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Urbanmech Arrives On The Battlefield!


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#1934 Aethon

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Posted 05 January 2015 - 10:48 AM

View PostDawnstealer, on 05 January 2015 - 08:02 AM, said:

Cyclops?


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#1935 Wreckzors

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Posted 05 January 2015 - 10:56 AM

Man...with the January roadmap basically being.. nothing good until maybe February... The only way I won't be super disappointed this month is if they release the urbie.

#1936 ATM87

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Posted 05 January 2015 - 02:17 PM

with a joke about it walking onto the battlefield just in time for the holidays maybe?

#1937 Nightshade24

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Posted 05 January 2015 - 04:01 PM

I would pay for the blackknight hands down.

It has a special 'quirk' that with it's BAP in the CT and laser in the head. It is practical the most advance unit in the field.

Withen MW: O BAP range it does the normal counter ecm and detect powered down mechs stuff.

Ontop of that it could detect people fully nad send data even if they are not line of sight, behind a wall, under ground, etc. will do the same for targets in ecm cover as well kinda like a UAV.

This thing will be the most advance ambusher, corner fighting, and scout in game.

#1938 Alaskan Nobody

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Posted 05 January 2015 - 06:00 PM

View PostIraqiWalker, on 04 January 2015 - 08:04 PM, said:

Honestly, I want one really bad now. Light mechs that move slow and carry massive guns really work here.

Fixed that for ya.

#1939 Sereglach

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Posted 05 January 2015 - 06:13 PM

View PostOvion, on 05 January 2015 - 09:59 AM, said:

I think I'm one of the few that aren't bothered about the unseen.

Not that I begrudge anyone who does want them.

What do people want post urbs?

Although personally I'd love to get my hands on several of the unseen variants (which I think they could do what Catalyst has done and remake designs from scratch maintaining "just enough feel" of the unseen to be known for what they are), I'm not going to sweat over whether or not we get them. That'll just be a really nice treat if it ever happens. Besides, we still have plenty of other mechs out there, and we still don't have an Urbanmech, yet.

On the other hand, after the Urbanmech is released? Hmmm . . . We are really lacking in the light mech departments, and of course being a light mech fiend myself I'd love to get more of them. Without getting into things we just can't have for one reason or another (MASC/speed issues, tech, timeline, etc.), and sticking to IS mechs (because that's what I prefer):

-The Mongoose . . . it's a very fast (same tonnage as the commando -25-, so running ~170 is not out of the question), light energy boat and one of the variants even comes with a pair of Flamers on it. It also has a very awesome and unique geometry to it. On top of it all, most variants carried a BAP standard and focused on recon duties, so an ECM variant (which some late variants have) plugged in there is not entirely out of the question. What's not to love about the thing?

-The Falcon was a 30 ton AMS focused IS mech with JJ and a payload akin to a Wolfhound. I'd love to have it in MWO . . . even if the TRO/Mini are ugly I think Alex could make it look amazing. Depending on AMS hardpoints it could be an IS light mech to compete with the Uller/Kit-Fox for missile deterrence.

-Speaking of the Wolfhound . . . the Wolfhound would be awesome to have. It'd probably get a lot of durability quirks, because that is what it was known for in TT due to the high stock armor and all energy payload with a STD engine. It could very well be like a 35 ton CN9-A Zombie only with all energy hardpoints.

Anyway, that's just for IS light mechs. There are many other mechs that I'd love to see introduced into the game. However, I think we have plenty of time and we'll be seeing lots and lots and LOTS of mechs introduced into MWO.

Regardless, in the mean time the most important thing for IS mechs is to see that Urbanmech make it to the battlefield, followed by the Urbanmech IIC for whenever they start to introduce the second line non-Omni clan mechs.



#1940 Scout Derek

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Posted 05 January 2015 - 06:15 PM

Hey, the photo on the first page is broken... ;(

#1941 stealthraccoon

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Posted 05 January 2015 - 08:38 PM

I really want a 20 ton with jumpjets, but unless the unseen are reseen, it's basically only the Hornet. I'd even take a Thorn for it's head laser, but it's kinda meh.

Give us a pack of lights: Urbie, Hornet, Javelin and Mongoose - and if there is a bonus medium thrown in, make it a Whitworth or a Clint!

#1942 Alaskan Nobody

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Posted 05 January 2015 - 08:45 PM

View PostScout Derek, on 05 January 2015 - 06:15 PM, said:

Hey, the photo on the first page is broken... ;(

It has been dead for months.

It went dead shortly after April ended, if I remember right

#1943 DustySkunk

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Posted 05 January 2015 - 08:57 PM

Anyone have an archived version of the photo they could re-post?

