Jump to content

Will Clantech Allow Me To Make Super Mechs.


35 replies to this topic

#1 Chrithu

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • 1,601 posts
  • LocationGermany

Posted 09 February 2014 - 12:12 AM

When it comes to ballistics in my view Ilya Murromets is easily the best mech allowing for ballistic weapons in three different locations and thus running 3 of the big guns.

My question is: will clantech allow me to replicate this on other mechs and thus support the creation of an 100 ton assault beast that is shooting 3 AC/10 for like ever accompanied be 3ish LL/ML?

#2 DarkDevilDancer

    Member

  • PipPipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 1,108 posts

Posted 09 February 2014 - 04:39 AM

Well if omni pods work the same as lore says you can put any weapon you like in any configuration but they haven't announced which variants yet so we don't know.

Edited by DarkDevilDancer, 09 February 2014 - 04:43 AM.


#3 Butane9000

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 2,788 posts
  • LocationGeorgia

Posted 09 February 2014 - 06:04 AM

Lights

Mediums, Heavies and Assaults

These list the variants and links to Sarna the wiki describing each. For the most part we're likely to see all the variants (Mostly 3-5 per chassis) considering in the Omnimech rules and discussion thread they talked about giving each different omni part it's own tweaks and specialties to balance one having more hard points vs another.

The other 8 mechs we know we're going to see are:

Fire Moth (Dasher) - Light
Mist Lynx (Koshi) - Light
Viper (Dragonfly) - Medium
Ice Ferret - Medium
Mad Dog (Vulture) - Heavy
Hellbringer (Loki) - Heavy
Gargoyle (Man-O-War) - Assault
Gladiator (Executioner) - Assault

Each one of these mechs plus the 8 already announced have a "prime" variant or base and then additional variants. Usually tagged by a letter or number.

The other mechs in that list are their secondary or rear line battle mechs that fit all of MWO's requirements. By no means are they "all of the mechs available" as many clan mechs don't fit MWO's requirements.

Available in the timeline.
3+ timeline wise variants.

I highly suggest you check out the links at the top of my post and the links therein. I'm getting tired of re-posting this into every thread that pops up about the clans. Odanan's Ultimate Mech Discussion has almost all of the information you're looking for. There's also a search function that will drastically help you in finding this information.

#4 Josef Nader

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 2,243 posts

Posted 09 February 2014 - 06:37 AM

The Dire Wolf's base load out is 4 ER Large Lasers, 2 UAC 5s, 4 medium pulse lasers, and an LRM 10.

Clan mechs carry more gun than any IS mech. You can build to your heart's content.

#5 Lord Perversor

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 1,815 posts
  • LocationSomewhere in New Aragon

Posted 09 February 2014 - 07:08 AM

View PostJason Parker, on 09 February 2014 - 12:12 AM, said:

When it comes to ballistics in my view Ilya Murromets is easily the best mech allowing for ballistic weapons in three different locations and thus running 3 of the big guns.

My question is: will clantech allow me to replicate this on other mechs and thus support the creation of an 100 ton assault beast that is shooting 3 AC/10 for like ever accompanied be 3ish LL/ML?


In Theory yes and no.

To put it short if a Mech have several ballistics sections across his variants you can mix them to achieve the desired effect (as example the Mad cat may come with the possibility to put 2x Arms each with ballistics (B and C config) + 2x ST each with ballistic (if 2x MG of A config are in torsos) allowing a 4x Ballistics weapons)

The downside it's that due fixed slots for endo and FF you may find you can put any desired weapons and some sections only be able to mount weapons with 1-3 crits top thus negating higher ballistics weappons.

#6 Craig Steele

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,106 posts
  • LocationCSR Mountbatton awaiting clearance for tactical deployment

Posted 09 February 2014 - 07:10 AM

View PostLord Perversor, on 09 February 2014 - 07:08 AM, said:


In Theory yes and no.

To put it short if a Mech have several ballistics sections across his variants you can mix them to achieve the desired effect (as example the Mad cat may come with the possibility to put 2x Arms each with ballistics (B and C config) + 2x ST each with ballistic (if 2x MG of A config are in torsos) allowing a 4x Ballistics weapons)

The downside it's that due fixed slots for endo and FF you may find you can put any desired weapons and some sections only be able to mount weapons with 1-3 crits top thus negating higher ballistics weappons.


