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Pgi Please Released Variant Info


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#41 Corbenik

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Posted 08 May 2014 - 04:25 PM

View PostShadowWolf Kell, on 07 May 2014 - 10:27 PM, said:


As for faster clan mechs, I can almost guarantee the big ones on the list are the Firemoth, ShadowCat and Executioner because they all have MASC (which is also mentioned in the FAQ.)


oo can yew redirect me to this FAQ please ?

#42 Werewolf486 ScorpS

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Posted 08 May 2014 - 05:20 PM

Until you know what you are buying you should not buy it!

#43 Arkhangel

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Posted 08 May 2014 - 05:33 PM

View PostGas Guzzler, on 02 May 2014 - 10:57 AM, said:


Right, I'm just saying if they give us all the Omni-pods then we essentially can make all the configurations so it doesn't matter which ones come from the package. It would be nice if we knew that we would get all the Omin-pods though.


Actually it will. something a LOT of MechWarrior Online players have complained about is proving they didn't do research. the Variants for the clan mechs will be separated by their Hardwired weapons in their CTs. OmniMechs are flexible for Side Torso and arm mounts, but anything on the CT is permanently there. it's actually one thing that makes OmniMechs worse than normal 'mechs (one notable other is the price to buy/fix them, a Timberwolf is the cost of three Atlases)

#44 Kageru Ikazuchi

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Posted 08 May 2014 - 05:56 PM

View PostWerewolf486, on 08 May 2014 - 05:20 PM, said:

Until you know what you are buying you should not buy it!

And yet, your signature says ...

Quote

I'll spend my money on Heavy Gear and Star Citizen

How's that working out for you?

I'm guessing that you haven't quite figured out that, in marketing's mind, anyway, the "free-to-play" model is different.

I don't like it, but when faced with the choices available ...
- Buy clan 'mechs in the pre-order (cheaper than they will be once released for , with extra free trinkets, etc.)
- Buy them at "retail" for when released
- Buy them with when released
- Don't buy them
... I have decided that (1) I want to play with the clan 'mechs, (2) PGI has been getting some stuff right lately, and (3) my time playing the game is still being used to earn for some of the IS 'mechs ...

Your time, your money, your decision ... I'd prefer to have more information, but the 'mechs are going to come out eventually, and I'm OK with a few things PGI has done recently, so they get a few more dollars from me.

#45 Strum Wealh

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Posted 08 May 2014 - 08:26 PM

View PostArkhangel, on 08 May 2014 - 05:33 PM, said:



Actually it will. something a LOT of MechWarrior Online players have complained about is proving they didn't do research. the Variants for the clan mechs will be separated by their Hardwired weapons in their CTs. OmniMechs are flexible for Side Torso and arm mounts, but anything on the CT is permanently there. it's actually one thing that makes OmniMechs worse than normal 'mechs (one notable other is the price to buy/fix them, a Timberwolf is the cost of three Atlases)

Fixed weapons & equipment (outside of major structural elements, like the Engine, Internal Structure, myomer type, etc) are actually relatively rare among OmniMechs; some of the rare examples happen to include the Flamer in the Puma's CT, the five (5) Jump Jets on the Thor, the MASC unit on the Dasher & Shadow Cat (in TT, MACS isn't a pod-mountable item; either an OmniMech has it equipped in the base configuration (in which case, it cannot be moved or removed) or it can never equip it at all).

While the presence of CT- or Head-mounted fixed equipment and/or hardpoints would play a role in variant uniqueness, the uniqueness of variants would also be defined by the difference in performance metrics among the "cores" (the combined Head/CT/leg unit) - such metrics might include torso pitch range (degrees), torso pitch speed (degrees per second), torso twist range, torso twist speed, acceleration ability (m/s^2; 0 to "x" kph in "n" seconds), deceleration ability, and so on.
Additionally, the OmniPods themselves are apparently planned to have their own quirks that would modify those of the core unit, as well as expand the quirk system to include such factors as heat generation/dissipation rates, weapon cooldown/recycle times, damage resistance (or lack thereof), and so on.

