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Ultimate Mech Discussion Thread

BattleMech Balance

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#581 Jack Gallows

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Posted 07 October 2012 - 05:04 AM

Theron, Marauder II is unseen, it will never appear in MW:O.

#582 Banshee Bullet

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Posted 07 October 2012 - 05:31 AM

What about the Ebon Jaguar (Cauldron-Born) huh? Produced 3049, that's this year. So wouldn't it be entirely feasible that they come out with the clan mechs?

Of all the mechs in mw3/mw4 my favorite is the cauldron-born from in mw4m. So I'm hoping this happens :)

#583 Jack Gallows

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Posted 07 October 2012 - 05:35 AM

Until the Clans invade, no Clan 'mechs on the horizon. (Clans officially invade late next year, so you probably don't have a super long wait.) Also note, it's not seen until the Battle of Luthien, which started January 4, 3052. Ebon Jaguar/Cauldron Born won't be available until 2 years after the Clan Invasion begins.

I think they'll do a good mix of omni-mechs and non omni-mechs for Clanners to play with, can't wait to see what Alex Iglesias does with their visuals :)

Edited by Jack Gallows, 07 October 2012 - 06:10 AM.


#584 Odanan

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Posted 07 October 2012 - 06:26 AM

View PostJack Gallows, on 07 October 2012 - 05:35 AM, said:

Until the Clans invade, no Clan 'mechs on the horizon. (Clans officially invade late next year, so you probably don't have a super long wait.) Also note, it's not seen until the Battle of Luthien, which started January 4, 3052. Ebon Jaguar/Cauldron Born won't be available until 2 years after the Clan Invasion begins.

I think they'll do a good mix of omni-mechs and non omni-mechs for Clanners to play with, can't wait to see what Alex Iglesias does with their visuals :)


Unfortunately, there are few options for non-omni clan mechs in 3050... (most of them are unseen)

Here is a preview of what he can do about the clans. :D

#585 Jack Gallows

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Posted 07 October 2012 - 07:10 AM

View PostOdanan, on 07 October 2012 - 06:26 AM, said:


Unfortunately, there are few options for non-omni clan mechs in 3050... (most of them are unseen)

Here is a preview of what he can do about the clans. :)


True, but really the amount of Omni-mechs works for what the basic Clan 'mech package should be anyway. 16 Omni-mechs with them probably allowing them to get any of the IS 'mechs as well but put Clan weapons/equipment on them.

#586 Belorion

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Posted 07 October 2012 - 07:13 AM

View PostJack Gallows, on 07 October 2012 - 05:04 AM, said:

Theron, Marauder II is unseen, it will never appear in MW:O.


Never say never, but up to this point, there is no reason to believe it will either.

#587 Theron Branson

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Posted 07 October 2012 - 10:50 AM

The Unseen names can be used but they can change the mechs enough to not get into trouble like the other mechs. They need to be in this game or its "Half-a-game" of content. That would be like making a WW2 game for the Americans and not having the M4 Sherman involved, just tank destroyers M10, M18, M36. All of the Unseens were the main stay mechs. I loved the way they look and would hate for them to change too, but they also need to be in game at all costs even if they look different.

#588 Belorion

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Posted 07 October 2012 - 11:01 AM

The flea might be a test to see how receptive people are to radical changes to mechs. I like the flea design they come up with a lot, but its not the box on legs design of the original flea at all.

#589 Odanan

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Posted 07 October 2012 - 11:34 AM

View PostBelorion, on 07 October 2012 - 11:01 AM, said:

The flea might be a test to see how receptive people are to radical changes to mechs. I like the flea design they come up with a lot, but its not the box on legs design of the original flea at all.


Not only the Flea. The Spider is very different (thankfully). And the Raven. And the Stalker.
The thing is: Alex Iglesias is giving the mechs a military, sturdy look. What makes him a genius is the fact that he is also making every mech looks gorgeous.

#590 0ktane

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Posted 07 October 2012 - 11:43 AM

Just give me a Madcat and everyone lives (and by LIVES, I mean DIES...).

#591 Odanan

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Posted 07 October 2012 - 11:43 AM

View PostTheron Branson, on 07 October 2012 - 10:50 AM, said:

The Unseen names can be used but they can change the mechs enough to not get into trouble like the other mechs. They need to be in this game or its "Half-a-game" of content. That would be like making a WW2 game for the Americans and not having the M4 Sherman involved, just tank destroyers M10, M18, M36. All of the Unseens were the main stay mechs. I loved the way they look and would hate for them to change too, but they also need to be in game at all costs even if they look different.


Few* unseen couldn't be replaced in role by a mech already in MWO. Want a Rifleman? Get a JagerMech. Want a Locust? Get a Flea or a Cicada. Want an Archer? Get a Catapult (which, BTW, is almost identical).

God, I wish the unseen someday will be added (in their reseen form). But are they absolutely necessary? No.

*I still want to see insane weapon platforms like the Warhammer and the Marauder.

#592 Odanan

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Posted 07 October 2012 - 11:48 AM

Oh well, you can probably emulate the Warhammer with some Awesome variants (except for the machineguns, which are crap, anyway).

