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Clan Mechs.... Still A Lot Unknown?


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#1 Gwydion Ward

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Posted 14 March 2014 - 02:14 PM

Ok.. so the Clan Mech's are scheduled to come out in roughly 2 months.... but looking at the FAQ post attatched to the Clan Mech purchasing page... there's still nearly 1/2 of it with: " More details on this component will be coming soon. " as the answer to alot of the 'questions'.

Any chance any of those (like the war-horn, or when standard variants will go on sale) will be answered prior to the day before the Mech's release?

Edited by Rhapsody Repine, 14 March 2014 - 02:14 PM.


#2 SirLANsalot

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Posted 14 March 2014 - 05:46 PM

variates will show up one at a time after the launch month. Starting with a light, and moving on in a normal schedule like we have now.

would love to know what the warhorn will do.


Also would like to know what hardpoints the Alt A and Alt B of each mech will have, and would like to know if there will be more then just those 2 alts. Some of the Clan mechs have Alt C and D available at this time as well.

#3 Zolaz

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Posted 14 March 2014 - 05:56 PM

The warhorn will be a cockpit item that you can move from mech to mech. When you kill someone it will play like the Heavy Metal does. It is strange that PGI doesnt want to tell us what is included in the Clan Package when it is almost here.

#4 A Man In A Can

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Posted 14 March 2014 - 06:00 PM

Thread on Warhorns. I think somewhere in there there's a statement about what they do.

On hardpoints here is an easy pic. Some inaccuracies in there but mostly correct. Which ones PGI will choose however is anyone's guess (except for the Dire Wolf, that's a given all of them are going to be in there).

Posted Image

Edited by Mechwarrior Mousse, 14 March 2014 - 06:08 PM.


#5 Jin Ma

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Posted 14 March 2014 - 09:08 PM

wow assuming they currently have 2-3 done. means they only have 3 months to do 5-6 mechs. i hope these clan mechs arn't rushed.

i hope they look well crafted. no funky size shenanigans

Edited by Jin Ma, 14 March 2014 - 09:16 PM.


#6 SirLANsalot

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Posted 14 March 2014 - 11:37 PM

View PostJin Ma, on 14 March 2014 - 09:08 PM, said:

wow assuming they currently have 2-3 done. means they only have 3 months to do 5-6 mechs. i hope these clan mechs arn't rushed.

i hope they look well crafted. no funky size shenanigans


Well the Puma and the Dishi are the same mech in looks, so once you make one you it would be easy to model the other.

#7 Devil Fox

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Posted 14 March 2014 - 11:51 PM

View PostMechwarrior Mousse, on 14 March 2014 - 06:00 PM, said:

Thread on Warhorns. I think somewhere in there there's a statement about what they do.

On hardpoints here is an easy pic. Some inaccuracies in there but mostly correct. Which ones PGI will choose however is anyone's guess (except for the Dire Wolf, that's a given all of them are going to be in there).

Posted Image


Latest version:

Posted Image

Any more issues I'm sure to be told in another thread.

To date all we know is that the clan mechs will be released one per month by how the packages upgrade, thus Uller then Blackhawk, then Thor etc for 8 months. Their thinking of releasing an IS mech each month alongside for the first 4 months then poll us if we like having 2 mechs released a month...

Otherwise we got information VIA twitter that the Warhorns are in-essence a cockpit item that acts like the Heavy Metal's music playing ability, but will be swappable between cockpits. Whether this means we can customise each one to play a different sound bit or if they'll release separate horn's with unique sound bit's is unknown (because of course they haven't fleshed the details out past concept).

Other then that there are the build rules they've touched on, that is crit slot for hardlocked gear and Ferro/Endo spaces will be locked along side the type of armour and internal armour, any chassis locked heatsinks, as well as engine size. We will be able to change armour levels (a MUST for MWO where front loading to absorb alphas occurs), and a concept of how the hardpoint swapping and pods will work.

Was rumour that clan hardpoints might be size restricted (if someone can prove it source kthx), but I think most will be restricted just by location of the hard-locked equipment on most chassis, or the size of the current stock equipment that will restrict tonnage limit on weapon load-outs (eg. Thor has a huge engine but suffers from a low weapon tonnage payload due to hard-locked DHS and Jumpjets).

What Clans will force players to do is build smart, think smart, play smart... the meta of Clan mechs is going to be quite varied compared to the Inner Sphere I believe. I think I touched on everything... I'm too lazy to find sources at present though.

Edited by Apostal Sinclair, 15 March 2014 - 12:00 AM.


#8 Pariah Devalis

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Posted 15 March 2014 - 07:03 AM

View PostApostal Sinclair, on 14 March 2014 - 11:51 PM, said:

Spoiler




Interesting thing to note is that if you build clan mechs with the restrictions PGI outlined in editing software, Clan mechs will be largely light on ballistic loadouts. ERPPC and lasers are going to be the meat and potatoes of a lot of builds, as are missiles. This is simply because only the Direwolf actually has the combination of tonnage and appropriate hardpoints to actually "boat up" on ballistics. ERPPC, being hotter than hell, would be a problematic first choice as a primary Clan go to weapon, but it does hit significantly harder than IS ERPPC. TT values have it hitting like Gauss Rifles, but if it was pared down to 13 damage it would still be a perfectly functional primary weapon system.

