Urbanmech Arrives On The Battlefield!
#1514
Posted 17 November 2014 - 03:36 PM
#1515
Posted 17 November 2014 - 03:53 PM
Victor Morson, on 14 October 2014 - 06:11 PM, said:
You couldn't pick up the Urbanmech to my knowledge.
The only way to encounter an Urbanmech would be to target a spectator in the arena, to basically blow away the stands and steal their crappy rent-a-mech. The combatant that would get thrown at you was an Urbie with an AC/10.
You could steal the Chamelon, though. It was my first BT game, so I thought the Chamelon was "God Tier" amongst mechs, hilariously.
The Chameleon WAS god tier in a game where nothing broke 35 tons otherwise. It was a slightly uptonned Phoenix Hawk after all.
And once in a while, you'd get an Urbanmech as your arena rental. You could then steal it, though obviously it wasn't as easy to get away with as some 'Mechs...
#1516
Posted 17 November 2014 - 04:07 PM
The original Urbanmech quirked to have ballistic cooldown improvements, naturally. We're talking Dragon-1N rates of fire for it's AC/10 instead. Maybe a bit of love for it's death ray small laser. That's the -60.
It won't have fast legs. It'll have fast GUNS.
And the AC/20 version, same deal, only for it's bigger gun. That's the 60L.
The LB-10X/SPL quirk one would be the -63, naturally.
#1517
Posted 17 November 2014 - 06:23 PM
wanderer, on 17 November 2014 - 04:07 PM, said:
The original Urbanmech quirked to have ballistic cooldown improvements, naturally. We're talking Dragon-1N rates of fire for it's AC/10 instead. Maybe a bit of love for it's death ray small laser. That's the -60.
It won't have fast legs. It'll have fast GUNS.
And the AC/20 version, same deal, only for it's bigger gun. That's the 60L.
The LB-10X/SPL quirk one would be the -63, naturally.
I've actually been pondering what quirks the Urbanmech would get, as well as the Variants we'd recieve. So far, here's what I can think of:
1. MASSIVE quirks for armor and structure (at least for a light mech) quite possibly making it as durable as a 35-40 ton mech in a 30 ton frame . . . that is IF you max the standard defensive stats. This makes up for the definitively low maximum engine it'll have. It could also have JJ quirks helping it get more lift or burn-time than other mechs in the same weight class; and possibly giving the mech significant hopping maneuverability for the Jump Jets it carries.
2. Obviously all available variants in this time frame will have some sort of ballistic quirk. I have to agree with wanderer that these will be hefty buffs, no matter the base weapon used. Theoretically, they could give us a variant of the R70 with an Ultra/5 instead of a Rotary/5. Either way all of these little monsters are going to be carrying vicious Ballistics.
3. Depending on the other variants, we could see some actual decent energy quirks out there. The R63 actually has the Small Laser and a Small Pulse Laser. OR we could get a mildly modified R80 (we don't have snub-nosed PPC's in game . . . yet), which would give us an ALL ENERGY URBIE with ECM.
4. Although not necessarily a quirk, the Urbanmech could actually end up being the mech with the SMALLEST profile of any mech in the game . . . along with high-placement arm-mounted weapons and high-seated cockpit for visibility, this would give the Urbanmech some nasty advantages . . . it could easily be built shorter than a Locust but stockier and broader than it's light brethren.
5. Also not necessarily a quirk, it could be a mech that is actually given 360 degree torso movement via over 180 degree torso twist in either direction after masteries are unlocked. Couple this with extremely quick torso movement capabilities and you have something akin to an ultra-tiny sharpshooting trashcan.
Of course, all the quirking is going to depend on variants . . . ahh, variants:
R60 - 3025 stock . . . definitely going to have it.
R60L - 3025 available . . . certainly possible, but quirking it and still keeping it effective for an AC/20 would be absurdly difficult, unless they just give it a boatload of hardpoints and just give generic ballistic/energy range (with energy cooldown), making it a prime MG & SL boat.
R63 - 3050 available . . . solid possibility with extra energy hardpoints.
R63 "MG Version" - 3050 Available . . . just with an MG for extra ballistics in the torso instead of energy.
R68 - No-go . . . no MRMs in game (with none slated for a while)
R69 - No-go . . . need to introduce the IS versions of all the fancy Clan Weapons (Ultra/10 and ER-SL), which they said is not going to happen anytime soon. It's not really modifiable . . . otherwise you're just making an R60 with more ammo or something.
R70 - Possible with modifications . . . dump the ER Lasers for Standards and use an Ultra/5 instead of a Rotary/5 and you're set . . . it'd make a nice PGI MWO specific variant. Give it enough cooldown quirks for the Ultra/5 and it'd certainly feel like a Rotary/5 being fired. You could maybe even give it a quirk to remove the chance of jamming with an Ultra/5 . . . always guaranteeing a double-tap. Dakka-Wolves would be nothing compared to what this beast could generate!
R80 - Very Doable with modifications . . . dump the Improved Jump Jets for extra regulars and save a ton from the removed improved Jump Jets to turn the Snub-PPC into a regular PPC . . . OR just introduce the Snub-PPC to MWO (not a far stretch of tech limits . . . a 1 ton lighter PPC with no minimum range and a very prolonged damage dropoff out to 900m maximum range). It also actually comes with TAG, BAP, and ECM. Again, a nice "PGI" variant that they could introduce via modifications if they don't introduce the new technology.
