Clan Mech Package 2Nd Wave
#1
Posted 10 September 2014 - 02:05 AM
A light, medium, heavy and assault.
Russ might've given away a clue in saying they're avoiding clan mechs equipped with MASC.
Any guesses as to which clan mechs might be on the list?
.
#2
Posted 10 September 2014 - 02:17 AM
That only leaves about 6ish for them to choose from.
#3
Posted 10 September 2014 - 02:20 AM
I just finished listening to the town hall talk in its entirety. Sounds cool. Wonder why no one mentioned this sooner.
#4
Posted 10 September 2014 - 02:27 AM
Edited by NextGame, 10 September 2014 - 02:28 AM.
#5
Posted 10 September 2014 - 02:31 AM
*I hope the light isn't viable*
*I hope the light isn't viable*
HA, three times. You're still screwed under 40 tonnes, trashborn!
#6
Posted 10 September 2014 - 02:38 AM
Kiiyor, on 10 September 2014 - 02:31 AM, said:
*I hope the light isn't viable*
*I hope the light isn't viable*
HA, three times. You're still screwed under 40 tonnes, trashborn!
Given that masc is excluded, unless they operate outside the box with their choices, the only option is the Mist Lynx
http://www.sarna.net/wiki/Mist_Lynx
which is only 25t and as fast as a slow Raven. I don't think IS lights have got anything to be worried about.
#7
Posted 10 September 2014 - 02:44 AM
NextGame, on 10 September 2014 - 02:38 AM, said:
http://www.sarna.net/wiki/Mist_Lynx
which is only 25t and as fast as a slow Raven. I don't think IS lights have got anything to be worried about.
Still, that will close the gap somewhat at the lower end of the Clan spectrum. That could make a nasty little striker if you load it with CSRMs...
...though it would still have to get in close to do damage, and it carries less armour than it's larger class brethren. Maybe it'll have decent hitboxes.
Ha, i'm actually more excited about the art and design of it than I am of actually piloting it!
#8
Posted 10 September 2014 - 02:50 AM
Light
Mist Lynx
Urbanmech IIC (I just had to list him, even though it's not an omni)
Medium
Viper
Ice Ferret
Huntsman (unlikely as we already have a 50 ton Omni)
Stopping Hawk (unlikely as we already have a 55 ton Omni)
Heavy
Mad Dog
Hellbringer (Prime variant wouldn't be possible as we do not have AP-Pods)
Assault
Gargoyle
Kingfisher
The rest is either equipped with MASC, produced at a later date, or no omni.
#11
Posted 10 September 2014 - 03:09 AM
Kilo 40, on 10 September 2014 - 02:57 AM, said:
I used those that fit the timeline.
The ones from your list were the original 16 and of those, the Fire Moth and the Executioner come with MASC and are therfore currently invalid. That would leave us with 8 out of 14 we already have and 6 missing (and listed in my post above).
If we limit ourself to those 6 possible mechs and also exclude the Hellbringer for the AP-Pods on the Prime variant, we would have a list of 5 mechs. That would make it the Mist Lynx, Viper, Ice Ferret, Mad Dog and Gargoyle. With either the of the two mediums being the bonus mech for clan-package owners (yet do be declared, if for all of them or only for those who buy the wave 2 mechs) and the other as part of the package.
Edited by Egomane, 10 September 2014 - 03:26 AM.
Oops!
#12
Posted 10 September 2014 - 03:13 AM
Egomane, on 10 September 2014 - 03:09 AM, said:
Replace KitFox with Mist lynx, and I think that's exactly what we're going to get.
Only I think they may have the mad dog as the free mech since it's so popular.
#13
Posted 10 September 2014 - 03:18 AM
#14
Posted 10 September 2014 - 03:24 AM
Kilo 40, on 10 September 2014 - 03:13 AM, said:
Replace KitFox with Mist lynx, and I think that's exactly what we're going to get.
Only I think they may have the mad dog as the free mech since it's so popular.
That's exactly why the Mad Dog won't be the free mech -- popular mechs sell better
#15
Posted 10 September 2014 - 03:24 AM
Egomane, on 10 September 2014 - 02:50 AM, said:
Removing the AP-pods and using their tonnage towards something else won't be that big of a deal... They already take 4 crits and two tons meaning they can very easily be replaced by 2x clan double heat sinks which that variant drastically needs anyway. I hardly think that the AP pods are a reason to keep the prime out of the game.
Edited by lartfor, 10 September 2014 - 03:29 AM.
#16
Posted 10 September 2014 - 03:29 AM
WM Xitomatl, on 10 September 2014 - 03:24 AM, said:
That's exactly why the Mad Dog won't be the free mech -- popular mechs sell better
remember, it's only free to people who bought certain clan packages. It's still going to be for sale in a few months.
It may very well be a thank you to the community from Russ/PGI, but lets face it, it's also going to be an advertisement everytime someone sees it in game.
#17
Posted 10 September 2014 - 03:32 AM
lartfor, on 10 September 2014 - 03:24 AM, said:
That's always the hope when someone wants to see a mech, that has so far illegal equipment. So far, none of the mechs replaced equipment. The only exceptions are rear firing weapons, that now are aimed at the front.
We had non-functional equipment with the command console. But PGI always told us, they had plans for it. There are currently no plans for infantry (the only thing AP-Pods are usefull for) and no announcement so far.
We never had rebuilds and I don't see a reason to do them now, when there are still enough valid choices to implement in the game without doing so.
Kilo 40, on 10 September 2014 - 03:13 AM, said:
Oops! Corrected!
Edited by Egomane, 10 September 2014 - 03:33 AM.
#18
Posted 10 September 2014 - 03:44 AM
I'm not trying to be jaby with this question, Instead I'm just trying to start a healthy debate as to why dropping items that will never see functionality is a good or bad idea.
"We never had rebuilds and I don't see a reason to do them now, when there are still enough valid choices to implement in the game without doing so."
Just because you've never done something does not mean you should never try it and it's not like I'm suggesting that we swap ppcs for large pulse lasers, or streaks for lrms... It's specifically directed at an item that will never see use in MWO, ever.
As far as I'm concerned, retaining prime variants is more important than canon AP pods.
Edited by lartfor, 10 September 2014 - 03:49 AM.
#19
Posted 10 September 2014 - 03:58 AM
Egomane, on 10 September 2014 - 03:32 AM, said:
We had non-functional equipment with the command console. But PGI always told us, they had plans for it. There are currently no plans for infantry (the only thing AP-Pods are usefull for) and no announcement so far.
We never had rebuilds and I don't see a reason to do them now, when there are still enough valid choices to implement in the game without doing so.
Oops! Corrected!
tbh the A-Pod thing seems like the perfect built-in excuse to not implement a fast, versatile heavy with ECM. Id be surprised if they didnt use it. ECM is very OP in it's current implementation, and the only thing that stops it ruining the game (or at least LRMs) is that it doesn't go on any otherwise good mechs.. DDC is somewhat of an exception, but they are so HUGE and slow they are still bad imo.
Pretty sure we wont see the hellbringer prime, Im not sure if thats a good thing or not.. i know it would become my go-to mech forever... but i like using LRMs sometimes too. (Id really prefer it if ECM was fixed... i.e. at LEAST make it so they dont stack - 1 counter cancels all ECMs in range. id prefer removing the ridiculous bubble effect though.. but thats a conversation for somewhere else)
Edited by Widowmaker1981, 10 September 2014 - 04:02 AM.
#20
Posted 10 September 2014 - 04:02 AM
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