View PostDestined, on 03 February 2014 - 04:34 PM, said:

OmniMech Quirks

Based solely upon canon hardpoints, some OmniPods are outright better than others.
For example, the right arm of the Mad Cat's Prime configuration has 2 energy hardpoints while the right arm of the Mad Cat's A configuration has 1 Energy hardpoint. Based on this alone, this makes the Prime configuration's OmniPod the straight out better choice.
To balance this out, each OmniPod can be given its own set of quirks that will apply to any 'Mech that has it equipped.
  • Each OmniMech's base configuration has a set of quirks in the same manner as a normal BattleMech.
  • Each OmniPod has a set of quirk modifiers.
    • These are positive and negative values that are added to the respective value in the base configuration
  • Each quirk of an OmniMech in-game is equal to the sum of the quirk's value in the base configuration and all quirk modifiers in all equipped OmniPods.
Currently, all the quirks in the quirk system are movement related. When we introduce the OmniPod quirk system, we hope to have a greater variety of quirks were added to the game. This would allow for better diversification among 'Mechs. Potential new quirks would involve aspects such as heat generation and loss, weapon cooldown times, increasing/lowering damage taken, etc.

OmniMech XP System

OmniMech configurations earn XP in the same manner as standard BattleMech variants.
  • An OmniMech always counts as the same configuration as it was originally purchased, regardless of which OmniPods are equipped to it.
    • The center torso OmniPod of the 'Mech cannot be changed, to help aid in the identification.
    • E.g. A Mad Cat A is always a Mad Cat A, regardless of the other OmniPods equipped to it.
  • Each configuration has its own pool of 'Mech specific XP, in the same manner as standard 'Mech variants.
  • An OmniMech receives an XP bonus if all OmniPods equipped on it, including the center torso, match.
  • Each configuration has its own 'Mech Tree, in the same manner as standard 'Mech variants.
  • A player cannot reach the Elite level of the 'Mech Tree of a configuration without first completing the Basic level for three configurations of the same chassis.
    • This is in the same manner as standard 'Mech variants.
  • A player cannot reach the Master level of the 'Mech Tree of a configuration without first completing the Elite level for three configurations of the same chassis.
    • This is in the same manner as standard 'Mech variants.


#46 Risko Vinsheen

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Posted 08 May 2014 - 08:46 PM

View PostDestined, on 03 February 2014 - 04:34 PM, said:

  • A player cannot reach the Master level of the 'Mech Tree of a configuration without first completing the Elite level for three configurations of the same chassis.
    • This is in the same manner as standard 'Mech variants.
Er... there's conflict in that statement. They say you need to complete Elite level of three configs (variants) of the same chassis, and that this is the same as standard Mechs. Currently you only have to complete Elite level of three variants of the same weight class, regardless if you've completed Elite for three variants of a single chassis.

Can anyone clarify if this was just an error or if Omnimechs will really have a different Master level requirement than standard Battlemechs?

#47 Strum Wealh

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Posted 09 May 2014 - 02:54 AM

View PostRisko Vinsheen, on 08 May 2014 - 08:46 PM, said:

[/list][/list]Er... there's conflict in that statement. They say you need to complete Elite level of three configs (variants) of the same chassis, and that this is the same as standard Mechs. Currently you only have to complete Elite level of three variants of the same weight class, regardless if you've completed Elite for three variants of a single chassis.

Can anyone clarify if this was just an error or if Omnimechs will really have a different Master level requirement than standard Battlemechs?

I would guess that it's supposed to be exactly the same as what we have for the current IS BattleMechs; from a practical standpoint, most people probably choose the "three variants within the same weight class" required for Mastery to also be the "three variants within the same chassis" needed to unlock Elite (such that one can Master a single chassis without owning variants of any other chassis) anyway, so the statement quoted would be practically correct, albeit not technically so.





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