#9321
Posted 13 October 2014 - 04:58 AM
#9322
Posted 13 October 2014 - 05:08 AM
Logan Hawke, on 13 October 2014 - 04:58 AM, said:
PGI have been equally dismissive and low-key on A) reworking the skill system to remove the 3 variant requirement or B inventing variants to ensure the existing skill system can remain...
Edited by CycKath, 13 October 2014 - 05:09 AM.
#9323
Posted 13 October 2014 - 06:06 AM
CycKath, on 13 October 2014 - 05:08 AM, said:
PGI have been equally dismissive and low-key on A) reworking the skill system to remove the 3 variant requirement or B inventing variants to ensure the existing skill system can remain...
Though with Heroes, they have shown their willingness to customize. It'd just be a c-bill variant instead of a Hero.
Take the Wolfhound for example. Energy boat, sure. Two variants can be done with moving hardpoints from the RLCT and RA and back. The third variant could be equivalent to Grinner (since no Hero should EVER have ECM). An actual Hero could be Grinner without ECM and Clan version weapons. This isn't exactly following Lore, but hey, it's an option.
Variant 1
CT - 1E
RT - 2E
LT - 2E
RA - 1E
Variant 2
CT - 2E
RT - 1E
LT - 1E
RA - 2E
Variant 3
CT - 1E
RT - 2E
LT - ECM
RA - 1E
Grinner
CT - 2CE
RT - 1CE
LT - 1CE
RA - 1CE
plus other clan tech
#9324
Posted 13 October 2014 - 06:11 AM
cdlord, on 13 October 2014 - 06:06 AM, said:
Take the Wolfhound for example. Energy boat, sure. Two variants can be done with moving hardpoints from the RLCT and RA and back. The third variant could be equivalent to Grinner (since no Hero should EVER have ECM). An actual Hero could be Grinner without ECM and Clan version weapons. This isn't exactly following Lore, but hey, it's an option.
Variant 1
CT - 1E
RT - 2E
LT - 2E
RA - 1E
Variant 2
CT - 2E
RT - 1E
LT - 1E
RA - 2E
Variant 3
CT - 1E
RT - 2E
LT - ECM
RA - 1E
Grinner
CT - 2CE
RT - 1CE
LT - 1CE
RA - 1CE
plus other clan tech
Not gonna happen. If they make a version that you can't run all of in CW people will go more ballistic than already.
I would say Grinner will happen, possibly, or Dan Aallrd's. But it will be pure IS tech, just like we will never see "IIC" versions of mechs tacked onto the IS SKill trees, like the Hunchback IIC.
#9325
Posted 13 October 2014 - 06:16 AM
Bishop Steiner, on 13 October 2014 - 06:11 AM, said:
I would say Grinner will happen, possibly, or Dan Aallrd's. But it will be pure IS tech, just like we will never see "IIC" versions of mechs tacked onto the IS SKill trees, like the Hunchback IIC.
Oh, I agree it's unlikely, but still possible. If anything, PGI has shown us recently that if the people want it..... Also, not saying my wolfhound idea would happen any time soon. But eventually... IIC variants are very much part of the lore of the genre. Be a nice door opener for this. Eventually the tech lines will be blurred enough. (and speaking here I actually hope not, but the game will advance, tech creep will occur. Three variant requirement needs some creative thinking to get what we want. If they had said 4th succession war all the way and no variant requirement, this would be a non-issue. Just working with what we got).
#9327
Posted 13 October 2014 - 09:50 AM
cdlord, on 13 October 2014 - 06:06 AM, said:
Take the Wolfhound for example. Energy boat, sure. Two variants can be done with moving hardpoints from the RLCT and RA and back. The third variant could be equivalent to Grinner (since no Hero should EVER have ECM). An actual Hero could be Grinner without ECM and Clan version weapons. This isn't exactly following Lore, but hey, it's an option.
Grinner sports ECM, thus would be the first Hero with ECM and the P2W crowd would go nuts despite the Wolfhounds weapon's options.
Proper designs.
WLF-1
CT: 2E
LT: 1E
RT: 1E
RA: 2E
WLF-1A
CT: 1E
LT: 2E
RT: 2E
RA: 1E
WLF-1B: this one is a problem.