But if he is talking about 3 or 4, he is not talking AC 20's I guess. Unlikely crits will be an issue unless he wants 2 in a location?

#7 Monkey Lover

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 7,918 posts
  • LocationWazan

Posted 09 February 2014 - 07:16 AM

Gives me the feeling of a lot more ghost heat on the way:)

#8 Lord Perversor

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 1,815 posts
  • LocationSomewhere in New Aragon

Posted 09 February 2014 - 07:19 AM

View PostCraig Steele, on 09 February 2014 - 07:10 AM, said:


But if he is talking about 3 or 4, he is not talking AC 20's I guess. Unlikely crits will be an issue unless he wants 2 in a location?


Of course due the Clan weapons crit needs, if he plan to run 3-4 AC/5 or UAC/5 he'll find less issues than trying to fit huge ballistics (wich i can theorize 6 slots for clan Gauss in config B being the biggest ballistic a Mad cat can use as example)

#9 80sGlamRockSensation David Bowie

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 4,001 posts
  • LocationThe Island

Posted 09 February 2014 - 09:39 AM

Hint: You will be able to make a jumping double UAC20 Summoner (Summoner Prime base model + Summoner Alt config. D)


Oops, I leaked more spoilers again!

#10 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 09 February 2014 - 09:43 AM

View Postmwhighlander, on 09 February 2014 - 09:39 AM, said:

Hint: You will be able to make a jumping double UAC20 Summoner (Summoner Prime base model + Summoner Alt config. D)


Oops, I leaked more spoilers again!

Actually you can't. The Summoner has 22.5 tons of pod space. The Clan UAC/20 weighs 12 tons each. A pair of them is 24 tons. You can barely even do 2UAC/10 with a Thor, and you can only fit 2 tons of ammo and a backup ERSL.

No fun allowed. :\

Edited by FupDup, 09 February 2014 - 09:45 AM.


#11 XX Sulla XX

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,094 posts

Posted 09 February 2014 - 12:22 PM

If you read how Clan mechs are going to work carefully you can see they are designing them to prevent them. For example the space taken up by armor and endo steel upgrades etc are FIXED. They do this to prevent super mechs. And there are other mechanisms they will be using. But clearly their goal is to prevent super mechs and keep IS mechs competetive with Clan mechs.

#12 Roadkill

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,610 posts

Posted 10 February 2014 - 01:19 PM

View PostXX Sulla XX, on 09 February 2014 - 12:22 PM, said:

If you read how Clan mechs are going to work carefully you can see they are designing them to prevent them. For example the space taken up by armor and endo steel upgrades etc are FIXED. They do this to prevent super mechs. And there are other mechanisms they will be using. But clearly their goal is to prevent super mechs and keep IS mechs competetive with Clan mechs.

Exactly.

In other words, PGI's "Clan Mechs" aren't going to be anything like the tabletop Clan Mechs. While this is necessary for MWO game balance with IS Mechs, it's going to be jarring for people who want/expect to see and play TT Clan Mechs.

You can bet that the "fixed" crits for Clan Ferro Fibrous and Clan Endo Steel won't be in the legs and head. They'll be carefully placed in arms and torsos to prevent specific kinds of builds regardless of which Omni pods are installed.

#13 Hillslam

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,198 posts
  • LocationWestern Hemisphere

Posted 10 February 2014 - 01:38 PM

good

TT was fubar

#14 Levi Porphyrogenitus

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • Mercenary
  • 4,763 posts
  • LocationAurora, Indiana, USA, North America, Earth, Sol, Milky Way

Posted 10 February 2014 - 01:42 PM

View PostRoadkill, on 10 February 2014 - 01:19 PM, said:

Exactly.

In other words, PGI's "Clan Mechs" aren't going to be anything like the tabletop Clan Mechs. While this is necessary for MWO game balance with IS Mechs, it's going to be jarring for people who want/expect to see and play TT Clan Mechs.

You can bet that the "fixed" crits for Clan Ferro Fibrous and Clan Endo Steel won't be in the legs and head. They'll be carefully placed in arms and torsos to prevent specific kinds of builds regardless of which Omni pods are installed.


