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Ultimate Mech Discussion Thread

BattleMech Balance

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#15061 Odanan

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Posted 16 November 2016 - 09:50 AM

Of course I don't mind the Bane being in the game at all... (see my sig)

#15062 Fyrwulf

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Posted 16 November 2016 - 10:43 AM

View PostPariah Devalis, on 16 November 2016 - 07:35 AM, said:


Mad Dog Prime. Night Gyr Delta. Huntsman if you mix and match pods with up to 8 M hardpoints. Stalker with 5. Catapult with 6. Etc...


I'm sorry, I should have clarified. FIrst, I meant Clan battlemechs, not omnis; obviously if the game were faithful to how omnis really are then every omni could be a missile boat. Second, neither the Stalker nor the Catapult have that many LRMs in TT, the weird things you can do in the mech bay are irrelevant to me. Three, a mere pair of LRM launchers does not, for me, qualify a mech as a missile boat (whatever Sarna says), nor does anything that carries less than 60 tubes; the Ha Otoko, 12C and 12R Longbow, Salamander, Viking, Viking IIC, and Bane 3 are the ones I can name off the top of my head.

#15063 Odanan

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Posted 17 November 2016 - 04:18 AM

View PostFyrwulf, on 16 November 2016 - 10:43 AM, said:

[missile boat]

Anyone played X-Wing (PC 1994 sim)?

I miss this buddy...
Posted Image
(If only X-Wing Miniatures Game had it...)

#15064 Metus regem

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Posted 17 November 2016 - 05:05 AM

View PostOdanan, on 17 November 2016 - 04:18 AM, said:

Anyone played X-Wing (PC 1994 sim)?

I miss this buddy...
Posted Image
(If only X-Wing Miniatures Game had it...)



Pffft I used that in TIE Fighter, during the expansion campaign. Always preferred the Xg-1 Star Wing though.

#15065 Karl Streiger

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Posted 17 November 2016 - 05:09 AM

View PostMetus regem, on 17 November 2016 - 05:05 AM, said:

Pffft I used that in TIE Fighter, during the expansion campaign. Always preferred the Xg-1 Star Wing though.

Loved the convergence of the gunboat, was one of my favourite rides next to the TIE Starfighter....shields are for cowards Posted Image

#15066 Odanan

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Posted 17 November 2016 - 08:41 AM

View PostMetus regem, on 17 November 2016 - 05:05 AM, said:

Pffft I used that in TIE Fighter, during the expansion campaign. Always preferred the Xg-1 Star Wing though.

View PostKarl Streiger, on 17 November 2016 - 05:09 AM, said:

Loved the convergence of the gunboat, was one of my favourite rides next to the TIE Starfighter....shields are for cowards Posted Image

Yeah, I love the Gunboat too.
(in fact, when you don't see me here, you will probably find me there)

#15067 Metus regem

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Posted 17 November 2016 - 08:47 AM

View PostOdanan, on 17 November 2016 - 08:41 AM, said:

Yeah, I love the Gunboat too.
(in fact, when you don't see me here, you will probably find me there)



damn... now I need to start playing Xwing.... what is the points cost on the Xg-1 like?

Edit: After reading the thread, I'm safe, no Assault Gunboat yet... Still they did put in a nerfed to hell and back TIE Defender...

Edited by Metus regem, 17 November 2016 - 08:53 AM.


#15068 Odanan

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Posted 17 November 2016 - 03:24 PM

View PostMetus regem, on 17 November 2016 - 08:47 AM, said:

damn... now I need to start playing Xwing.... what is the points cost on the Xg-1 like?

Edit: After reading the thread, I'm safe, no Assault Gunboat yet... Still they did put in a nerfed to hell and back TIE Defender...

But the Defender got some titles that (finally) made it the best fighter in the game.

#15069 Tarogato

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Posted 21 November 2016 - 04:39 AM

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.


#15070 Virlutris

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Posted 21 November 2016 - 09:30 AM

View PostTarogato, on 21 November 2016 - 04:39 AM, said:

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.)