#1944 NextGame

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Posted 06 January 2015 - 05:38 AM

What I would ideally hope to see for each tonnage bracket in the coming months*:

IS

20 - Flea - been waiting a while for this
25 - Mongoose
30 - Urbanmech - popular, best ever selling terribad mech
35 - Venom - easy implementation/modified spider
40 - Clint - opens op IIC variant for an IIC pack
45 - Phoenix Hawk - Shadow Hawk misses its buddy, just do a PGI version
50 - Crab
55 - Hoplite - terribad loadouts, best to add before more power creep. has ECM variant
60 - Grand Dragon - easy implentation/modified Dragon
65 - Crusader - Abundance of variants
70 - Guillotine - many many 70t IS choices, Guillotine opens up IIC variant
75 - Black Knight
80 - Thug - Could look pretty cool
85 - Katana/Crockett - 1 design, 2 sets of mechs!
90 - Emperor - 90t with JJ
95 - Nightstar
100 - Mackie - Original and best.

Clam

20 - Fire Moth - fast light
25 - Icestorm
30 - Incubus - competitive clan light
35 - Horned Owl
40 - Viper - fast medium
45 - Shadow Cat
50 - Huntsman
55 - Vapor Eagle - unusual looks
60 - Glass Spider - Also practically allows IS Galahad to be added by removing Glass Spider's silly hat.
65 - Cauldron Born
70 - Bowman - not many choices here, would require Arrow IV
75 - Woodsman
80 - Naga - no other choices, needs Arrow IV
85 - Blood Kite - poor other choices, would need design overhaul as looks bizarre
90 - Kingfisher
95 - Executioner
100 - Kodiak - dem claws

*List only accounts for timeline introduction being 3050 or earlier. Ignores variant availability for IS/Clans, Unseen reliance, New Equipment introduction dependancies (Masc/Arrow IV etc), Whether clan mech is omni or battlemech. Ignores some already announced mechs such as Mauler (but includes Flea as unsure if thats actually still being worked on).

Edited by NextGame, 06 January 2015 - 05:42 AM.


#1945 Silversynch

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Posted 06 January 2015 - 01:31 PM

View Poststealthraccoon, on 05 January 2015 - 08:38 PM, said:

I really want a 20 ton with jumpjets, but unless the unseen are reseen, it's basically only the Hornet. I'd even take a Thorn for it's head laser, but it's kinda meh.

Give us a pack of lights: Urbie, Hornet, Javelin and Mongoose - and if there is a bonus medium thrown in, make it a Whitworth or a Clint!

Don't worry, you guys only need to wait 6 or more years for good IS lights balanced to fight the Clans! Even better- you'll actually get omnimech tech!

#1946 Ovion

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Posted 06 January 2015 - 01:57 PM

View PostSilversynch, on 06 January 2015 - 01:31 PM, said:

Don't worry, you guys only need to wait 6 or more years for good IS lights balanced to fight the Clans! Even better- you'll actually get omnimech tech!
I'm not sure if there is (though it seems like something that would exist), and something I'd like to see, is partial omni mechs.

So only an arm, or side torso and arm, or something that has Omni functionality,
CBA to go look atm though, but it'd be interesting.

#1947 Tank

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Posted 06 January 2015 - 02:07 PM

View PostScout Derek, on 05 January 2015 - 06:15 PM, said:

Hey, the photo on the first page is broken... ;(

We don't need it anymore. Itš in our hearts and souls by this time. :rolleyes:

#1948 Avimimus

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Posted 06 January 2015 - 02:19 PM

Arrow IV is cool.

They could add it as fixed equipment (or a special 'artillery hardpoint') <- that way it couldn't appear on other mechs.

Same goes for the Blazer/Binary-Laser <- just make it a fixed weapon that can't be used elsewhere.

View PostNextGame, on 06 January 2015 - 05:38 AM, said:

IS

90 - Emperor - 90t with JJ


90 - Emperor - 90t with JJ, and ballistic arms!

It is like a shiny stone penguin of doom. All elegance and fury.

Edited by Avimimus, 06 January 2015 - 02:20 PM.


#1949 Ovion

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Posted 06 January 2015 - 02:21 PM

I've only got this thumbnail:
Posted Image

Also
Posted Image

#1950 Strum Wealh

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Posted 06 January 2015 - 03:59 PM

View PostOvion, on 06 January 2015 - 01:57 PM, said:

I'm not sure if there is (though it seems like something that would exist), and something I'd like to see, is partial omni mechs.

So only an arm, or side torso and arm, or something that has Omni functionality,
CBA to go look atm though, but it'd be interesting.

Actually, OmniTech 'Mech components used as FrankenMech components lose their OmniTech capability in BattleTech. :rolleyes:
  • "Normally, it is not possible to combine structural components from ’Mechs of different weight classes. However, if players so wish (and the technical support they have available is skilled and desperate enough), they can attempt to create a 'FrankenMech' using available parts to get that one extra ’Mech back into action for the next battle. Several limitations must be observed when creating one of these maintenance nightmares." - Strategic Operations, pg. 189
  • "Any OmniMech components incorporated into a FrankenMech will lose all benefits and special abilities associated with OmniMechs. They cannot be reconfi gured with alternate pod load-outs. A FrankenMech cannot carry Mechanized Battle Armor." - Strategic Operations, pg. 190

So, trying to create a FrankenMech by, for example, bolting the arms of a Mad Cat onto an Orion means that the Mad Cat arms lose all of their OmniTech capabilities, and the resultant 'Mech is a "standard" (e.g. non-OmniTech) BattleMech.
Likewise, it means that bolting the Orion's arms onto the Mad Cat's body means that the Mad Cat torsos & head & legs all lose their OmniTech capabilities, and the resultant 'Mech is again a "standard" (e.g. non-OmniTech) BattleMech.

