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Urbanmech Arrives On The Battlefield!
#1941
Posted 05 January 2015 - 08:38 PM
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!
#1943
Posted 05 January 2015 - 08:57 PM
#1944
Posted 06 January 2015 - 05:38 AM
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
Posted 06 January 2015 - 01:31 PM
stealthraccoon, on 05 January 2015 - 08:38 PM, said:
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
Posted 06 January 2015 - 01:57 PM
Silversynch, on 06 January 2015 - 01:31 PM, said:
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.
#1948
Posted 06 January 2015 - 02:19 PM
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.
NextGame, on 06 January 2015 - 05:38 AM, said:
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
Posted 06 January 2015 - 02:21 PM
![Posted Image](http://imagizer.imageshack.us/v2/800x600q90/538/HAToAh.png)
Also
![Posted Image](http://oi57.tinypic.com/o0xjyv.jpg)
#1950
Posted 06 January 2015 - 03:59 PM
Ovion, on 06 January 2015 - 01:57 PM, said:
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:](https://static.mwomercs.com/forums/public/style_emoticons/default/rolleyes.gif)
- "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
Posted 06 January 2015 - 04:07 PM
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
Posted 06 January 2015 - 04:45 PM
Silversynch, on 06 January 2015 - 04:07 PM, said:
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
Posted 06 January 2015 - 04:52 PM
Strum Wealh, on 06 January 2015 - 03:59 PM, said:
![:rolleyes:](https://static.mwomercs.com/forums/public/style_emoticons/default/rolleyes.gif)
- "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
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?
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
#1954
Posted 06 January 2015 - 04:53 PM
Strum Wealh, on 06 January 2015 - 03:59 PM, said:
But, like I said, doubt it exists.
#1956
Posted 06 January 2015 - 05:04 PM
Cimarb, on 06 January 2015 - 04:54 PM, said:
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/wink.png)
I know. Twas just me fooling around. I was aware them two have the same legs.
however... can i have a direwolf arm on a mist lynx?
#1957
Posted 06 January 2015 - 05:06 PM
Ovion, on 06 January 2015 - 04:53 PM, said:
But, like I said, doubt it exists.
No it does not exist. Every single Omni is a complete omni. And besides, this is not how omnis actually work. Basically in TT omni any weapon or equipment can go in any pod space, as per Mech creation Rules: weapon and equipment placement, without having to make an entire new variant or mech (the "variants" are just standard configurations most pilots use) but due to the amount of work needed to program such a ridiculous system that's not happening.
So instead we got the omnipod system.
Edited by Silversynch, 06 January 2015 - 05:06 PM.
#1958
Posted 06 January 2015 - 05:09 PM
Silversynch, on 06 January 2015 - 05:06 PM, said:
So instead we got the omnipod system.
wait... so I can make in TT a mech with 2 large pulse lasers in the legs?
#1959
Posted 06 January 2015 - 05:10 PM
#1960
Posted 06 January 2015 - 05:13 PM
Silversynch, on 06 January 2015 - 05:06 PM, said:
So instead we got the omnipod system.
Well, there are fixed weapons, like the Adder's flamer for instance, so in a way he is just curious about a "more fixed than omni" setup.
Nightshade24, on 06 January 2015 - 05:09 PM, said:
Yes, in TT you can add weapons to the legs. In fact, several mechs have MGs in the legs, and the Hellbringer had AP (anti-personnel) pods mounted in them.
3xnihilo, on 06 January 2015 - 05:10 PM, said:
A piece of junk...
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