. . . Personally, I wouldn't complain about seeing the Snub-PPC introduce early into MWO courtesy of the Urbanmech.
Anyway, it's just theorycrafting, but I wasn't far off on the Enforcer theory that I had, where I did propose the concept of making up their own variant as a more likely scenario.
#1518
Posted 18 November 2014 - 05:16 AM
Wintersdark, on 17 November 2014 - 01:46 PM, said:
he would have been here at the beginning of closed beta but they made a mistake and made it stock so it's only just now come within scanning range of the cryengine system to finally be put in.
#1519
Posted 18 November 2014 - 06:13 AM
#1520
Posted 18 November 2014 - 06:25 AM
Quote
UM-R60 (2675): 1E, 1Bm 0M, 2JJ - AC10, SL
- UM-R60C (?): 1E, 2B, 0M, 2JJ - AC10, SL, MG
UM-R60L (2925): 1E, 1B, 0M, 2JJ - AC20, SL
UM-R63 (3050): 2E, 1B, 0M, 2JJ - LBX10, SL, SPL
UM-R68 (3062): N/A
UM-R69 (3063): N/A
UM-R70 (3066): N/A
UM-AIV (3072): N/A
UM-R80 (3076): 4E, 0Bm 0M, 1ECM, 2JJ - PPC, SL, SPL, TAG, ECM
Being the R80 is too far out of Timeline (till the possible time jump, but I don't think that'll be for a while yet), the logical is R60, R60L and R63.
Expanding the Hardpoints a little along the lines of:
R60 - RA 1B, LT 1B, LA 1E: This allows you to make the C variant too!
R60L - RA 2B, LA 1E: 3 Hardpoints as a standard? Gives option for a twin ballistic arm.
R63 - RA 1B, LT 1E, LA 1E: Retains 3 Harpoints it has as standard.
Alternatively, up it to a 5 hardpoint standard:
R60 - RA 1B 1E, LT 1B, LA 1B 1E: Still retains ability to 'C' it, and allows for a trip-MG build, twin AC2 build or something.
R60L - RA 2B, LT 1E, LA 2E: Sorta reverse R60, with 3E, 2B.
R63 - RA 1B, RT 1E, CT 1E, LT 1E, LA 1E: 1B, 4E, can zombie.
#1521
Posted 18 November 2014 - 06:30 AM
#1523
Posted 18 November 2014 - 06:51 AM
Hillslam, on 18 November 2014 - 06:30 AM, said:
Our Lord Urbie doth blow minds wherever it's divine feet blesses any of the heavenly bodies. May it's autocannon protect you on your perilous journey through the Jungles, brother!
#1524
Posted 18 November 2014 - 06:59 AM
#1525
Posted 18 November 2014 - 07:24 AM
Edited by Ragashar, 18 November 2014 - 07:35 AM.
#1527
Posted 18 November 2014 - 07:49 AM
#1529
Posted 18 November 2014 - 09:15 AM
Ovion, on 18 November 2014 - 06:25 AM, said:
UM-R60 (2675): 1E, 1Bm 0M, 2JJ - AC10, SL
- UM-R60C (?): 1E, 2B, 0M, 2JJ - AC10, SL, MG
UM-R60L (2925): 1E, 1B, 0M, 2JJ - AC20, SL
UM-R63 (3050): 2E, 1B, 0M, 2JJ - LBX10, SL, SPL
UM-R68 (3062): N/A
UM-R69 (3063): N/A
UM-R70 (3066): N/A
UM-AIV (3072): N/A
UM-R80 (3076): 4E, 0Bm 0M, 1ECM, 2JJ - PPC, SL, SPL, TAG, ECM
Being the R80 is too far out of Timeline (till the possible time jump, but I don't think that'll be for a while yet), the logical is R60, R60L and R63.
Expanding the Hardpoints a little along the lines of:
R60 - RA 1B, LT 1B, LA 1E: This allows you to make the C variant too!
R60L - RA 2B, LA 1E: 3 Hardpoints as a standard? Gives option for a twin ballistic arm.
R63 - RA 1B, LT 1E, LA 1E: Retains 3 Harpoints it has as standard.
Alternatively, up it to a 5 hardpoint standard:
R60 - RA 1B 1E, LT 1B, LA 1B 1E: Still retains ability to 'C' it, and allows for a trip-MG build, twin AC2 build or something.
R60L - RA 2B, LT 1E, LA 2E: Sorta reverse R60, with 3E, 2B.
R63 - RA 1B, RT 1E, CT 1E, LT 1E, LA 1E: 1B, 4E, can zombie.
The UrbanMech should have 5 to 6 weapon hardpoints, to compensate the lack of speed. I suggest something like this:
R60 - RA 2B, LA 3E
R60C - RA 2B, LA 2E, LT 1B
R60L - RA 4B, LA 1E
R63 - RA 1B, LA 4E
All of them should have good torso twist and ballistics quirks and should be shorter than the Commando, but more bulkier.
EDIT: I forgot to mention structural quirk bonuses (as it is know to be a sturdy light mech) and larger engine cap (like the Panther).
Edited by Odanan, 18 November 2014 - 09:31 AM.
#1530
Posted 18 November 2014 - 09:18 AM
R60C should be rolled into the R60 really.
I think same height as the Commando, just bulkier would be perfectly adequate.
#1531
Posted 18 November 2014 - 10:18 AM
#1532
Posted 18 November 2014 - 11:36 PM
#1533
Posted 19 November 2014 - 12:25 PM
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