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Clan 'mech Have No Omni-Slots?


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#1 Ronin1051

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Posted 25 April 2014 - 08:13 PM

After the reveal of these last two Clan 'Mechs, I was looking at the Hardpoints. Why aren't some of them "Omni"? I thought that was one of the great advantages Clan 'Mechs had??? Otherwise, why would they be "OmniMechs"!?!


Adder:
[color=#00FFFF]
Hardpoints:
[/color]
<p style="margin: 0px; padding: 0px; color: rgb(0, 255, 255); font-family: HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif; line-height: 22.399999618530273px; background-color: rgb(0, 30, 30);">
  • LA: 1E
  • CT: 1E
  • RA: 1E

Timber Wolf:
[color=#00FFFF]
Hardpoints:
[/color]
<p style="margin: 0px; padding: 0px; color: rgb(0, 255, 255); font-family: HelveticaNeue-Light, 'Helvetica Neue Light', 'Helvetica Neue', Helvetica, Arial, 'Lucida Grande', sans-serif; line-height: 22.399999618530273px; background-color: rgb(0, 30, 30);">
  • LA: 2E
  • LT: 1E, 1M
  • CT: 1B
  • RT: 1B, 1M
  • RA: 2E


#2 Durant Carlyle

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Posted 25 April 2014 - 08:17 PM

You switch out Right and Left Torsos, and Right and Left Arms, which will all have different sets of hardpoints. Those are the "Omni" of OmniMechs.

Edited by Durant Carlyle, 25 April 2014 - 08:17 PM.


#3 Hans Von Lohman

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Posted 25 April 2014 - 11:50 PM

Omni-mechs can swap hardpoints between variants.

So, if you have a "B" variant that has 2 missiles in the left arm, a "C" variant that has 2 missiles in the right arm, and the Prime variant that has 2 missiles in the center torso you can combine them all to have a 6 missile mech.

#4 Wintersdark

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Posted 26 April 2014 - 06:14 AM

See the command chair post explaining this very subject here: http://mwomercs.com/...d-construction/

#5 Zordicron

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Posted 26 April 2014 - 10:30 PM

OP, your question is valid. You can read the linked post to see how PGI is going to design the clan mechs. basically, not much like clan mechs.

to the example above with the 6 missile mech: you do not know if you can actually do that. Doing that combo may do several things:
Put you overtonnage
Leave you with no or little ammo
Reduce your heatsinks immensly, or increase them, or neither
Leave you under tonnage

because, you cant change your engine. Far as i know, what is in the pod, stays in the pod. sure, you can swap that left torso out, but what if that was where all the ammo for your arm mount autocannon was?

truth is, nobody knows how this will all pan out yet, not even Paul. He is so worried clan tech/mechs will be so OP I think he is going overboard and totally against lore to make sure they are inferior to IS mechs, or maybe if we are lucky almost equal.

#6 Asmosis

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Posted 27 April 2014 - 05:09 AM

It's not really going against the lore, its going against the ridiculous power creep (sprint?) clan tech introduced to the game. Pretty much what you are going to end up with is more limited flexibility (compared to MWO IS) with greater potential power.

what its going to boil down to is taking the right arms/legs/torso for a particular boat (long range alpha, lrm w/e) and seeing if that is better/worse than the ideal IS alternative. Then everyone will start complaining as one of them will be better in some way than the other. Balance issues aside though it actually looks like a pretty cool system.

Its probably going to cost 100m cbills to build your first optimized clan mech if you didn't buy one of those mech packs.

Edited by Asmosis, 27 April 2014 - 05:10 AM.


#7 Wintersdark

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Posted 27 April 2014 - 06:38 AM

View PostEldagore, on 26 April 2014 - 10:30 PM, said:

OP, your question is valid. You can read the linked post to see how PGI is going to design the clan mechs. basically, not much like clan mechs.

to the example above with the 6 missile mech: you do not know if you can actually do that. Doing that combo may do several things:
Put you overtonnage
Leave you with no or little ammo
Reduce your heatsinks immensly, or increase them, or neither
Leave you under tonnage

because, you cant change your engine. Far as i know, what is in the pod, stays in the pod. sure, you can swap that left torso out, but what if that was where all the ammo for your arm mount autocannon was?

truth is, nobody knows how this will all pan out yet, not even Paul. He is so worried clan tech/mechs will be so OP I think he is going overboard and totally against lore to make sure they are inferior to IS mechs, or maybe if we are lucky almost equal.
Re-read the post. The fixed elements are: everything CT, armor, base heat sinks, FF and ES slots.

You can change ammo placement, weapons, additional heat sinks, and other stuff you tack on to the mech.

#8 Bront

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Posted 27 April 2014 - 07:10 AM

View PostWintersdark, on 27 April 2014 - 06:38 AM, said:

Re-read the post. The fixed elements are: everything CT, armor, base heat sinks, FF and ES slots.

You can change ammo placement, weapons, additional heat sinks, and other stuff you tack on to the mech.

They've changed their mind, armor will now be adjustable, but ES/FF will not. Honestly, I expect at some point, Engine may become adjustable in size, but not type.

Also, only some additional HS will be non-adjustable. Some mechs have adjustble core HS, others do not.

And finally, not all CT weapons are locked, it it depends on the chasis.





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