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Clan Mech Stats...


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#21 xXBagheeraXx

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Posted 09 March 2014 - 09:04 AM

View PostPariah Devalis, on 09 March 2014 - 08:57 AM, said:

You can buy the omni modules alone, but it is a hard point that exists on another version of that chassis. So it is not 100% free hard point selection, but it is pretty damned good. Each omnimodule has its own set of hardpoints.


Oh ok, so the only thing that remains is for PGI to actually release a list of the omni pods then....I'd still like to know what kind of evil i can concoct before I get anything.

#22 General Taskeen

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Posted 09 March 2014 - 09:17 AM

The good (bad) news is that as 20DHS+ does now, offers a heat threshold that is 10-20+ over the MW4 arcade hard limit of "60" which is around 76 on a normal temp map and 96 on a cold a map in MWO with all efficiencies unlocked. The heat system is more arcade than MW4 (in terms how much you can fire) for any Mech, including Clan Mechs.

#23 Hawk819

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Posted 09 March 2014 - 09:23 AM

Actually, nothing was said about the Heat Sinks. They can be removed and added at a whim. So an LB-20 can be added to the torsos (RT/LT). Same with the Ultra 20.

#24 Pariah Devalis

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Posted 09 March 2014 - 09:29 AM

The base chassis hardwired DHS cannot be removed. Each variant may have more than the base number, however. For example, twolf has 15, dwolf has 13. Variants thereof can have more like in the case of the direwolf. The base hardwired cannot be removed but the extra can

#25 FireSlade

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Posted 09 March 2014 - 09:34 AM

View PostFupDup, on 09 March 2014 - 08:35 AM, said:

CASE doesn't stop an ammo explosion, it just contains it to a single body location. You still lose the limb every time.

I never said that it would stop the explosion just that you did not need to worry about it as long as you do not put any in the CT. Personally I rather lose an arm or even a ST and not worry about it spreading to the CT and killing me. For something that is "free" (no tons or slots) and is in every section of the mech, that is one very good perk for clan mechs, especially since they are following TT rules for XLs (need 3 or more engine slots to be destroyed for a kill).

Edited by FireSlade, 09 March 2014 - 09:35 AM.


#26 xXBagheeraXx

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Posted 09 March 2014 - 10:01 AM

View PostPariah Devalis, on 09 March 2014 - 09:29 AM, said:

The base chassis hardwired DHS cannot be removed. Each variant may have more than the base number, however. For example, twolf has 15, dwolf has 13. Variants thereof can have more like in the case of the direwolf. The base hardwired cannot be removed but the extra can



yeah, this..so mechs like the Warhawk are stuck with 20 hardwired heatsinks, One entire side torso is nothing but dhs, and nothing can be put there...

Interestingly, the prime comes with a 4 ton 4 crit Targeting computer (according to skunkworks) taking up the other side torso....will targeting computers be implemented when this thing drops? if so that would make this the ppc spammer from HELL, and I wont feel nearly so bad about being "stuck" with ppc heavy builds in this mech due to the number of fixed sinks...

#27 Pariah Devalis

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Posted 09 March 2014 - 10:08 AM

Take a look at the Charlie. TarCom, 23 DHS, 2xERPPC, 2xCLPLas and a flamer. Drop a flamer, half a ton of leg armor, and add one more DHS. CLplas have around 600 range.

Edited by Pariah Devalis, 09 March 2014 - 10:16 AM.


#28 xXBagheeraXx

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Posted 09 March 2014 - 10:17 AM

IF the targeting computers actually work when this drops...lol

And they will probably nerf clan lpls...cant have pulse lasers outranging and out damaging innersphere ppcs now! xD

#29 Pariah Devalis

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Posted 09 March 2014 - 10:59 AM

Why not? At least as far as range is concerned. Hot, not quite frontloaded damage (but close), and an energy equivalent to ac10. 550 range would still put it solidly in the great weapon pile and useful against lights.