CT: 2E
LT: 1E
RT: 1E
RA: 2E
Grinner: again a problem because it is a IIC.
Head: ECM
CT: 2CE
LT: 1CE
RT: 1CE
RA: 1CE
#9328
Posted 13 October 2014 - 10:54 AM
3 variants:
WLF-1: 5 energy hardpoints, 1 RA, 1 RT, 2 CT, 1 LT (could be inflate to 7)
WLF-1A: 4 energy hardpoints, 1 RA, 1 RT, 1 CT, 1 LT (could be inflate to 7)
WLF-1A: 5 energy hardpoints, 1 RA, 1 RT, 2 CT, 1 LT (could be inflate to 7)
The extra hardpoints would go for different locations, for instance:
WLF-1: 3 RA, 1 RT, 2 CT, 1 LT
WLF-1A: 2 RA, 2 RT, 1 CT, 2 LT
WLF-1A: 1 RA, 2 RT, 2 CT, 2 LT
Yes, it's boring.
Like all these dedicated laser-boats (Flashman, Black Knight), which are excellent in TT but don't translate well in MWO's 3 variants system.
If the Black Knight wins the heavy poll, it will need the same inflation treatment.
PS: the hero is a completely different issue. PGI could add the pre-Clan Grinner Phelan piloted. It was a stock Wolfhound, but it could receive some modifications for MWO, to make it different.
#9329
Posted 13 October 2014 - 11:36 AM
Nathan Foxbane, on 13 October 2014 - 09:50 AM, said:
Proper designs.
WLF-1
CT: 2E
LT: 1E
RT: 1E
RA: 2E
WLF-1A
CT: 1E
LT: 2E
RT: 2E
RA: 1E
WLF-1B: this one is a problem.
CT: 2E
LT: 1E
RT: 1E
RA: 2E
Grinner: again a problem because it is a IIC.
Head: ECM
CT: 2CE
LT: 1CE
RT: 1CE
RA: 1CE
or they simply take liberties, ala Heavy Metal, with the Inner Sphere version of Grinner.
Odanan, on 13 October 2014 - 10:54 AM, said:
3 variants:
WLF-1: 5 energy hardpoints, 1 RA, 1 RT, 2 CT, 1 LT (could be inflate to 7)
WLF-1A: 4 energy hardpoints, 1 RA, 1 RT, 1 CT, 1 LT (could be inflate to 7)
WLF-1A: 5 energy hardpoints, 1 RA, 1 RT, 2 CT, 1 LT (could be inflate to 7)
The extra hardpoints would go for different locations, for instance:
WLF-1: 3 RA, 1 RT, 2 CT, 1 LT
WLF-1A: 2 RA, 2 RT, 1 CT, 2 LT
WLF-1A: 1 RA, 2 RT, 2 CT, 2 LT
Yes, it's boring.
Like all these dedicated laser-boats (Flashman, Black Knight), which are excellent in TT but don't translate well in MWO's 3 variants system.
If the Black Knight wins the heavy poll, it will need the same inflation treatment.
PS: the hero is a completely different issue. PGI could add the pre-Clan Grinner Phelan piloted. It was a stock Wolfhound, but it could receive some modifications for MWO, to make it different.
'd!
#9330
Posted 13 October 2014 - 12:17 PM
Nathan Foxbane, on 13 October 2014 - 09:50 AM, said:
Except I specifically said to NOT have ECM on Grinner, but to use it's design to influence the third unique variant.... If you're just repeating what I said to reinforce it, then I am flattered.
#9331
Posted 13 October 2014 - 05:59 PM
Imagine Clan Wave 2 is out. IS reinforcement pack is out (???/???/Grasshopper/Zues) and now CW has hit and we have tonnage limits which are going to spread from Invasion aka Dropship mode to other CW game modes.
The Clans lack four tonnage amounts: 20t, 40t, 90t & 95t.
Your job is to fill those gaps so all tonnage combinations are possible on the clan side.
95t = Turkina
90t = Kingfisher
40t = Dragonfly
But what do you do for the 20t? Dasher is still out because MASC.
