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BattleMech Balance

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#11281 Odanan

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Posted 01 November 2015 - 12:10 AM

Hey, with the Cicada 3F, we are effectively in 3053. There are some new weapons and tech available now that PGI could add to the game. Let's make a list and discuss (who knows, the devs might be reading)

Some from the top of my head:

- Laser AMS (3048 for Clans and 3059 for IS) - a good alternative for those running cool (or with a lot of heatsinks). Differently of the following stuff, this is a common equipment.
- Laser Heat Sink (experimental, 3051 for Clans) - an alternative for the Clan DHS. Could work slightly different, by not receiving bonus or penalty from the ambient heat. Lightens the heated mech (cool effect). A must have Clan omnimech (Night Gyr) has these by standard, which makes it uncannily similar to Samus suit for Metroid.
- Rifles (experimental, IS only) - lighter ballistics weapons to fill the gap between the machinegun and the AC/2 (useful for lighter mechs). Would make more sense if IS ACs worked like Clan ACs (multiple projectiles).
- Binnary Laser (experimental, IS only) - could be made useful for mechs with few energy hardpoints.
- Mortars (IS and Clans) - Indirect fire weapon without lock - could add a new dimension to combat. Must count as a missile weapon for game purposes (even if it looks like ballistic).
- Thunderbolt Missiles (experimental, IS only, 3053) - single-fired missiles that do full 10 damage to one location, but can be easily destroyed by AMS.

What more?

Edited by Odanan, 03 November 2015 - 04:56 AM.


#11282 Juodas Varnas

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Posted 01 November 2015 - 12:14 AM

I just want the Arrow IV.
We should've gotten it by now.

#11283 TheArisen

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Posted 01 November 2015 - 12:22 AM

I think rifles & binary lasers are needed. Some lighter mechs rely heavily on ballistics and are bad mechs for it. Similar situation with the binary, some mechs only have one or two energy slots. If done right, they could help mechs whose hard points are too spread out.

Everything you listed Odan would be good for the game.

#11284 SgtMagor

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Posted 01 November 2015 - 04:19 AM

time for this upgraded Zeus, not only does it look much zexier that the other variants but it has that kewl shoulder binary laser, new mech pack for this sleeker looking Zeus??? Posted Image

Edited by SgtMagor, 01 November 2015 - 04:28 AM.


#11285 Odanan

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Posted 01 November 2015 - 05:15 AM

View PostSgtMagor, on 01 November 2015 - 04:19 AM, said:

time for this upgraded Zeus, not only does it look much zexier that the other variants but it has that kewl shoulder binary laser, new mech pack for this sleeker looking Zeus???

Not in a new pack. It could be a custom geometry Zeus sold for MCs, a loyalty reward or some tournament prize.

View PostJuodas Varnas, on 01 November 2015 - 12:14 AM, said:

I just want the Arrow IV.
We should've gotten it by now.

The problem is the Arrow IV occupies both side torso and arm. A major change in Mechlab is needed.

#11286 Juodas Varnas

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Posted 01 November 2015 - 05:22 AM

View PostOdanan, on 01 November 2015 - 05:15 AM, said:

Not in a new pack. It could be a custom geometry Zeus sold for MCs, a loyalty reward or some tournament prize.


The problem is the Arrow IV occupies both side torso and arm. A major change in Mechlab is needed.

I doubt it'd be very difficult to make the crit slots overflow to an adjacent component.
But again, this is PGI we're talking about, who can't figure out how to code alternate ammunition for LBXs...

#11287 WrathOfDeadguy

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Posted 01 November 2015 - 05:57 AM

Simple. When you mount the weapon in the hardpoint, it also adds the appropriate number of locked crits to the adjacent section. If you lack the crits, it just fails to mount. PGI could just hijack the same mechanic that is used to apply and fix ES and FF crits to specific components on Clan 'Mechs, and tie the new 'upgrade' to the weapon item as a toggle. The code for split crits (after a fashion) is already in the game.

Edited by PS WrathOfDeadguy, 01 November 2015 - 06:01 AM.


#11288 Bishop Steiner

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Posted 01 November 2015 - 08:42 AM

View PostJuodas Varnas, on 01 November 2015 - 05:22 AM, said:

I doubt it'd be very difficult to make the crit slots overflow to an adjacent component.
But again, this is PGI we're talking about, who can't figure out how to code alternate ammunition for LBXs...