Bear in mind that PGI can also use a negative quirk on the top speed to bring mechs into compliance with the speed limit. The Summoner has a top speed buff that shows it can be done.

For instance, a 20 tonner with a 200-rated engine only needs a minor top speed micronerf (1% IIRC, maybe 1.5%) to bring it down to 171-ish after speed tweak. The context is different, but I've been mentioning this for a while now as part of a solution for the Firemoth, along with removing the MASC (because already fastest at that point anyway) for a free ton and critslot .

Also, nice list! :D

#15071 Odanan

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Posted 26 November 2016 - 11:37 AM

In 1 week, all will be revealed.

It's the Hatchetman! I want to believe!

#15072 Karl Streiger

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Posted 26 November 2016 - 12:25 PM

I fear it will be the Ragnarok (was it the name of the Mechassault thing)

#15073 Odanan

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Posted 26 November 2016 - 03:03 PM

View PostKarl Streiger, on 26 November 2016 - 12:25 PM, said:

I fear it will be the Ragnarok (was it the name of the Mechassault thing)

You are joking, right? Right?

#15074 Imperius

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Posted 26 November 2016 - 03:20 PM

View PostOdanan, on 26 November 2016 - 03:03 PM, said:

You are joking, right? Right?

It will be the ragnarock butbin the sense it's completely made up by PGI.

#15075 Odanan

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Posted 26 November 2016 - 03:44 PM

View PostImperius, on 26 November 2016 - 03:20 PM, said:

It will be the ragnarock butbin the sense it's completely made up by PGI.

That would be absolutely disappointing.

#15076 Imperius

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Posted 26 November 2016 - 04:44 PM

View PostOdanan, on 26 November 2016 - 03:44 PM, said:

That would be absolutely disappointing.

Seems to be the target goal these days.

#15077 Ghostrider0067

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Posted 26 November 2016 - 06:25 PM

View PostOdanan, on 26 November 2016 - 11:37 AM, said:

In 1 week, all will be revealed.

It's the Hatchetman! I want to believe!


I, too, want to believe; however, I'm a realist and know better.

#15078 Karl Streiger

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Posted 27 November 2016 - 01:21 AM

View PostOdanan, on 26 November 2016 - 03:03 PM, said:

You are joking, right? Right?

There is a trend
Something I would wish for - and something I fear.
Of course there are things beyond this margin (something that is different)
PGI did good stuff of what I wished for at the beginning - turned the direction of what I fear and now are doing things I don't even think of.
So between time jump/melee and the ragnarok there is some room. But expect the unexpected - or the total underwhelming

#15079 TheArisen

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Posted 27 November 2016 - 09:10 AM

View PostKarl Streiger, on 27 November 2016 - 01:21 AM, said:

There is a trend
Something I would wish for - and something I fear.
Of course there are things beyond this margin (something that is different)
PGI did good stuff of what I wished for at the beginning - turned the direction of what I fear and now are doing things I don't even think of.
So between time jump/melee and the ragnarok there is some room. But expect the unexpected - or the total underwhelming


I have to agree. I would be ecstatic if Pgi released a melee mech or even quads but I'm inclined to believe it'll be something weak like IS Omni's or dumb like a Pgi created chassis.

#15080 Virlutris

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Posted 30 November 2016 - 09:49 AM

My big mouth prediction:

Charger + Hatamoto Chi, will be the December mech announcement at mech con.

It fits the requirement of technically never having been done, without actually doing much that's more than technically new.

Releasing 2 mech chassis from lore, each retaining their own designator (CGR, HTM), but as a single chassis in-game, so they exist under the same skill tree? Nope, that's never been done.

The Mauler wouldn't be acknowledged as a counterexample, because Daboku would be cited as a prototype, and it was fudged in with a Mauler's MAL designator.

CGN and HTM, while based on the same frame, have distinctive histories, and outright combining 2 mature chassis that way while retaining separate designator would "technically" be new.

This has just the right feel of plausibility and deniability to it. ;)

Popcorn anyone?


Edit: spelling

Edited by Virlutris, 30 November 2016 - 09:50 AM.






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