

Is Assault Mech Poll
#201
Posted 22 September 2014 - 07:05 AM
#202
Posted 22 September 2014 - 07:18 AM


#203
Posted 22 September 2014 - 07:19 AM
On the other hand Cyclops seems a lot more interesting.
Sorry Charger, I really do want to see you in the game really badly right now, and I do want to see Alex's take on you (and I love the trolly 5 small laser build), but the others have more going for them right now.
I do hope we get to see all 3 in the game at some point.

#204
Posted 22 September 2014 - 07:20 AM
#206
Posted 22 September 2014 - 07:46 AM
Bishop Steiner, on 21 September 2014 - 11:09 PM, said:
Where it will actually land, is anyone's guess. How badly they missed on the Summoners mobility, and how wrecked the VTR currently is, does not fill me with hope.
Both the ZEU and VTR have the same stock speed, so in MWO they'd have the same ground mobility barring quirks (MWO generally bases agility off of your engine size). My hope is that PGI would not repeat the VTR agility nerfs with the ZEU, therefore making the ZEU into a "pre-nerf Victor" of sorts (lacking JJs and AC/20 carrying ability of course).
Bishop Steiner, on 21 September 2014 - 11:09 PM, said:
The pre-nerf VTR would disagree with 80 tons being weak.

The Clops being info-war oriented in MWO is entirely speculation at this point. The stuff about comm equipment and w/e is just fluff text. The only minimum requirement for PGI adding mechs is to be faithful to the original TT record sheet.
http://bte.battletec...bte/pdf/772.pdf
If it ain't explicitly listed on the record sheet, there is no guarantee that PGI would give it any abilities pertaining to that fluff role. The command role doesn't even exist in MWO outside of random pug players clicking a button that gives them a star next to their name, and any mech in the game can do that. We'd end up with a 90 ton Atlas clone that might or might not get ECM.
#207
Posted 22 September 2014 - 07:46 AM
#208
Posted 22 September 2014 - 07:56 AM
This game does not need a cheap assault mech for new players to buy and then go out and charge into the enemy only to do 13 damage and die and rage quit promptly.
Cyclops, IS needs more tonnage to fight clans and a stock 65kph ECM toting mech could be helpful instead of the typically much slower DDC.
Edited by BigBadVlad, 22 September 2014 - 07:57 AM.
#209
Posted 22 September 2014 - 08:05 AM



Edited by Weaselball, 22 September 2014 - 08:10 AM.
#211
Posted 22 September 2014 - 08:18 AM
The Zeus would be good if melee rules were in effect, it would give purpose to having LRMS in the arm opposed to energy.
Cyclops it is, although I would rather a Mauler/Annihilator.
#212
Posted 22 September 2014 - 08:18 AM

#213
Posted 22 September 2014 - 08:19 AM
GOPLIT, on 22 September 2014 - 08:12 AM, said:
Heavy missile-bearing arm... check.
Heavy ballistic-bearing arm that switches with a heavy energy-bearing arm on different variants... check.
CT and side-torso mounted lasers, with the option of mounting one up high... check.
Dat cockpit, unobstructed view... check.
Unless PGI royally messes up with the mech's in-game model the Zeus shouldn't be anywhere near "Awesome" size, except maybe at the peak in its shoulders. An easy solution for this would be to give the shoulders more armor, a-la their planned improved perk system in game.
#214
Posted 22 September 2014 - 08:38 AM
That's my first choice.
Second would be Zeus.
Then Cyclops third.
#215
Posted 22 September 2014 - 08:41 AM
#216
Posted 22 September 2014 - 08:50 AM
#217
Posted 22 September 2014 - 08:56 AM
+1 for the Zeus.
#218
Posted 22 September 2014 - 09:02 AM
Zeuss if it gets the fins.
If not...
50-50 for the other two.

#219
Posted 22 September 2014 - 09:09 AM
LOLLLLLL I would have totally voted for the charger if it went 0-100 kph in 6 seconds and collisions were still in the game.

#220
Posted 22 September 2014 - 09:13 AM
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