Krinkov, on 21 September 2014 - 11:18 AM, said:
I'm thinking they will increase the hardpoints in the two identical models. Something like:
Actually, I think you'd more likely get something like
- KGC-000: two ballistics in both arms, two energy in the right torso, one missiles in the left torso, dual AMS
- KGC-0000: two ballistics in both arms, one energy in the Right Torso, three Missiles in the Left Torso
- KGC-010: ballistics in both arms, energy in both side-torsos, missiles in both side-torsos
0000 doesn't get the second AMS or extra energy slot, so it gets 3 missile slots on the LT. Gives it reach with LRMs, or SRM Brawling, and cooler than the 000 but more ammo dependent.
Alternive to the 0000 is the 001 clan buster, which has 5 weapon hardpoints (it has 1 SSRM2 in each torso) by default, could offer 2 more in the arms, and has the missiles spread out. It could also have a higher engine cap since it's an XL mech by default, and it wouldn't have the larger missile hunch on the LT then.
010 works fine with no hardpoint growth. It's balanced with 6 hard points due to the spread. Maybe it has an increased arm range as it might get the lower arm actuators back.
I see the 000 and the 010 definately. Not sure if we'll get the 0000 or the 001, though the 001 would make some level of sense.