So, being an OmniMech is an all-or-nothing prospect that MUST BE built-into the 'Mech during its initial construction, and it represents a capability that is lost if the 'Mech is "parted-out" and combined with other 'Mechs - there are no "halfsies" as far as OmniTech is concerned.

#1951 Silversynch

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Posted 06 January 2015 - 04:07 PM

I love how the "real time timeline" thing is completely shafting IS players in terms of Omnitech.

And the Owens. I would definitely buy an Owens if it didn't require waiting six years. Seriously, half the players will be gone by the time one of the most iconic IS omni lights is released!

They should rethink that whole idea, really.

#1952 Nightshade24

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Posted 06 January 2015 - 04:45 PM

View PostSilversynch, on 06 January 2015 - 04:07 PM, said:

I love how the "real time timeline" thing is completely shafting IS players in terms of Omnitech.

And the Owens. I would definitely buy an Owens if it didn't require waiting six years. Seriously, half the players will be gone by the time one of the most iconic IS omni lights is released!

They should rethink that whole idea, really.


And is this as problem? Omnitech in MW: O isn't the best for most mechs... to the point that people are asking if the clans can have feild modifications which in the end makes it a battlemech instead of an omnimech. (So in short = people asking to turn there omni into a battlemech).

There are also people asking if they can use IS weapons instead of clan weapons... (Specifically the medium and large lasers. LRM's, and AC's)

Most people on the clanner side also complain they are underpowered to the IS mechs rather that be quirks/ tech
(Timberwolf < Locust 1V) @ ER large laser spam
(Warhawk < Thunderbolt) @ Pulse or ER PPC spam
(Nova < Hunchback) @ Medium laser spam

or that the mech is simply inferior
(Stock Summoner prime = 35 damage, firestarter A = 32 damage.... per few seconds) (yes I know compairing it via the stock isn't the most logical idea however the other summoners often sacrafice the ammo weapons for a few more energy weapons, ie 4 er med las + uac 5... which is 25 (30 if double shot) alpha....)

(Ice ferret < Shadowhawk)


Either way, due to the fact omnimechs have no quirks (as of yet) and most people want to remove there 'advantage' to become a battlemech. I do not think the Owens will be that good or needed.



On topic of clan mechs to come....

The next clan mechs will be the Viper. Firemoth, and Executioner.

After that we do have confirmation that the IIC mechs could be released... the main problem is timeline wise all clan mechs beyond the 16 we have or I just said is going to be at 3052+ as they were not in the invasion.



On topic to 'real timeline" PGI have stated they can do timejumps when there is nothing much else to do due to timeline restraints and all the features being in game.

CW has to finish before a time jump and also they did mention a single player could be made after CW being finished.

So until then no time jump. After the time jump to say 3060. The game will be set so that 3050 and earlier mechs do not fight 3060+ mechs and I think the CW will be different for both time periods....
This is just some rumours though. It is unknown how exactly these timejump would work.

#1953 Nightshade24

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Posted 06 January 2015 - 04:52 PM

View PostStrum Wealh, on 06 January 2015 - 03:59 PM, said:

Actually, OmniTech 'Mech components used as FrankenMech components lose their OmniTech capability in BattleTech. :rolleyes:
  • "Normally, it is not possible to combine structural components from ’Mechs of different weight classes. However, if players so wish (and the technical support they have available is skilled and desperate enough), they can attempt to create a 'FrankenMech' using available parts to get that one extra ’Mech back into action for the next battle. Several limitations must be observed when creating one of these maintenance nightmares." - Strategic Operations, pg. 189
  • "Any OmniMech components incorporated into a FrankenMech will lose all benefits and special abilities associated with OmniMechs. They cannot be reconfi gured with alternate pod load-outs. A FrankenMech cannot carry Mechanized Battle Armor." - Strategic Operations, pg. 190
So, trying to create a FrankenMech by, for example, bolting the arms of a Mad Cat onto an Orion means that the Mad Cat arms lose all of their OmniTech capabilities, and the resultant 'Mech is a "standard" (e.g. non-OmniTech) BattleMech.
Likewise, it means that bolting the Orion's arms onto the Mad Cat's body means that the Mad Cat torsos & head & legs all lose their OmniTech capabilities, and the resultant 'Mech is again a "standard" (e.g. non-OmniTech) BattleMech.

So, being an OmniMech is an all-or-nothing prospect that MUST BE built-into the 'Mech during its initial construction, and it represents a capability that is lost if the 'Mech is "parted-out" and combined with other 'Mechs - there are no "halfsies" as far as OmniTech is concerned.


so if I put a mad dogs legs on a timberwolf it becomes a battlemech? ;)





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