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September Mech Speculation (2014)


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#61 AdamBaines

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Posted 20 August 2014 - 10:38 AM

View PostGyrok, on 20 August 2014 - 09:36 AM, said:


Rifleman...as well...


Stinger, Wasp, Valkiye, Ostol, Ostroc...Ostscout also maybe?

#62 MauttyKoray

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Posted 20 August 2014 - 10:39 AM

Potential candidates due to 'sources'.

First off, the Vindicator was already released
Spoiler


Crab/King Crab, both are possible!
Spoiler


The Whitworth seems very likely IMO as they seems to be really trying to increase the variety of mediums we can field.
Spoiler

I can't remember what this one is, but I believe its another medium.
(The Wyvern, as I've been told by a poster below.)
Spoiler


I highly doubt we're gonna see this one, but the change to bring it inline with MWO design is interesting.
The Mackie
Spoiler


I would personally love to see this little guy join the fight.
Hollander
Spoiler


A jumpjet heavy the Falconer. (could compete with TWolf maybe?)
Spoiler


Here's a dual pic of the thorn and something that needs no introduction.
Spoiler

Edited by MauttyKoray, 20 August 2014 - 10:58 AM.


#63 Ngamok

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Posted 20 August 2014 - 10:41 AM

View PostAlex Warden, on 20 August 2014 - 09:51 AM, said:

Posted Image

PPPPPLLLLLLSSSSSSSSSSSSSSSS !!!!!


Posted Image

#64 Dulahan

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Posted 20 August 2014 - 10:51 AM

My hope is for the Black Knight.

But I'm guessing that'll be in a "Comstar" pack to coincide with a Tukkayid style event or Comstar entering the War.

#65 Dawnstealer

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Posted 20 August 2014 - 10:53 AM

View PostMauttyKoray, on 20 August 2014 - 10:39 AM, said:

Potential candidates due to 'sources'.

First off, the Vindicator was already released
Spoiler


Crab/King Crab, both are possible!
Spoiler


The Whitworth seems very likely IMO as they seems to be really trying to increase the variety of mediums we can field.
Spoiler

I can't remember what this one is, but I believe its another medium.
Spoiler


I highly doubt we're gonna see this one, but the change to bring it inline with MWO design is interesting.
The Mackie
Spoiler


I would personally love to see this little guy join the fight.
Hollander
Spoiler


A jumpjet heavy the Falconer. (could compete with TWolf maybe?)
Spoiler


Here's a dual pic of the thorn and something that needs no introduction.
Spoiler


Your unknown one there is the Wyvern, I believe.

#66 CDLord HHGD

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Posted 20 August 2014 - 11:02 AM

View PostPh30nix, on 20 August 2014 - 10:29 AM, said:

shouldn't those be coming into public domain soon?
Frankly i don't understand alot of the situation with harm gold crap ive read up on most of the legal stuff i mean and i know that current standing is due to a out of court settlement with non disclosure agreements.

HG keeps "reinventing" their genre which allows them to eternally renew their IPs....
However, they do not own the designs exclusively, they can just afford to argue (litigate) it longer than it's worth.

#67 ApolloKaras

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Posted 20 August 2014 - 11:12 AM

View PostKoniving, on 20 August 2014 - 08:51 AM, said:

You'll appreciate this.

At stock armor configs, the TW is easy to kill and the IS weapons are far too powerful, that's with the old Clan ER LL too. Though how the game was played also had a bit to do with it.

However the current trend, due to bad hitbox shape and design (flat panel = rear torso, all else = front) you can go 90 points front CT, 2 points rear CT, 62 points front STs, 2 points rear STs and still never get hurt from the rear with ease.
(Typical Victor, 80 tons, runs 86 points front, 1$ rear CT. 54 points front, 14 points rear ST and STILL has to worry about being butchered from behind. A Timber Wolf will NEVER worry about that -- unless the pilot is completely incompetent).

That's what really makes Clan mechs overpowered. Stormcrow is another such mech.

