Clan Loadouts
#1
Posted 07 February 2014 - 04:10 PM
#2
Posted 07 February 2014 - 04:11 PM
#3
Posted 07 February 2014 - 04:13 PM
warning contains nerfs, luckily not to heavy but still.
Kyle Polulak, on 07 February 2014 - 01:49 PM, said:
I have included all images here under the spoiler tag; they are for your convenience.
#4
Posted 07 February 2014 - 05:16 PM
GalaxyBluestar, on 07 February 2014 - 04:13 PM, said:
warning contains nerfs, luckily not to heavy but still.
Kit Fox has only 4 hardpoints? Dafuq? Slow, underarmored light can't even boat big guns... And only 3 hardpoints on the Adder...
EDIT: And why did the Flamer get moved to the CT?
Edited by FupDup, 07 February 2014 - 05:28 PM.
#5
Posted 07 February 2014 - 05:55 PM
FupDup, on 07 February 2014 - 05:16 PM, said:
Kit Fox has only 4 hardpoints? Dafuq? Slow, underarmored light can't even boat big guns... And only 3 hardpoints on the Adder...
EDIT: And why did the Flamer get moved to the CT?
The Puma's Flamer has always been in the CT (along with there being 1 Endo-Steel critical in the CT and 1 Ferro-Fibrous critical in the Head).
#6
Posted 07 February 2014 - 06:03 PM
Strum Wealh, on 07 February 2014 - 05:55 PM, said:
Oh...I always thought it was in the head.
I've been living a lie all this time!
#7
Posted 07 February 2014 - 06:05 PM
#8
Posted 08 February 2014 - 05:05 AM
#9
Posted 09 February 2014 - 06:06 AM
#10
Posted 09 February 2014 - 03:08 PM
Butane9000, on 09 February 2014 - 06:06 AM, said:
I love the Stormcrow, always have. I might even spend the 55 bucks on getting it a la carte from the Clan pack if PGI does a good job in the months between now and June. But that's a big if at this point.
#11
Posted 09 February 2014 - 03:53 PM
Butane9000, on 09 February 2014 - 06:06 AM, said:
Still, the Ryoken will have its limits...
- Head: 1 open critical
- CT: 0 open criticals
- LT: 6 open criticals
- RT: 6 open criticals
- LA: 8 open criticals (9 with no Hand Actuator, 10 with no Lower Arm Actuator)
- RA: 8 open criticals (9 with no Hand Actuator, 10 with no Lower Arm Actuator)
- LL: 0 open criticals
- RL: 0 open criticals
(The above pod space value assumes that OmniMech armor weights/values (with the Ryoken carrying 98% of its maximum armor load - 182 of 185 in BT terms, doubled to 364 of 370 for MWO's scale) are locked, per "Clan Technology - A Design Perspective" - a point on which "OmniMech Rules and Construction" makes no mention.)
The available configurations would be any three (or more) of the Prime, A, B, C, and/or D (as those are the configurations available to the clans in/before 3050), which gives a lot of missile-based pods with a substantial number of energy-based pods and the occasional arm-mounted ballistics-based pod.
Edited by Strum Wealh, 09 February 2014 - 03:55 PM.
#12
Posted 09 February 2014 - 05:03 PM
Strum Wealh, on 09 February 2014 - 03:53 PM, said:
- Head: 1 open critical
- CT: 0 open criticals
- LT: 6 open criticals
- RT: 6 open criticals
- LA: 8 open criticals (9 with no Hand Actuator, 10 with no Lower Arm Actuator)
- RA: 8 open criticals (9 with no Hand Actuator, 10 with no Lower Arm Actuator)
- LL: 0 open criticals
- RL: 0 open criticals
(The above pod space value assumes that OmniMech armor weights/values (with the Ryoken carrying 98% of its maximum armor load - 182 of 185 in BT terms, doubled to 364 of 370 for MWO's scale) are locked, per "Clan Technology - A Design Perspective" - a point on which "OmniMech Rules and Construction" makes no mention.)
The available configurations would be any three (or more) of the Prime, A, B, C, and/or D (as those are the configurations available to the clans in/before 3050), which gives a lot of missile-based pods with a substantial number of energy-based pods and the occasional arm-mounted ballistics-based pod.
They've stated nothing that says you cannot remove or add armor points. Just that the type of armor is set (Ferro-Fibrous or Standard) as well as whatever critical slots that upgrade takes up.
#13
Posted 09 February 2014 - 05:41 PM
Butane9000, on 09 February 2014 - 05:03 PM, said:
They've stated nothing that says you cannot remove or add armor points. Just that the type of armor is set (Ferro-Fibrous or Standard) as well as whatever critical slots that upgrade takes up.
The first Command Chair post ("Clan Technology - A Design Perspective") explicitly stated that "the amount and distribution of armor" was one of the elements of an OmniMech that "cannot be customized at all".
The second Command Chair post ("OmniMech Rules and Construction") explicitly states that "armor type" and "the location of any critical slots occupied by the armor" are among the things that are "determined by Design on a per chassis basis and cannot be changed or customized in any way", but it does not make any statement regarding "the amount and distribution of armor"; it does not explicitly refute or contradict the Design Perspective post, nor does it explicitly reiterate or lend additional support to that particular point.
There is currently a thread on the NGNG forum making a point of seeking clarification on this particular point.
However, it should be noted that the Ryoken's armor has a total mass of 9.5 tons & it is already carrying 98% of its theoretical maximum armor load with a fairly good distribution; it is not as though it can carry significantly more armor, and it is not as though it can free up significantly more weight for additional weaponry without surrendering substantial portions of its armor.
#15
Posted 09 February 2014 - 05:58 PM
Does this mean engine ratings have been dropped in those mechs?
#16
Posted 09 February 2014 - 06:00 PM
Craig Steele, on 09 February 2014 - 05:58 PM, said:
Does this mean engine ratings have been dropped in those mechs?
It's a rounding thing. The TT speeds were rounded up, because mechs weren't able to move half of a hex each turn. They had to be whole numbers. In MWO, they don't get the benefit of rounding because this is a real-time game. We don't need to move in whole-numbers of hexes here.
On a side note, once you get tweak those mechs are slightly faster than their TT speeds (89.1 kph).
#17
Posted 09 February 2014 - 06:03 PM
FupDup, on 09 February 2014 - 06:00 PM, said:
On a side note, once you get tweak those mechs are slightly faster than their TT speeds (89.1 kph).
Ummm, Guess thats confusing me more now cause the IS mechs with 5/8 didn't have that. SHD, GRF and WVR all ran at 86kph no XP?
#20
Posted 10 February 2014 - 05:15 AM
Quote
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The occasional weapon or other piece of equipment (e.g. jump jets) that is included as part of the base configuration
This might mean that for example the single MG in Timber Wolf prime's CT could be fixed. It could mean that the flamer in the CT of the Adder is fixed.
Since the prime variant is the one that gets the bonuses, and the variant is defined by the CT used, you might be stuck with bringing useless weapons to the field with that CT.
I hope this isn't the case, but if it is, I'd bet it's going to lower the desireability of these variants greatly despite the match bonuses.
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