In other words, PGI's Omnimechs are going to be almost exactly like TT Omnimechs (more lenient in that apparently they'll allow you to add more armor points, slightly less since they're adapting their hardpoint system to Omni Configurations).

You can bet that fixed critical slots will be exactly where they are in the fixed TT critical slots, and all fixed gear will be exactly the same as the fixed gear in the TT.

#15 Appogee

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 10,967 posts
  • LocationOn planet Tukayyid, celebrating victory

Posted 10 February 2014 - 01:46 PM

View PostXX Sulla XX, on 09 February 2014 - 12:22 PM, said:

If you read how Clan mechs are going to work carefully you can see But clearly their goal is to prevent super mechs and keep IS mechs competetive with Clan mechs.

I really hope they achieve this.

They must have lots of commercial temptation to obsolete our IS Mechs and cause us to buy new Clan ones.

I really hope IS Mechs stay viable.

#16 Deathsani

    Member

  • PipPipPipPipPipPip
  • 220 posts

Posted 10 February 2014 - 02:54 PM

Posts like these scare the pants off of me. I feel like either the clan drop will change nothing, or make the game completely obnoxious for IS pilots after june. Here's to hoping I'm wrong and that all these abstract rules will make clan pilots more rather than less skilled.

#17 Sephlock

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,819 posts

Posted 10 February 2014 - 03:12 PM

No. They are already nerfing clan tech into the dirt.

#18 Craig Steele

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,106 posts
  • LocationCSR Mountbatton awaiting clearance for tactical deployment

Posted 10 February 2014 - 03:23 PM

View PostRoadkill, on 10 February 2014 - 01:19 PM, said:

Exactly.

In other words, PGI's "Clan Mechs" aren't going to be anything like the tabletop Clan Mechs. While this is necessary for MWO game balance with IS Mechs, it's going to be jarring for people who want/expect to see and play TT Clan Mechs.

You can bet that the "fixed" crits for Clan Ferro Fibrous and Clan Endo Steel won't be in the legs and head. They'll be carefully placed in arms and torsos to prevent specific kinds of builds regardless of which Omni pods are installed.


They will more likely follow the 'fixed" standards set by canon which means largely arms and torsos are where weapons / ammo go.

I doubt PGI will go out of their way just to make your day bad, they'll just follow the canon?

#19 Chuck B

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • 253 posts

Posted 10 February 2014 - 04:12 PM

View PostJason Parker, on 09 February 2014 - 12:12 AM, said:

When it comes to ballistics in my view Ilya Murromets is easily the best mech allowing for ballistic weapons in three different locations and thus running 3 of the big guns.

My question is: will clantech allow me to replicate this on other mechs and thus support the creation of an 100 ton assault beast that is shooting 3 AC/10 for like ever accompanied be 3ish LL/ML?



Ya if Im right you will be able to make a 6 ballistic (1 each arm and 4 in one of the torsos) and 8 or 9 Energy slot builds with the dire wolf Dire wolf B's torso's and the arms of the Prime. You have 50.5 tons to play with and 8 internal slots in each location LT,RA.LA for weapons and 8 slots in the RT 2 slots in the RL and a 1 on the head and CT for ammo or other equipment.

so you will see 3 Uac20 builds, 4 Uac10 builds, both are ugly but they will have their down sides. What will be scary is the 6 uac2 builds with ERLL's as their back ups.

#20 Praehotec8

    Member

  • PipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 851 posts

Posted 10 February 2014 - 04:25 PM

Actually, what I think will happen is this:

PGI will try very hard to stick to TT rules as much as possible while making small modifications to keep the clan mechs from being insurmountably better than IS mechs.

They will come up with a solution that is close, but flawed. Overall the majority of players will be able to use either faction just fine, but the top tier players will be incensed that [insert faction] mechs are completely sub-par now. The forums will be flooded with anger, and outrage.

As a result, PGI will insititute several arcane fixes that, while overall effective in improving balance, are counter to the method many players wanted, causing further outrage.

Finally, the first steps of CW will arrive, and focus will shift to the imbalance between the locations of factions' home worlds, and the small imbalances between the IS and clans will gradually fade from public focus.

You heard it here first. =P





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users