View PostPS WrathOfDeadguy, on 01 November 2015 - 05:57 AM, said:

Simple. When you mount the weapon in the hardpoint, it also adds the appropriate number of locked crits to the adjacent section. If you lack the crits, it just fails to mount. PGI could just hijack the same mechanic that is used to apply and fix ES and FF crits to specific components on Clan 'Mechs, and tie the new 'upgrade' to the weapon item as a toggle. The code for split crits (after a fashion) is already in the game.

either they couldn't do it, or felt it would be too hard to balance.

The King Crab (depending on TRO and record sheet) was supposed to have crit overflow for it's AC20s, and a full set of actuators (even though the original 2750 TRO, and common sense, and thankfully, PGI, disagreed), and it didn't, for a reason, despite some strenuous campaigning by some who insist the "Krab hasta has hands!", lol.

Honestly, in the form that MWO exists, we are probably best off without Arrow IV. It really does not fit the existing aesthetic. If they were to ever make it a more strategic, combined arms game, than heavy repeatable arty might have a place, but as of now? It would either be broke as heck, or nerfed to oblivion.

#11289 Anyone00

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Posted 01 November 2015 - 09:47 AM

View PostJuodas Varnas, on 01 November 2015 - 12:14 AM, said:

I just want the Arrow IV.
We should've gotten it by now.

Well anything with a range of Maps is likely better as a consumable.
I think it would be interesting to have one consumable for one ton worth of Arrow IV ammo so TAG equipped lights have a potent high-risk-high-reward attack for sneaking to the rear of the enemy line.

#11290 Virlutris

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Posted 01 November 2015 - 01:22 PM

View PostOdanan, on 01 November 2015 - 12:10 AM, said:

Hey, with the Cicada 3F, we are effectively in 3053. There are some new weapons and tech available now that PGI could add to the game. Let's make a list and discuss (who knows, the devs might be reading)

Some from the top of my head:

- Rifles (experimental, IS only) - lighter ballistics weapons to fill the gap between the machinegun and the AC/2 (useful for lighter mechs). Would make more sense if IS ACs worked like Clan ACs (multiple projectiles).



I'm down for rifles.

Panther 10P says hi :/

#11291 Odanan

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Posted 01 November 2015 - 01:33 PM

View PostAnyone00, on 01 November 2015 - 09:47 AM, said:

Well anything with a range of Maps is likely better as a consumable.
I think it would be interesting to have one consumable for one ton worth of Arrow IV ammo so TAG equipped lights have a potent high-risk-high-reward attack for sneaking to the rear of the enemy line.

Indeed.
Well, there is a compromise between Arrow IV and LRMs: the Thunderbolt Missile.

#11292 Odanan

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Posted 01 November 2015 - 01:39 PM

View PostVirlutris, on 01 November 2015 - 01:22 PM, said:


I'm down for rifles.

Panther 10P says hi :/

And Cicada 3M.

And Commando 1C.

And Stinger.

#11293 Ovion

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Posted 01 November 2015 - 01:52 PM

View PostVirlutris, on 01 November 2015 - 01:22 PM, said:

I'm down for rifles.

Panther 10P says hi :/

View PostOdanan, on 01 November 2015 - 01:39 PM, said:

And Cicada 3M.

And Commando 1C.

And Stinger.
And Locust 1V / PB, SDR 5K / A, Urbanmechs.

#11294 wanderer

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Posted 01 November 2015 - 02:42 PM

View PostOdanan, on 01 November 2015 - 12:10 AM, said:

Some from the top of my head:
- Rifles (experimental, IS only) - lighter ballistics weapons to fill the gap between the machinegun and the AC/2 (useful for lighter mechs). Would make more sense if IS ACs worked like Clan ACs (multiple projectiles).

What more?


Rifles actually predate the Battlemech and have been a Periphery-tech-level weapon pretty much forever, much like rocket launchers. They're considered "Experimental" only because they're technically out of production in the IS + the damage reduction rules are considered a pain for tournament-level play.

#11295 wanderer

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Posted 01 November 2015 - 02:50 PM

View PostBishop Steiner, on 01 November 2015 - 08:42 AM, said:

either they couldn't do it, or felt it would be too hard to balance.

The King Crab (depending on TRO and record sheet) was supposed to have crit overflow for it's AC20s, and a full set of actuators (even though the original 2750 TRO, and common sense, and thankfully, PGI, disagreed), and it didn't, for a reason, despite some strenuous campaigning by some who insist the "Krab hasta has hands!", lol.

Honestly, in the form that MWO exists, we are probably best off without Arrow IV. It really does not fit the existing aesthetic. If they were to ever make it a more strategic, combined arms game, than heavy repeatable arty might have a place, but as of now? It would either be broke as heck, or nerfed to oblivion.