Do you just allow clanners to use some of the more generic Locust variants? Add some IIC mech? What do you think PGI would do in that situation. Also any alternatives to those other 3 mechs? Would it be reasonable to do a 1/1/0/2 pack? That's better since it gets those missing tonnage numbers right? Or would PGI just try to limit Dire Whales by not giving the clans a 20t for awhile.
PS in this future the Ember is still the preeminent combat light.
Edited by Hoax415, 13 October 2014 - 06:01 PM.
#9332
Posted 13 October 2014 - 06:06 PM
#9333
Posted 13 October 2014 - 06:45 PM
Hoax415, on 13 October 2014 - 05:59 PM, said:
Imagine Clan Wave 2 is out. IS reinforcement pack is out (???/???/Grasshopper/Zues) and now CW has hit and we have tonnage limits which are going to spread from Invasion aka Dropship mode to other CW game modes.
The Clans lack four tonnage amounts: 20t, 40t, 90t & 95t.
Your job is to fill those gaps so all tonnage combinations are possible on the clan side.
95t = Turkina
90t = Kingfisher
40t = Dragonfly
But what do you do for the 20t? Dasher is still out because MASC.
Do you just allow clanners to use some of the more generic Locust variants? Add some IIC mech? What do you think PGI would do in that situation. Also any alternatives to those other 3 mechs? Would it be reasonable to do a 1/1/0/2 pack? That's better since it gets those missing tonnage numbers right? Or would PGI just try to limit Dire Whales by not giving the clans a 20t for awhile.
PS in this future the Ember is still the preeminent combat light.
I guess Clanners will have to manage with the available tonnages. Instead of Stormcrow+Fire Moth, they will need to do Nova+Mist Lynx, and so on.
The next Clan wave will probably be the following, giving a little more options:
Light: Arctic Cheetah (30 tons)
Medium: Viper (40 tons)
Heavy: Ebon Jaguar (65 tons)
Assault: Kingfisher (90 tons)
Metus regem, on 13 October 2014 - 06:06 PM, said:
It's a long road until the Piranha could be released. Second variant in 3067 and third variant in 3068.
#9334
Posted 13 October 2014 - 06:54 PM
#9336
#9337
Posted 14 October 2014 - 04:43 AM
Karl Streiger, on 14 October 2014 - 04:23 AM, said:
Black Knight: "All right, we'll call it a draw."
Because the Black Night is "invincible"?
It's 49.95 vs. 50.05, not 50-50. 5 votes difference.
Edited by Odanan, 14 October 2014 - 04:44 AM.
#9338
Posted 14 October 2014 - 04:47 AM
Odanan, on 14 October 2014 - 04:43 AM, said:
Because the Black Night is "invincible"?
It's 49.95 vs. 50.05, not 50-50. 5 votes difference.
5% may be enough to win in a MWO battle - but when you have lost 11 good guys vs 12 red and the other guy standing has 5% - you only need a rock and a knife to beat him.
BTW - did vote for the Hopper - because the Hopper was not yet in any Mechwarrior Game (maybe the first)
#9339
Posted 14 October 2014 - 05:05 AM
New game mode: URBIECIDE.
One of the members of each team randomly drops in an UrbanMech. The goal is: to kill the enemy Urbanmech. Surviving UrbanMech gets a lot of extra points.
Pros:
- UrbanMech gets into the game (and it will make sense it being terrible);
- Very easy game mode to implement. No need to adapt maps (almost like Skirmish);
- All new strategy;
- Fun!
This is a "VIP escort" game mode. The good thing about the UrbanMech being the VIP is: it can't outrun any other mech (even the Dire Wolf).
Edited by Odanan, 14 October 2014 - 05:11 AM.
#9340
Posted 14 October 2014 - 05:06 AM
Odanan, on 14 October 2014 - 05:05 AM, said:
New game mode: URBIECIDE.
One of the members of each team randomly drops in an UrbanMech. The goal is: to kill the enemy Urbanmech. Surviving UrbanMech gets a lot of extra points.
Pros:
- UrbanMech gets into the game;
- Very easy game mode to implement. No need to adapt maps;
- All new strategy;
- Fun!
uhm does a team loose as soon as a urbie is killed?
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