FupDup, on 09 April 2019 - 11:06 AM, said:
I wanted to let the Nova retain its special Iron Dome niche in the Clan medium lineup.
Everything about the MW4 Hellhound is different from the canon Hellhound, so I figured we might as well go whole hog and make it into its own separate mech. This also lets us bypass the issue of the name Hellhound already being taken by the Conjurer. I don't think PGI is willing to cross that line.
EDIT: It was actually 2 ballistics in the right arm and 2 Omnis in the left arm.
Good eye, and thanks for the corrections. I guess I got so used to playing the free MekTek version I completely forgot it had some omni slots in it. Other than that, I appreciate the explanations. The logic seems reasonably sound and it looks like you made a decent Omnimech. I see a number of combinations I'd like to run; and I really like the hero.
As far as the name, again, PGI uses all of the proper Clan names. Hellhound is the proper clan name of the MW4 mech. Conjurer is the proper clan name of the TT mech. They even go so far as to make that lore distinction of the different mechs; and lore precedent already exists for it for both MW4 and TT. All the legwork is already done. It's like the Mad Cat Mk II being called the "Mad Cat Mk II" instead of the "Timber Wolf Mk II" . . . the Clans actually made a second generation mech and used the IS nickname of the first generation mech when naming the second one. To me, there's no reason -lore or otherwise- to actually change the name. The Hellhound is a second generation Clan Omnimech within IS bounds using captured and retooled factory assets to support clan technology, then named after the IS nickname for an outdated and obsolete older clan mech.
FLG 01, on 09 April 2019 - 01:40 PM, said:
Even considering MWO volumetric scaling and Alex I see a Clan Uziel.
Then I don't know what you're smoking but the Hellhound does NOT have the geometry of an Uziel aside from sharing digitigrade legs and non-hand-actuator arms. The Hellhound was much shorter, squatter, thicker, and more robust feeling mech. It doesn't have a massive over-the-head SRM6 pod that inflates the CT hitbox and the ST hardpoints actually fill out those mech sections. Even the arms on the Hellhound are more robust, albeit still no form of shield arms.
FLG 01, on 09 April 2019 - 01:40 PM, said:
And as I said, I do not mind people's nostalgia. If they are honest and truly devoted to their Mechs, piloting them no matter what. I deeply respect every Uziel driver.
But the reality is that all those loud, oh-so-nostalgic players forget their 'iconic Mech' as soon as it is in game. And I deeply resent them. They abandoned it like it was dirt under their fingernails. That is so sad, and so low. Not only did they ruin it for them, they ruined it for others, too.
It is entirely unfair to waste a release on Mech which nobody enjoys while there are so many Mechs people could enjoy.
See, I did not want the Vulcan or the Champion, but I ran the numbers, I tested them in game, and now I play them regularly - because they are fun to play. That should be the driving reason, not a contest what could be the worst nostalgia Mech.
Here's the problem with that logic. Most of those abandoned mechs are that way because PGI released them as crap, and have yet to fix the problems. Balance should be iterative and constant . . . something PGI regularly fails to achieve. If they did that, then every mech should at least have a chance at being enjoyable to drive. If PGI succeeded at that then people would be more willing to have PGI experiment with obscure mechs. However, since PGI have failed on the balance side, people don't trust PGI to make obscure mechs enjoyable and just want them to do the nostalgic mechs so they can at least have the art they want to see . . . even if it is a hangar queen art object . . . at least they have the art they want.
After all, the whole reason PGI touted divisions in Solaris was to allow them to look at mechs in actual gameplay quality, iterate on balance based on Solaris performance, and eventually get the divisions down from 7 to 3 as balance got better (the literal gameplan presented by Russ and Paul when Solaris divisions were announced). Again, PGI has failed to regularly iterate on balance. However, if they actually followed through on their goals, we'd see a LOT more mech balance and by now PGI should at least be down to 5 divisions instead of 7 . . . which would bring more mechs out of the hangar-queen-dust-pit and into at least the QP game modes. Those nostalgic mechs would actually see use instead of being abandoned.
FLG 01, on 09 April 2019 - 01:40 PM, said:
The Nightstar presents a different case. Unlike an Uziel or a Hellspawn, it had potential, especially its geometry. What we have is only a shadow of the real thing, i.e. a slim, elongated Mech with minimal frontal profile, which it unfortunately is not in MWO. Well, bad luck. Happens to everyone once in a while.
I never said my predictions are 100% right anyway. ...on the other hand, they actually were 100% right when it comes to MW:4 units.
Courtesy of hardpoint inflation and quirks, all mechs have POTENTIAL. All mechs also have the potential to be utter trash. That's no reason for PGI to not make mechs; and it's no reason for CGL to refuse to support the IP properly.
Honestly, if PGI did better due-diligence on gameplay and mech balance, people would love to play their nostalgic mechs more AND they'd be more excited for PGI to pull the "dark horse" and "rogue" mechs out of the dusty reaches of TT obscurity to bring them into MWO. That's the sad reality of that situation.
Push for PGI to do better due-diligence on their balancing of nostalgic mechs and you'll be more likely to see fan support for some of the obscure mechs that have a great deal of potential in MWO. Otherwise, if PGI can't get a nostalgic favorite right, then how will the fans have any faith that PGI would make an obscure mech decent? They won't and they don't. Therefore, they just want the pretty art to look at of their favorite nostalgic chassis.