So If The Urbanmech Is Coming...
#21
Posted 22 January 2015 - 08:05 AM
I will admit that there is more need to fill some holes in the clan roster right now though. The Executioner and Firemoth in particular would be nice; but I don't think the Firemoth is going to happen anytime soon.
#22
Posted 22 January 2015 - 08:11 AM
As well as the Kodiak for the clans, eventhough I dont pilot clans at all I'd like to see Alex' art design on it.
Edited by TexAss, 22 January 2015 - 08:11 AM.
#23
Posted 22 January 2015 - 08:16 AM
aniviron, on 22 January 2015 - 08:05 AM, said:
I will admit that there is more need to fill some holes in the clan roster right now though. The Executioner and Firemoth in particular would be nice; but I don't think the Firemoth is going to happen anytime soon.
I'd have to say that most of those mechs have doubles in what they can perform as several places in the roster Crab= 50 ton laser vomit, Thug = Missile/laser awesome variants, Flashman will be the same as the Black Knight that's on the drawing board, Javelin could be new though.
HOWEVER, I think at this point in the games life we don't have to worry so much about accidental doubles and a lot of them can be visual choices by the player AND quirked into individuality. For example Awesome getting LRM/PPC quirks and Thug getting SRM/PPC quirks. I would love to have a Crab, Thug, and Black Knight Personally. Crab because nothing near its wait has anything similar to its silhouette. Thug was my first miniature, along with an Orion P, and Black Knight has always just been a cool mech to me.
EDIT
@TexAss
Remember soon as we hit that we start hitting the bugbears about how to handle Clan Battlemech customization and the twin bugbear of IS Omnis.
Edited by Hatachi, 22 January 2015 - 08:17 AM.
#24
Posted 22 January 2015 - 08:19 AM
But before any new mechs are in they need to get CW to a better place. More maps, better/random objective location. Different modes, better MM, less bottlenecks, easier teamwork (via VOIP and a improved orders interface).
#25
Posted 22 January 2015 - 08:23 AM
#26
Posted 22 January 2015 - 08:23 AM
Hatachi, on 22 January 2015 - 04:06 AM, said:
The Crab! I want a crab! I pinch.
Beyond that, a Charger would be nice when combined with knockdowns.
#27
Posted 22 January 2015 - 08:24 AM
#28
Posted 22 January 2015 - 08:47 AM
http://mwomercs.com/...76-urby-builds/
#29
Posted 22 January 2015 - 08:48 AM
Joseph Mallan, on 22 January 2015 - 04:26 AM, said:
It has been stated a couple times elsewhere:
The Phoenix mechs were not HG mechs like all the Macross/Robotech mechs are (Marauder, Rifleman, Warhammer, Archer, Behemoth).
The chances of these HG mechs to get into MWO are very very low.
Russ already said some time ago he would rather not risk it.
I still believe that we could get some great redesigns for most of them (without HG problems).
See MoonUnitBeta who did a competititon like a year ago or more for the Marauder. There were awesome designs and certainly HG-save ones too.
The problem (also stated by Russ) would be to come up with a re-design that the community would cherrish.
It could easily destroy everyones love for MWO if you get a Marauder (or other mech) that just doesnt feel like a Marauder and makes people feel let-down or even worse.
#31
Posted 22 January 2015 - 09:53 AM
- eng cap between 180 and 220
- and the chassi will have a tonage reduction bonus of 6 t (he said somthing about it being inpsoible if not)
if u look at the stock load out of the UM-R63* you will see the sum of all components and armor is above 30t (this is without taking any weigt of the chassi ore engine in account!)
so knowing this i have made some urban mech builds by using a spider chassi and removing 6 t of armor..
first 1; (take the 1 ML and split it in 2 SL) (and if it was a urby it would have 194 armor (took the remaining 16 armor from the spider too..))
http://mwo.smurfy-ne...f96b780bb1b010b
i think with some nice quirks (machine gun and AC/10 related) this is a viable build whith would exell at city combat.
- stats of build are
speed 105.3~115.8 kmh
DPS with no quirks is (and modules) is 8.4 (hoping to sea that get to 14 or so with quirks)
jump distance (17.34m) ammo;
AC10 45 and machine guns 2000
armor 194
page for the things PGI shows for this mech;
https://mwomercs.com/urbanmech
#33
Posted 22 January 2015 - 10:12 AM
#34
Posted 22 January 2015 - 10:15 AM
http://mwomercs.com/...t-released-yet/
#35
Posted 22 January 2015 - 10:55 AM
Lets get some rhino, bushwacker, supernova, cauldron born action up in this game!!!!!
#38
#39
Posted 22 January 2015 - 11:03 AM
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