Yet Novas aren't much of a threat. Or Adders. This is because you can hit their rear torsos from the front-top and from the side. Something you cannot do to the Timber Wolf or Stormcrow.



So to balance the Clans we'll make them run with no hud!!

#68 Dawnstealer

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Posted 20 August 2014 - 11:13 AM

Again, I wonder what it would cost to by the rights from them?

#69 CDLord HHGD

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Posted 20 August 2014 - 11:20 AM

View PostSaxie, on 20 August 2014 - 11:12 AM, said:



So to balance the Clans we'll make them run with no hud!!

This is already a bug I've run into.....

#70 Dawnstealer

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Posted 20 August 2014 - 11:28 AM

View Postcdlord, on 20 August 2014 - 11:20 AM, said:

This is already a bug I've run into.....

Looks like it's probably related to tweaking the FOV? Anyways...next mech.

Soooo...back to my (growing) list of want-to-sees:

Urbanmech
Assassin
Hatchetman
Grasshopper
Cyclops
King Crab

And out of the unseens, should PGI ever send in commandos to procure the Harmony Gold's mechs:

Archer
Marauder

#71 stjobe

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Posted 20 August 2014 - 11:29 AM

There's only one thing September needs to bring:

Posted Image

(top hat and cigar optional)

Bring on the Urbie, PGI. We can handle it - can you?

#72 Mott

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Posted 20 August 2014 - 11:30 AM

I for one really hope PGI goes for something out of left field, and blow our socks off with it.

By choosing a mech that folks aren't clamoring for AND DOING A GOOD JOB ON IT (meaning: looks great and is an IS answer to the clans) PGI avoids a lot of the typical hate. And they could buy time to really, REALLY nail whatever favorites they're working on (Mauler or Zeus)

I'd like to see MWO versions of:

Heavies:
Shootist
Champion
Crossbow
Galahad (Gaussilla)
Lancelot (Great mention by an earlier poster)
Merlin (one of the "newest" mechs available in our timeline... why the eff don't we have it?!)
Ostroc
Axman
Cestus
Crusader
Exterminator (100kph 65 ton mech!)
BattleAx
Caesar
Dragoon (70tons + JJs + firepower = profit)
Black Knight
Hammerhands (a potential poor man's Warhammer?)

All of these are not quite "popular" but have neat design features that could make them awesome in current MWO. Combined with PGI's redesign abilities, they could rock. As long as their scale and hitboxes are designed properly... they'll all bring at least one viable variant that can keep up with the clans.

Edited by Mott, 20 August 2014 - 11:33 AM.


#73 Dawnstealer

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Posted 20 August 2014 - 11:40 AM

Axman and Hatchetman (ESPECIALLY the Hatchetman - I mean, come on: a Hatchetman turns back the Clans on Twycross - it's ICONIC) would be awesome to have. Just have the hatchet/axe be weapon that does damage at 5-10m or something. And instead of exploding rounds, you can see your arm swing. It doesn't sound like it would be THAT hard to implement. You don't have to have knock-down or anything: just a swinging weapon arm.

Anyways.

I'm hoping they start releasing "one-variant" mechs eventually. Not sure how you'd grind them up to Elite, but that's a minor problem (either make them 3x the XP to grind, or make it that you have to have three different "one variant" mechs in order to start grinding)

#74 Koniving

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Posted 20 August 2014 - 11:43 AM

View PostSaxie, on 20 August 2014 - 11:12 AM, said:

So to balance the Clans we'll make them run with no hud!!

Both sides ran no hud.
But seriously though it wasn't that the hud wasn't run.

It was the fact that it was a stock armor arrangement:
Look at the armor allocation. Look familiar? 50 front ST, 14 rear ST, 72 front CT, 18 rear CT... sounds like your normal Victor or Orion armor allocation; 14 armor on the rear sounds very normal for every Inner Sphere mech... (Victors run 80 to 88 front CT, for example).