I disagree. Compared to the standard artillery barrage, the Arrow IV is actually a -light- artillery weapon. It's a single round that does 20 damage on a direct hit, is down to 5 by the time it passes 30m, and zeros out thereafter. By comparison, consumables are generally dropping 6-10 shells on the target area.

Given a slow fire rate, it's actually an interesting support weapon considering it's effective range and capacity to deliver area-effect damage (in a limited fashion). If we got a "drop smoke" option (basically, the markers we use for "incoming" artillery) as targetable by Arrow IVs, you'd even have a way for players to call for inter-team fire support. Plus, it can also serve as a direct-fire weapon if used within 500m or so.

#11296 TheArisen

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Posted 02 November 2015 - 10:19 AM

Anyone have a preferred list of mechs they'd like to see in a theoretical future mech pack? This ones not all inclusive but it's mine.

View PostTheArisen, on 27 October 2015 - 05:24 AM, said:

What do you guys think of this line up? One per weight class obviously.

Light: Hussar or Javelin
Medium: Assassin, Rajin or Vulcan.
Heavy: Penetrator, Falconer or Anvil
Assault: Nighstar, Gunslinger or Pillager


#11297 Odanan

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Posted 02 November 2015 - 06:30 PM

View PostTheArisen, on 02 November 2015 - 10:19 AM, said:

Anyone have a preferred list of mechs they'd like to see in a theoretical future mech pack? This ones not all inclusive but it's mine.

Here I go...
(selected packs in order of preference)

View PostOdanan, on 12 November 2014 - 10:28 AM, said:

Project Phoenix II: (considering the Archer and Rifleman are released in standalone packs like the Marauder and the Warhammer)

- Light: Wasp
- Medium: Phoenix Hawk
- Heavy: Crusader
- Assault: Longbow
Reinforcement pack: Stinger and Valkyrie


Clan Second Line Legacy Pack (early Clan non-omni mechs - most need extra variants):

- Light: Piranha
- Medium: Conjurer/Hellhound
- Heavy: Grizzly
- Assault: Kodiak
Reinforcements/Reward: Supernova, Bane/Kraken, Stone Rhino/Behemoth


Clan Wave IV:

- Light: Fire Falcon (or a MASC-less Fire Moth)
- Medium: Viper
- Heavy: Night Gyr
- Assault: Turkina


Clan Wave V (later omnimechs. Timeline: 3060):

- Light: Hellion
- Medium: Mongrel/Grendel
- Heavy: Nova Cat
- Assault: Blood Asp


Melee Pack (only possible after adding melee weapons. Timeline: ~3060):

- Light: Scarabus (needs extra variants)
- Medium: Hatchetman
- Heavy: Axman
- Assault: Berserker


Vengeance Revenge Pack (with IS mechs from the Mechwarrior 4 series. Timeline: ~3064):

- Light: Osiris
- Medium: Uziel
- Heavy: Argus (or Thanatos)
- Assault: Fafnir
Reinforcements/Reward: Hellspawn, Chimera


IS Omni Counter Strike Pack (IS Omnimechs, some from MW4:M. Timeline: ~3064):

- Light: Raptor (or Actic Fox)
- Medium: Men-Shen
- Heavy: Avatar
- Assault: Sunder
Reinforcements/Reward: Templar, Hauptmann


#11298 TheArisen

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Posted 03 November 2015 - 12:50 AM

Hmm, that's a good idea.

First choice:
Hussar
Rajin
Falconer
Nightstar

Second:
Javelin
Assassin
Penetrator
Gunslinger

Third:
Spector
Lynx
Bandersnatch or Anvil
Pillager

Just about any combination of these would be fantastic IMO.

#11299 Karl Streiger

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Posted 03 November 2015 - 01:40 AM

Flash Package
  • Nexus
  • Raijin II
  • Toyama
  • Grand Crusader

Shadow Package
  • Malack
  • Preta
  • Deva
  • Seraph


#11300 Hollow Earth

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Posted 03 November 2015 - 03:08 AM

Well, sure some of these mech series may not have enough variants or have been out of production but what the hell, i like em and give em the Enforcer/Mauler treatment anyway!
(meanwhile, sometime after the conclusion of Project Phoenix part II...)

The Heavy Hardware Assault Pack:

Guillotine. 70t
Hammerhands. 75t
Emperor. 90t
Pillager. 100t

Reinforcement:
Falconer. 75t
Nightstar. 95t

The suddenly King Crab out of nowhere bonus!:
Marauder II. 100t

Edited by Hollow Earth, 03 November 2015 - 03:10 AM.






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