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Ultimate Mech Discussion Thread

BattleMech Balance

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#3401 Odanan

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Posted 02 May 2013 - 09:57 AM

View PostAdridos, on 02 May 2013 - 08:13 AM, said:

I thought you might like to see this.
Guess which awesome artist is making that cover art (it's still unfinished, but great already)?

I think the question of how will Mad Cat look has been finally answered.


Nice, though I like his Mad Cat Mk IV more. The slim design makes it looks very modern.

#3402 Bishop Steiner

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Posted 02 May 2013 - 10:04 AM

I always feel the shorten the Cockpit part a little too much in these. Just a little more Jutting I think would balance the proportions better, but it still looks BA>

#3403 Adridos

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Posted 02 May 2013 - 10:23 AM

View PostOdanan, on 02 May 2013 - 09:57 AM, said:


Nice, though I like his Mad Cat Mk IV more. The slim design makes it looks very modern.

There's 194 year difference between the two. Savage Wolf must look more "modern" than his grandgrandfather.

After all, it uses all those shiny new parts like Ferro-Lamellor armor, XXL engines, Artemis V, Case II and so on...

Besides, just to quote himself here:
"MWO: Are there any Mechs that you are scared of rebooting?

AI: Probably the Timberwolf, I know that if I mess that one up, I will never hear the end of it, and will probably have to try to outrun a few pitchfork wielding mobs."

If he changed too much about it... well, I think you can imagine the response.

Edited by Adridos, 02 May 2013 - 10:25 AM.


#3404 SgtMagor

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Posted 02 May 2013 - 11:04 AM

the mech in the Background looks like a Banshee?

#3405 Adridos

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Posted 02 May 2013 - 11:20 AM

View PostSgtMagor, on 02 May 2013 - 11:04 AM, said:

the mech in the Background looks like a Banshee?

Yep, altough it is pretty much standard Banshee look.

#3406 Sennin

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Posted 02 May 2013 - 07:34 PM

View PostAdridos, on 02 May 2013 - 11:20 AM, said:

Yep, altough it is pretty much standard Banshee look.


I like it. I believe the Banshee is one of those 'Mechs that is meant to be ugly and doesn't need much tinkering with in terms of looks. When you see one like a BNC-5S you're supposed to get the impression your are screwed from the start. ;)

#3407 Bishop Steiner

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Posted 02 May 2013 - 09:33 PM

View PostAdridos, on 02 May 2013 - 11:20 AM, said:

Yep, altough it is pretty much standard Banshee look.

yeah,. but in typical FD fashion its a much better executed Banshee.

#3408 Odanan

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Posted 02 May 2013 - 10:01 PM

View PostBishop Steiner, on 02 May 2013 - 04:01 AM, said:

Pretty much my thoguhts, though I might add one more H-Point Category: SUPPORT

Specifically for weapons dedicated to anti-personel/vehicle status, or non-offensive stuff, so it would possibly cover: MG, Flamer, TAG, AMS, and maybe NARC (even though it's big, I don't like it becoming another missile slot when it uses a totally differing feed and launch tube set up.)


I would prefer if they made the MG and Flamer real weapons. A damage boost would be enough. You need to consider that MGs are the "main" weapon of variants of the Spider and the Flea.

The NARC by itself needs a very serious boost to make it worth of using. I think the "Narcked" unit should be extremely vulnerable to missiles (including SRMs, which is why I think the SRMs should be semi-guided), and the effect should last at least 15 seconds.

View PostBishop Steiner, on 02 May 2013 - 04:01 AM, said:

funnily enough, we are almost identical in idea for the layout of the H-Points, and I used the same reasoning (even mentioned the Gausapult and Stalker-3F) in another post, where of course the answer was "ZOMG!!!! NERF TEH PPCzor!!!!!)


Great minds think alike (though the same happens with limited ones).

#3409 SgtMagor

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Posted 03 May 2013 - 04:18 AM

don't want to get off topic, but I would like flamers to work like a real flame thrower, where its shooting heated plasma that sticks to a surface ,which causes some splash damage and also raise the temperature of the mech instead of just shooting a flame out the barrel...

#3410 Bishop Steiner

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Posted 03 May 2013 - 06:39 AM

View PostOdanan, on 02 May 2013 - 10:01 PM, said:


I would prefer if they made the MG and Flamer real weapons. A damage boost would be enough. You need to consider that MGs are the "main" weapon of variants of the Spider and the Flea.

The NARC by itself needs a very serious boost to make it worth of using. I think the "Narcked" unit should be extremely vulnerable to missiles (including SRMs, which is why I think the SRMs should be semi-guided), and the effect should last at least 15 seconds.



Great minds think alike (though the same happens with limited ones).

My basic outlook on NARC is this: When a unit is hit by a NARC pod (which is not a fast flying missile, so you are usually gonna be danger close) it should broadcast a signal, the same as being TAGged, only without the LOS requirement. So even with intervening terrain the NARC lock is active (though terrain and other things can still BLOCK LRMs). But, like the TT version, if the NARC location is hit, the NARC is destroyed after it absorbs "X" damage, or 45 seconds elapse, whichever comes first.

Between the very limited payload,weight, the difficulty of getting a scout close enough to ninja a unit with it, and the beacon being destructible I think it would make the NARC useful while not allowing it to be OP. Build that, and you might actually see a Raven 3L carrying a close to stock loadout again.