#593 Strum Wealh

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Posted 07 October 2012 - 01:29 PM

A reasonably-close faux-Marauder can be built out of a -K2 Catapult:

Internal Structure: Standard
Engine: 260 Standard
  • Cruising Speed: 43 kph
  • Maximum Speed: 64 kph
Jump Jets: none
  • Jump Capacity: N/A
Heat Sinks: 16 Standard (10 in Engine)
  • Locations: LL (2), RL (2), CT (2)
Gyro: Standard
Cockpit: Standard
Armor: Standard, 8.0 tons (128 pts; double this for MWO values)
  • Head: 9
  • CT®: 16(5)
  • RT®: 15(4)
  • LT®: 15(4)
  • RA/LA: 15
  • RL/LL: 15
Weapons/Ammo:
  • x2 PPC (RA, LA)
  • x2 Medium Laser (RT, LT)
  • x1 AC/5 (RT)
  • x1 AC/5 ammo (LT)
Cost: 5,440,325 c-bills
BV: 957
Created in REMLAB

'Tis not a perfect duplication, but it gets us a near-placeholder until the real deal is available, yes? :)

#594 Odanan

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Posted 07 October 2012 - 03:27 PM

View PostStrum Wealh, on 07 October 2012 - 01:29 PM, said:

A reasonably-close faux-Marauder can be built out of a -K2 Catapult:

Internal Structure: Standard
Engine: 260 Standard
  • Cruising Speed: 43 kph
  • Maximum Speed: 64 kph
Jump Jets: none
  • Jump Capacity: N/A
Heat Sinks: 16 Standard (10 in Engine)
  • Locations: LL (2), RL (2), CT (2)
Gyro: Standard

Cockpit: Standard
Armor: Standard, 8.0 tons (128 pts; double this for MWO values)
  • Head: 9
  • CT®: 16(5)
  • RT®: 15(4)
  • LT®: 15(4)
  • RA/LA: 15
  • RL/LL: 15
Weapons/Ammo:
  • x2 PPC (RA, LA)
  • x2 Medium Laser (RT, LT)
  • x1 AC/5 (RT)
  • x1 AC/5 ammo (LT)
Cost: 5,440,325 c-bills

BV: 957
Created in REMLAB

'Tis not a perfect duplication, but it gets us a near-placeholder until the real deal is available, yes? :)


What??? It's identical!!

(and come on, the K2 is very sexy)

#595 Odanan

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Posted 07 October 2012 - 03:32 PM

(You can do the same with the Cataphract CTF-1X)

#596 Theron Branson

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Posted 07 October 2012 - 03:44 PM

I know, and you can make the Atlas with the same loadout as the Marauder II, but it's still not a Marauder II. The other reason why I want this mech so bad because the Wolf's Dragoons used them the most and since my unit portray's the Alpha Regiment within the WD's, I want this mech.

#597 Tarquelian

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Posted 07 October 2012 - 04:41 PM

Marauder please. It's the only mech I really wanted to see when I started playing this game a couple weeks ago.

#598 Banshee Bullet

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Posted 07 October 2012 - 06:19 PM

View PostThontor, on 07 October 2012 - 03:43 PM, said:

not quite identical.. though the only difference is a lot less armor armor, and the medium lasers locations


Not to mention the cockpit will be easy pickins, right on the nose.

#599 Strum Wealh

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Posted 07 October 2012 - 06:50 PM

View PostTheron Branson, on 07 October 2012 - 03:44 PM, said:

...you can make the Atlas with the same loadout as the Marauder II...


Not with any of the currently-available Atlas variants.

The main variant of the Marauder II is armed with dual PPCs, dual Medium Lasers, and a Large Laser, and is jump-capable.
None of the Atlases are jump-capable or have enough energy hardpoints (at least five are needed) to carry the Marauder II's armament.
The Awesomes have the number of hardpoints, but the distribution of said hardpoints across the body leaves me wanting, and they're also not jump-capable.

----------

I was actually very (and very pleasantly, I must admit) surprised with how close to a Marauder I got with that -K2.
Though, I had to set it up in REMLAB, as my computer is sad and not running MWO. :(
I don't suppose anyone would be willing/able to try it out in-game...?

#600 Jack Gallows

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Posted 08 October 2012 - 04:30 AM

View PostStrum Wealh, on 07 October 2012 - 06:50 PM, said:

I was actually very (and very pleasantly, I must admit) surprised with how close to a Marauder I got with that -K2.
Though, I had to set it up in REMLAB, as my computer is sad and not running MWO. :lol:
I don't suppose anyone would be willing/able to try it out in-game...?


Better off waiting until the Cataphract comes out and replicating it on there. 1X and 3D are better variants to make into a Marauder (and they're closer tonnage.) At this point though, the standard Cataphract has a better loadout then the Marauder does anyway.

What they need to do is just give Alex Iglesias all of the unseen/reseen and tell him to redesign them with input from the community, and make sure the powers that be at Catalyst Game Labs get in on it. New designs forever, no more "Ohgod can't put X mech in."





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