But the ACTUAL armor allocation that all the "OP" Clan mechs is this. 62 front ST, 2 rear ST, 90 front CT, 2 rear CT.
If a Victor did this...it would be 98 armor front CT and 66 armor front ST... problem is even with 14 to 20 armor on the back most Victors are nervous about letting people shoot at their back.
Clan mechs have almost "no back", so they don't care.

So if we fix the hitboxes... 1) the problem mechs will be easy to kill. 2) Summoner and Adder (who have good, balanced hitboxes) won't be so damn worthless.

#75 Zyllos

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Posted 20 August 2014 - 11:50 AM

The Hollander is actually an extremely favorite Light mech of mine.

But, the mech is completely useless due to how hardpoints work for Battlemechs (which are currently Inner Sphere mechs).

#76 Dawnstealer

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Posted 20 August 2014 - 12:00 PM

Hollander's kind of a one-trick pony, though, right? I don't think there's any variants, is there?

#77 Maxx Blue

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Posted 20 August 2014 - 12:01 PM

I'm guessing it will be a heavy. After poking around the Master Unit List, there are a decent number of chassis with at least three variants, but in many of those cases the three variants are almost identical or use a particular item that MWO doesn't have yet. So, after poking through the possibilities, it looks like the Grasshopper, Lancelot and the Koschei have the most variety, but the Crusader, Excalibur, Guillotine and Black Knight also might work. The Exterminator might kinda work if you use Guardian ECM instead of the NullSig system it is supposed to have. If I had to pick one, I would think the Grasshopper is the most likely, but we shall see.

Is that the mech I WANT them to release? No, no it is not. Unfortunately the mechs I want the most are also ones I probably can't have.

If it is NOT a heavy, then my guesses would be Panther if it is a light and Mauler if it is an assault.

#78 stjobe

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Posted 20 August 2014 - 12:03 PM

View PostZyllos, on 20 August 2014 - 11:50 AM, said:

The Hollander is actually an extremely favorite Light mech of mine.

But, the mech is completely useless due to how hardpoints work for Battlemechs (which are currently Inner Sphere mechs).

I'm in the same boat with the Panther; it was a great little killer in TT but would likely be DOA in MWO (a 64 kph light? With just a single PPC and a SRM-4? Not viable).

#79 cranect

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Posted 20 August 2014 - 12:05 PM

View PostDawnstealer, on 20 August 2014 - 07:07 AM, said:

I like my T-bolts against them. It's obviously not 1-to-1, nor should it be, but the T-bolt is a pretty tough mech with a STD engine.

As for mechs I WANT to see, but probably won't (at least for a while):

Urbanmech
Hatchetman
Zeus
Cyclops
King Crab

Yes! I want the Hatchetman but sadly I doubt that will happen :) Especially because a lot of weight is taken up by the hatchet. Maybe have a melee weapon arm lock sort of deal? When you want to swing it unlock it and use the mouse to swing it maybe.

#80 stjobe

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Posted 20 August 2014 - 12:13 PM

View Postcranect, on 20 August 2014 - 12:05 PM, said:

Yes! I want the Hatchetman but sadly I doubt that will happen :) Especially because a lot of weight is taken up by the hatchet. Maybe have a melee weapon arm lock sort of deal? When you want to swing it unlock it and use the mouse to swing it maybe.

The hatchet weighs 5 tons IIRC. 3 tons. It's 'mech tonnage / 15 for weight and crit slots. Damage is 'mech tonnage / 5, so 9 points for the Hatchetman's hatchet.

And there's no need for a "melee weapon arm lock sort of deal"; just press 'P' for a punch or 'K' for a kick. If it hits something it does damage. It's even lore-friendly:

Posted Image
(Tech Manual, p. 40)

"Punching is trivial; click the punch mode switch, aim the crosshairs, and pull the punch trigger".

Treat it like a regular weapon and you can even put it in a weapon group.

Edited by stjobe, 20 August 2014 - 12:15 PM.






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