#30 3rdworld

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Posted 09 March 2014 - 11:29 AM

So according to the Devs:

Engines cannot be changed, you swap Hardpoint configs piece by piece from 1 variant to the other, but the CTs stay with that variant. All mechs not with stock JJs are listed as not JJ capable. Armor can be moved. Hardlocked crits cannot be moved.

Here are the hardpoint options:

Posted Image

A = ams. n = possible for a version with no Hardpoint in that location. The Flamer on the Adder is hardlocked on its CT.

Edited by 3rdworld, 09 March 2014 - 11:30 AM.


#31 xXBagheeraXx

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Posted 09 March 2014 - 12:27 PM

View Post3rdworld, on 09 March 2014 - 11:29 AM, said:

So according to the Devs:

Engines cannot be changed, you swap Hardpoint configs piece by piece from 1 variant to the other, but the CTs stay with that variant. All mechs not with stock JJs are listed as not JJ capable. Armor can be moved. Hardlocked crits cannot be moved.

Here are the hardpoint options:

Posted Image

A = ams. n = possible for a version with no Hardpoint in that location. The Flamer on the Adder is hardlocked on its CT.

Thor has no hardpoints whatsoever....WHY do people like that mech so much again? lol...

Daishi are going to be very arm heavy...no cool :/

#32 Pariah Devalis

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Posted 09 March 2014 - 01:21 PM

I have been asking that question for years. It is a jump capable platform that sacrifices too much for the mobility it has. Granted, the weapon systems it has are at or near best in slot weapon systems, but it is such a boring mech, loadout wise.

#33 xXBagheeraXx

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Posted 09 March 2014 - 02:42 PM

Cant even use both arms...one arm in all the variants is just there to look pretty...so im pretty much down to the dire wolf that is going to lose most of its weapons on an arm crit, the Madcat which will also lose its main ballistic on an arm crit, or the masakari that is going to be nothing BUT arm weapons, and probably only useful going very energy heavy...im noticing a trend here lol.

#34 Pariah Devalis

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Posted 09 March 2014 - 02:48 PM

Most clan mechs are very arm heavy. Some people see that as a disadvantage. Personally, I see that as a perk. I hate having torso weapons that cannot track onto targets on hills or who are down below you. Arm mounted weapons means your target is always within your reach.

#35 FireSlade

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Posted 09 March 2014 - 04:22 PM

View PostPariah Devalis, on 09 March 2014 - 02:48 PM, said:

Most clan mechs are very arm heavy. Some people see that as a disadvantage. Personally, I see that as a perk. I hate having torso weapons that cannot track onto targets on hills or who are down below you. Arm mounted weapons means your target is always within your reach.

This is me. I will just about always put my strongest weapons in my arms so that lights and fast mediums are always at risk. I just about always max out my JJs too so maybe I just am crazy.

#36 SirLANsalot

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Posted 09 March 2014 - 07:23 PM

Things we know about the clan mechs from PGI.

Armor can be adjusted so you can front load it as you see fit.
Eng rating cannot be changed (still up for debate however)
Heat sinks, they have said nothing about these. Assume will be much like ours and can be moved around to make room for stuff. They are 2 crits each so you can place 1 in each leg.
Hard Locked Crits from Endo/ferro, have heard conflicting things about this. Most have been wishes from the nublet TT crowd by having them hardlocked (not dynamic). However I have hard that they ARE dynamic (easy to program that way really) and will move around like these two systems do now (but are 7 crits each for a total of 14 crits you cannot remove). So we will see what they will be when the time comes.