#3411 Anyone00

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Posted 03 May 2013 - 07:30 AM

View PostBishop Steiner, on 03 May 2013 - 06:39 AM, said:

My basic outlook on NARC is this: When a unit is hit by a NARC pod (which is not a fast flying missile, so you are usually gonna be danger close) it should broadcast a signal, the same as being TAGged, only without the LOS requirement. So even with intervening terrain the NARC lock is active (though terrain and other things can still BLOCK LRMs). But, like the TT version, if the NARC location is hit, the NARC is destroyed after it absorbs "X" damage, or 45 seconds elapse, whichever comes first.

Between the very limited payload,weight, the difficulty of getting a scout close enough to ninja a unit with it, and the beacon being destructible I think it would make the NARC useful while not allowing it to be OP. Build that, and you might actually see a Raven 3L carrying a close to stock loadout again.


I think in addition to the 'always in line of site thing' air strikes and Arrow IVs (when added) should be able to target NARC beacons; then getting NARCed could provide an 'Oh Crap! Where's the closest EMC or tunnel?' moment.

#3412 Colddawg

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Posted 03 May 2013 - 09:13 AM

View PostAdridos, on 02 May 2013 - 08:13 AM, said:

I thought you might like to see this.
Guess which awesome artist is making that cover art (it's still unfinished, but great already)?

Posted Image

I think the question of how will Mad Cat look has been finally answered.


I am not sure. One issue that is inherent with the timber wolf design is the extension off the back of the lower leg. It has clipped into the arm during torso rotation so it either needs shortened or the arms need to not hang down as far. Also this model is a very close cross breed of the mw3 and mw4 versions. I'd like to see apex do something a little more unique and spartan like.

#3413 Odanan

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Posted 03 May 2013 - 09:15 AM

View PostBishop Steiner, on 03 May 2013 - 06:39 AM, said:

My basic outlook on NARC is this: When a unit is hit by a NARC pod (which is not a fast flying missile, so you are usually gonna be danger close) it should broadcast a signal, the same as being TAGged, only without the LOS requirement. So even with intervening terrain the NARC lock is active (though terrain and other things can still BLOCK LRMs). But, like the TT version, if the NARC location is hit, the NARC is destroyed after it absorbs "X" damage, or 45 seconds elapse, whichever comes first.

Between the very limited payload,weight, the difficulty of getting a scout close enough to ninja a unit with it, and the beacon being destructible I think it would make the NARC useful while not allowing it to be OP. Build that, and you might actually see a Raven 3L carrying a close to stock loadout again.


Nice! But I think the destructible thing it's not necessary (overcomplicated).

#3414 Adridos

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Posted 03 May 2013 - 10:43 AM

View PostColddawg, on 03 May 2013 - 09:13 AM, said:

I am not sure. One issue that is inherent with the timber wolf design is the extension off the back of the lower leg. It has clipped into the arm during torso rotation so it either needs shortened or the arms need to not hang down as far. Also this model is a very close cross breed of the mw3 and mw4 versions. I'd like to see apex do something a little more unique and spartan like.

Don't forget the two basic facts about the picture:

1st: No matter how good, modern, perfect it looks, it is still a WIP.
2nd: While it looks exactly like something out of MW:O, it is still just a cover artwork.

The reason I posted it here was first and foremost to show people how does FD drawn Timby actually looks like, since he's drawn only 3 that I know of and even then on the other two, they were just part of the background and not the focus of the picture itself.

#3415 SgtMagor

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Posted 03 May 2013 - 01:17 PM

View PostAdridos, on 02 May 2013 - 08:13 AM, said:

I thought you might like to see this.
Guess which awesome artist is making that cover art (it's still unfinished, but great already)?

Posted Image

I think the question of how will Mad Cat look has been finally answered.


that Banshee looks like this onePosted Image

#3416 Adridos

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Posted 03 May 2013 - 02:16 PM

View PostSgtMagor, on 03 May 2013 - 01:17 PM, said:

that Banshee looks like this one


Or this one:

Posted Image

Or this one:

Posted Image

...As I said. The Banshee on the picture so far is just a normal Banshee just like everyone else draws it/them.

#3417 Bishop Steiner

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Posted 03 May 2013 - 02:30 PM

View PostAdridos, on 03 May 2013 - 02:16 PM, said:


Or this one:

Posted Image

Or this one:

Posted Image

...As I said. The Banshee on the picture so far is just a normal Banshee just like everyone else draws it/them.

No. It's still proportioned and executed MUCH better than most.

#3418 SgtMagor

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Posted 03 May 2013 - 04:34 PM

anyway, no news posted today about mech #20, But Misery was a nice surprise! awww, yehhhh!

#3419 Sennin

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Posted 03 May 2013 - 04:49 PM

View PostSgtMagor, on 03 May 2013 - 04:34 PM, said:

anyway, no news posted today about mech #20, But Misery was a nice surprise! awww, yehhhh!


No kidding! A Stalker Hero 'Mech that mounts at least one ballistic slot in a torso! ^_^ I know what I am buying next available patch! I only pray it has another ballistic slot in the opposing torso! Look out for Misery, the "BOOM STALKER OF DOOOOOM!!!!" ;)

#3420 Flyby215

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Posted 03 May 2013 - 05:01 PM

View PostSennin, on 03 May 2013 - 04:49 PM, said:


No kidding! A Stalker Hero 'Mech that mounts at least one ballistic slot in a torso! ^_^ I know what I am buying next available patch! I only pray it has another ballistic slot in the opposing torso! Look out for Misery, the "BOOM STALKER OF DOOOOOM!!!!" ;)


^_^ Like x10

Tho I think more than one Balliastic slot goes pretty far from the usual design of Stalkers being energy and missile. To be honest, I'm sort of hoping that maybe that's a PPC and not a Ballistic, regardless, PGI's getting more money outta me on this one. (see sig)





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