#9 151st Light Horse Regiment

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Posted 15 March 2014 - 07:12 AM

LOL That daishi is gonna be impossible to kill.

#10 SirLANsalot

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Posted 15 March 2014 - 08:09 AM

View PostPariah Devalis, on 15 March 2014 - 07:03 AM, said:



Interesting thing to note is that if you build clan mechs with the restrictions PGI outlined in editing software, Clan mechs will be largely light on ballistic loadouts. ERPPC and lasers are going to be the meat and potatoes of a lot of builds, as are missiles. This is simply because only the Direwolf actually has the combination of tonnage and appropriate hardpoints to actually "boat up" on ballistics. ERPPC, being hotter than hell, would be a problematic first choice as a primary Clan go to weapon, but it does hit significantly harder than IS ERPPC. TT values have it hitting like Gauss Rifles, but if it was pared down to 13 damage it would still be a perfectly functional primary weapon system.



They said the Clan ERPPC will be the SAME as the IS one in damage and possibly heat.

Tonnage and Crit savings ALONE is going to make the clan mechs very very strong, they don't need the damage to go with it and PGI has mentioned that the Clan ERPPC will not be doing 15 damage, but the normal 10 instead. Range and heat should be staying the same as IS as well, but they have said nothing about those two stats on the CERPPC.

#11 NRP

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Posted 15 March 2014 - 08:34 AM

Now that PGI has at least one Clan mech up and running, I'd guess that they will be able to test all kinds of stuff in game fairly quickly and get us more feedback info soon.

I really hope they take this opportunity to give the Clan mechs a different heat scale model - one with relatively low heat capacity but relatively high dissipation. This will prevent massive alpha strikes, but still allow good DPS with the hot ass Clan energy weapons. It's the perfect opportunity too, Clan being different tech and all. If it works out, they can roll it out to IS mechs in the future when mixed tech becomes prevalent.

Edited by NRP, 15 March 2014 - 08:39 AM.


#12 Pariah Devalis

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Posted 15 March 2014 - 09:24 AM

View PostSirLANsalot, on 15 March 2014 - 08:09 AM, said:



They said the Clan ERPPC will be the SAME as the IS one in damage and possibly heat.




Quote or nothing. I have seen nothing saying Clan ERPPC will be the same damage as IS ERPPC on either clan tech discussion OR twitter OR reddit. Only thing said was Garth claiming "not over his dead body" And, well... Garth is not with PGI anymore.

Even so, Garth said not 15 damage. That is not the same as 10 damage.

Edited by Pariah Devalis, 15 March 2014 - 09:26 AM.


#13 4b4dd0n

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Posted 15 March 2014 - 10:02 AM

Is it right that i can choose for every mechpart a different hardpoint variant? For example i take for the daishi on the arms the prime version and for the torsos the b version and have 6 ballistic slots and 9 energy slots?

Edited by 4b4dd0n, 15 March 2014 - 10:03 AM.


#14 SirLANsalot

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Posted 15 March 2014 - 10:59 AM

View PostPariah Devalis, on 15 March 2014 - 09:24 AM, said:



Quote or nothing. I have seen nothing saying Clan ERPPC will be the same damage as IS ERPPC on either clan tech discussion OR twitter OR reddit. Only thing said was Garth claiming "not over his dead body" And, well... Garth is not with PGI anymore.

Even so, Garth said not 15 damage. That is not the same as 10 damage.


http://youtu.be/M07mAMz-i_0

View Post4b4dd0n, on 15 March 2014 - 10:02 AM, said:

Is it right that i can choose for every mechpart a different hardpoint variant? For example i take for the daishi on the arms the prime version and for the torsos the b version and have 6 ballistic slots and 9 energy slots?

yes.
Translates into (at minimum) 6 UAC2 and 8 ERML for the prime if you trade torsos around, or 9 ERML if you take the arms from the prime and put em into the B.

The Stormcrow/Ryoken will be able to boat those ERML like a boss too and go 97kph (or about 106kph with speed tweak).

Edited by SirLANsalot, 15 March 2014 - 10:59 AM.


#15 Pariah Devalis

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Posted 15 March 2014 - 11:07 AM

View PostSirLANsalot, on 15 March 2014 - 10:59 AM, said:



Clan engines. Clan XL engine require double side out.

Armor. Armor adjustable values, fixed type.

Stars vs lances. "Not quite going to go this route." May alter it to 10v12.

Setups and hardpoints. Previews as on this site.


AKA: NOTHING about ERPPC. Again, l request a source for your claim. If your links fail to provide appropriate sourcing, you might as well attach links to My Little Pony episodes.

Stating one thing with no basis is bad practice.

#16 A Man In A Can

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Posted 15 March 2014 - 04:12 PM

Newest version with available crits for each location, how fast each mech will be with speed tweak, and a few additional details on the hardwired components. :D

Posted Image

#17 Jin Ma

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Posted 15 March 2014 - 05:04 PM

View PostSirLANsalot, on 14 March 2014 - 11:37 PM, said:


Well the Puma and the Dishi are the same mech in looks, so once you make one you it would be easy to model the other.


puma and kit fox share the same legs. so thats 1/2 mech done with one stone. Daishi and warhawk also share the same legs.





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