can see it.


Try a CTRL+F5 on the page. That fixed it for me!

#93 Strum Wealh

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Posted 08 February 2014 - 10:37 AM

View PostHawk819, on 08 February 2014 - 10:11 AM, said:

wanna bet?! If not the Mad Kitty. then wait, the Daishi will get a three UAC 20 treatment. One to each arm, and one in the Right Torso.

The Mad Cat has a fixed XL Engine (2 crits in each side-torso), fixed Endo-Steel Structure (1 crit in each side-torso), and fixed Ferro-Fibrous Armor (2 crits in each side-torso).
(12 starting critical slots) - (2 XL crits) - (1 ES crit) - (2 FF crits) = 7 free critical slots remaining

Whether the Daishi or the Masakari can equip a dual-UAC/20 loadout is irrelevant to the point that the Mad Cat cannot do so.

View PostNRP, on 08 February 2014 - 10:30 AM, said:

Can anyone see the Dire Wolf's loadout? On my PC, the popup window is obscured by the godamn video window so I can see it.

Posted Image

It's the same as the Prime loadout viewable here.

#94 Reno Blade

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Posted 08 February 2014 - 10:38 AM

View PostNRP, on 08 February 2014 - 10:30 AM, said:

Can anyone see the Dire Wolf's loadout? On my PC, the popup window is obscured by the godamn video window so I can see it.

I will quote myself for you. Here are ALL loadouts again :)
(open the spoilers for the mech you want to check out)

View PostReno Blade, on 08 February 2014 - 05:15 AM, said:

In MWO the 5/8 (move/run) speed is not maxed at 86kph, but 81 (see the 55tonners already) and the 3/5 speed is not 53kph, but 47 (or something).

And I just leave this here:

This is for the OMNI-Mech variants as they are in TT.

Uller/Kit Fox
Spoiler


Puma/Adder
Spoiler


Nova/Black hawk

Spoiler


Stormcrow /Ryoken
Spoiler


Thor/Summoner

The Prime, A and C variants are all nearly the same.
Spoiler


From the looks of it, the best choices for the Thor might be to only use the Prime, B and D.


MadCat/Timberwolf
Spoiler


From the looks of it, the best choices for the MadCat have a lot more choices with all the variants. Only D and A are very close.

Warhawk/Masakari
Spoiler


Direwolf/Daishi
Spoiler



#95 NRP

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Posted 08 February 2014 - 10:50 AM

Thanks guys! I didn't read far enough into the thread it seems. Dire Wolf's primary loadout looks pretty good. I think I can manage 4 fire groups. I think.

Also, I really love the Warhawk's primary loadout, but there is no way in hell 20 DHS are gonna handle 4 ERPPCs, even firing two at a time. I hope the heat profiles are tweaked to be a bit more reasonable because I really want to shoot people with this thing.

Edited by NRP, 08 February 2014 - 10:51 AM.


#96 Zerberus

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Posted 08 February 2014 - 11:10 AM

View PostMonsoon, on 07 February 2014 - 11:51 AM, said:

Looks like an error to me, not the first time something has gotten past proof reading with egregious errors in it.

Personally, I'm much more interested in the Masakari and Puma's Targeting Computers. Very curious to see how those would be implemented in game.

Seeing as mouse aiming essentially fulfills the same functuionality (choosing where the shot is supposed to go, here new and improved with intentional headshots), I wouldn`t be too surprised to see them simply dropped and replaced with hs /ammo /beagle /George Foreman grill. :D

Edited by Zerberus, 08 February 2014 - 11:10 AM.


#97 Thanatos676

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Posted 08 February 2014 - 11:21 AM

View PostZerberus, on 08 February 2014 - 11:10 AM, said:

Seeing as mouse aiming essentially fulfills the same functuionality (choosing where the shot is supposed to go, here new and improved with intentional headshots), I wouldn`t be too surprised to see them simply dropped and replaced with hs /ammo /beagle /George Foreman grill. :D


I thought a George Foreman grill was lostech even to the clans.. didn't the WOB bring it back?

#98 FireSlade

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Posted 08 February 2014 - 11:37 AM

View PostNRP, on 08 February 2014 - 10:50 AM, said:

Thanks guys! I didn't read far enough into the thread it seems. Dire Wolf's primary loadout looks pretty good. I think I can manage 4 fire groups. I think.

Also, I really love the Warhawk's primary loadout, but there is no way in hell 20 DHS are gonna handle 4 ERPPCs, even firing two at a time. I hope the heat profiles are tweaked to be a bit more reasonable because I really want to shoot people with this thing.

Just Chain fire then retreat when you are about to overheat. 60-75 damage in 2-2.5 seconds is brutal and will have the enemy (even an Atlas) running for cover if they see a Warhawk. Too hot to brawl in but at range (full damage to at least 810 meters) this mech will be the Grim Reaper. :D

#99 Cimarb

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Posted 08 February 2014 - 04:43 PM

View Post9erRed, on 07 February 2014 - 07:51 PM, said:


Will PGI actually build in these two special features?

- Target lead indicator
- component targeting

I'm just picturing the displayed Mech with 4 x ER PPC's and built in lead with component targeting. If you thought Clans might be dangerous before, now there down right scary.

9erRed

I assume it is just going to be a target lead indicator on the reticle like War Thunder has. Maybe multiple depending on loadout. Component targeting is already in place, obviously.

#100 Blue Shadow

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Posted 08 February 2014 - 06:33 PM

View PostStormwolf, on 08 February 2014 - 04:07 AM, said:


PGI's divergence from the TT is what is causing most of the problems here. You would normally be able to reconfigure your OmniMechs without being limited by hardpoints, just check out the canon configs here (use the variant box):

Timber Wolf/Mad Cat

I bet you won't be able to build things like the S and Pryde variants with PGI's customization system.

Also, a ton of people here don't have access to any recordsheets and whatnot, here's the stats for the other proposed mechs:

Dire Wolf/Daishi
Warhawk/Masakari
Summoner/Thor
Stormcrow/Ryoken
Nova/Black Hawk
Adder/Puma
Kit Fox/Uller

Don't get your hopes up when you see a set of hardpoints you like, Clan mechs are never going to be properly implemented because:
1. The mechlab gimmick broke the regular mechs by allowing too much customization without any drawbacks.
2. There are no restraints on tonnage, BV, tech level and Era settings.
3. Omnitech is designed for use in campaigns (refit inbetween missions), MWO is just a endless grind of singular missions.
4. Clans won't have any identity to them (honor point systems), everbody would just flock to the Clans without a proper reward/punishment system if they could grief Clan tech.
5. PGI doesn't care about point 1 to 4, they only want to sell mech packs.


Thanks for the info and links! Your point 4 is one I'm very disappointed about, even though I've never gotten into the lore beyond what I've learnt on these forums I still wonted them to stay true to the IP as much as possible and make the Clans a unique play style, and a challenge to fight.....total missed opportunity by PGI.





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