I know many TT nutjobs want clan mechs to be EXACTLY like they are in the game, but thats not mechwarrior. Clans already have some hard limiting things going against them that IS mechs have a choice of having or not. Clan Omni mechs (most) have Ferro/Endo for 14 crits total, plus all have XL engs as well. This means there are a total of 18 Crits you cannot remove, or get rid of, in any way shape or form. That ALONE is enough of a limitation to people building there mechs in how they see fit. As for the Eng rating thing, it might be lifted eventually once PGI sees the clan lights not being used. Granted the ones we are getting are supposed to be fire support light mechs, not super speed lights. However people will want to run these mechs like any other light mech, and speed is everything to a light, even a clan one. So time will tell if this gets lifted and we are allowed to adjust Eng ratings, but not type for obvious reasons.




The way PGI has stated they are doing the Omni Pod system is you will be able to take a Torso/arms from like an Alt B or A config, and swap it with a Prime or A or B Torso/arm. So for example, the Alt B of a Dire Wolf has 4 ballistics (2 in each torso) in the torsos (4 UAC2), you would be able to swap both the left and right torso of that mech, and put them into a Dire Wolf Prime, that has only a Missile in the RT. So then your Prime would have 8E and 2B in the arms and 4B in the torsos which would be something to fear.

Edited by SirLANsalot, 09 March 2014 - 07:24 PM.


#37 xXBagheeraXx

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Posted 11 March 2014 - 10:14 AM

View PostSirLANsalot, on 09 March 2014 - 07:23 PM, said:

Things we know about the clan mechs from PGI.

Armor can be adjusted so you can front load it as you see fit.
Eng rating cannot be changed (still up for debate however)
Heat sinks, they have said nothing about these. Assume will be much like ours and can be moved around to make room for stuff. They are 2 crits each so you can place 1 in each leg.
Hard Locked Crits from Endo/ferro, have heard conflicting things about this. Most have been wishes from the nublet TT crowd by having them hardlocked (not dynamic). However I have hard that they ARE dynamic (easy to program that way really) and will move around like these two systems do now (but are 7 crits each for a total of 14 crits you cannot remove). So we will see what they will be when the time comes.



I know many TT nutjobs want clan mechs to be EXACTLY like they are in the game, but thats not mechwarrior. Clans already have some hard limiting things going against them that IS mechs have a choice of having or not. Clan Omni mechs (most) have Ferro/Endo for 14 crits total, plus all have XL engs as well. This means there are a total of 18 Crits you cannot remove, or get rid of, in any way shape or form. That ALONE is enough of a limitation to people building there mechs in how they see fit. As for the Eng rating thing, it might be lifted eventually once PGI sees the clan lights not being used. Granted the ones we are getting are supposed to be fire support light mechs, not super speed lights. However people will want to run these mechs like any other light mech, and speed is everything to a light, even a clan one. So time will tell if this gets lifted and we are allowed to adjust Eng ratings, but not type for obvious reasons.




The way PGI has stated they are doing the Omni Pod system is you will be able to take a Torso/arms from like an Alt B or A config, and swap it with a Prime or A or B Torso/arm. So for example, the Alt B of a Dire Wolf has 4 ballistics (2 in each torso) in the torsos (4 UAC2), you would be able to swap both the left and right torso of that mech, and put them into a Dire Wolf Prime, that has only a Missile in the RT. So then your Prime would have 8E and 2B in the arms and 4B in the torsos which would be something to fear.



Kinda makes me wonder how hero clanners will perform...because wont that make hero omnipods (if they use configurations other variants dont have) available for all the other mechs?

#38 Pariah Devalis

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Posted 11 March 2014 - 10:19 AM

I would imagine so. The core of the mech would still be the determining factor for hero mech ex rewards, and like with the current slew there is incentive to run a pure build omnipoint wise.  Still, I would pop the jump jets off an Aiden Timber Wolf in a heartbeat.

Alternatively they might sell hero omnimodules rather than mechs.

Edited by Pariah Devalis, 11 March 2014 - 10:20 AM.


#39 xXBagheeraXx

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Posted 11 March 2014 - 10:22 AM

Cant see them NOT selling the Widowmaker or Prometheus as a whole mech....and im sure they had custom camo.





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