I've engaged myself in the momentous task of identifying every single IS light mech that could be introduced into MWO.
A chassis must have at least 3 variants, and they must be able to be differentiated (either via quirks, special equipment, or hardpoint inflation) and have no FutureTech. I've accounted for Speed Tweak and max engine formulas. For mechs that exceed MWO's speed limit (which is somewhere above 171 kph), the engine cap can be lowered. For mechs that exceed the limit via MASC, the engine cap could be lowered further, or the better course of action should be to reduce the speed boost associated with Inner Sphere MASC Mk1 and Mk2, which are presently 20% and 23% respectively (which seems WAYYYY to high imo to ever be used on any mechs that could be introduced.)
I've only gone up to 3057, so here's what I have so far:
20t Flea
- FLE-17, base variant, MASC variant. 5+ energy. 148.0kph (MASC Mk1: 177.6 kph)
- FLE-15, has MGs instead of MASC
- FLE-4, large laser variant, inflated right arm hardpoints
- FLE-FA, hero variant "Fire Ant". 6 MG at least 3 energy.
20t Stinger
- STG-3R, base variant, machinegun variant. 148.0kph, 6 JJs.
- STG-3G, all energy variant, all arms.
- STG-5M, trades some energy hardpoints for AMS
- STG-3Gb, all energy variant, but some in CT and HD. 169.8kph, 7 JJs.
20t Thorn
- THE-N, base variant, LRM quirks. 148.0 kph.
- THE-T, more missile hardpoints, SRM quirks.
- THE-N1, all energy, more on arm. ERPPC quirks.
- THE-Nb, all energy, more in torso, ERLL quirks.
20t Wasp
- WSP-1A, base variant. Energy right arm, missile left torso. 148.0 kph, 6 JJs.
- WSP-1K, lots MGs in left torso.
- WSP-1W, all energy variant, SL quirks.
- WSP-3M, more missile hardpoints, some MPL quirks.
- WSP-1A3, some MGs on right arm. Engine cap anywhere up to 182.9 kph.
25t Mongoose
- MON-66, base variant. 6+ energy, arms/torso. Engine cap anywhere up to 195.0 kph.
- MON-66b, 4-6 energy, arms/torso, ERLL quirks.
- MON-69, missile left torso. SRM quirks.
- MON-70, 5+ energy, mostly on arms.
25t Commando
- COM-3C, ballistic right arm, gets mad AC/2 quirks (can carry between 2.0 and 3.5 tons ammo)
- COM-3H, three energy right arm, 1 energy head. LL quirks.
25t Raptor (omnimech)
- RTX1-O, base variant. LRM5s. 121.9 kph. Podspace: 12.5 tons)
- RTX1-OA, LL quirks.
- RTX1-OB, SRM quirks.
- RTX1-OC, ML/SPL quirks.
- RTX1-OD, Streak2 quirks.
Available omnipods:
LA: <2e> <1e>
LT: <1m> <2e> <1e>
CT: <1m> <2e>
RT: <2e> <2e 1ams> <1m 2b 1e> <1m 2b> <1m 1e>
RA: <2e> <1e>
HD: <none>
30t Javelin
- JVN-10N, base variant. 4 missile. SRM6 quirks. 145.1 kph, 6 JJs.
- JVN-11, 5+ missiles. Streak2 quirks.
- JVN-11A, 7 energy.
- JVN-11B, 4 missile. SRM4 quirks. ECM instead of JJs.
30t Hammer
- HMR-3M, base variant. 2 missile and 3 energy. 121.9 kph.
- HMR-3S, 4 missile and 2 energy.
- HMR-3C, 7 energy.
30t Hermes
- HER-1S, base variant. 2+ energy each arm, 1+ in CT. ML quirks Engine cap up to 220.6 kph.
- HER-3S, 3 energy each arm. MASC Mk2.
- HER-1Sb, energy instead in left torso and head. MASC.
- HER-4S, 5 energy, MPL quirks, MASC, ECM.
30t Falcon
- FLC-4N, base variant. 3+ energy, 2+ MGs. 145.1 kph, 6 JJs.
- FLC-4Nb-PP, 3+ energy, PPC quirks. Like a 30t Panther.
- FLC-4Nb-PP2, 3+ energy, ERLL quirks.
- FLC-4P, 3+ energy, MPL quirks.
35t Jenner
- JR7-A, 3 energy in right torso, 1 each arm, LL quirks. 171.7 kph, 5 JJs.
- JR7-31P, 8 energy, mostly torso. 7 JJs.
- JR7-31PX, same as above but adds energy to cockpit.
btw, all Jenners in the game (JR7-F, JR7-D, etc) are supposed to have a 345 engine cap (171.7 kph).
35t Raven
- RVN-3M, Narc left arm, LRM15 right torso, 1 energy in right arm and in each torso. 146.8 kph.
Here's the chasses that I've thrown out entirely so far, based on the requirements I set forth above:
25t Dart - 3 variants, too similar, hardpoints only in CT and HD (limit of 3 maximum)
30t Firefly - 6 variants, slow (121.9 kph), all variants nearly identical, hard to differentiate with quirks.
30t Flashfire - 5 variants, Solaris-only mech. Base variant uses fluidguns. Variants very similar.
30t Hussar - 5 variants. Most variants ONLY have CT hardpoints. Hardpoint starved to the max.
30t Scarabus - 3 variants. All identical.
30t Valkyrie - 4 variants. All identical.
35t Ostscout - 4 variants, ONLY have CT hardpoints. Hardpoint starved to the max.
And here's some that I haven't thrown in or out yet:
20t Hornet - 4 variants, all too similar. All go 121.9 kph, which is too slow.
20t Mercury - 4 variants, all too similar. All go 195.9 kph AND have MASC, tricky problem...
20t Fireball - 3 variants. But the STOCK ENGINE goes 191.6 kph. Bah.
25t Sling - 2 variants. Need to find more variants.
30t Hitman - 2 variants. Needs more variants.
35t Venom - 4 variants, all very similar, but not overly so. Model same as Spider.
35t Owens - 5 variants. Omnimech with locked SHS. Give it DHS and it'd be great.
35t Hollander - 2 variants. Needs more variants.
35t Firebee - 2 variants. Needs more variants.
Edited by Tarogato, 21 November 2016 - 05:10 AM.