FupDup, on 10 March 2015 - 07:13 PM, said:
Are those mechs listed above IS mechs that have to use IS ghetto tech? Oh, they're not. They don't get the benefits of Clan goodies like Clan XL, Endo, lasers, etc. Also, they're Omnimechs instead of Battlemechs. Different construction rules.
Actually, the Omnimechs in MWO are using the Customization rules.
The Battlemechs in MWO are using the "Make your own mech construction rules + arbitrary inflated hardpoints."
There's a huge difference there; the actual customization rules for the IS would be far more limiting, and if the Clans had construction rules for the Omnimechs like the IS Battlemechs currently enjoy, you could have standard engine Dire Wolves with endo/ferro, Novas with Endo/Ferro, and Summoners without jumpjets.
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That said, I'm mixed on this one. It would literally require PGI to
actually FIX jumpjets and flamers to be something that actually can be tangibly useful.
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Even then, the few "perfect storm" Clan Omnis that coincidentally have optimized base chassis (i.e. Mad Cat, Doomcrow primarily) still beat the IS anyways.
Timber Wolf has exploitable hitboxes and a higher than attainable engine rating compared to the IS. Stormcrow just has really tiny hitboxes that are also exploitable (and if you just shoot the thing on its legs, your victims will cry about how underpowered it is; trust me, try it. It's hilarious!) Actually the leg thing works on Timber Wolves too, by blasting one leg you can effectively remove both legs at the same time (twin LBX 10 + twin SRM-6).
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Beyond that, some mech variants would just outright get slaughtered by this. Firestarters in particular, with around 4 hardwired Flamers on most variants, would just put the Jenner back as the best light. Every IS mech with JJs in general would lose a chunk of their payload for not all that much gain.
You mean firestarters would actually be Firestarters -- getting PGI to either fix flamers for heat/damage capability (I'd prefer the Hotshot Flamer variant if possible; a burst fire projectile of napalm that after hitting the target will catch it on fire for a short period of time, raising its heat.
For an idea of what I feel this effect should do, you can test it right now in MWO.
Load up River City and on the building that has a rooftop on fire overlooking the Citadel / Embassy (the huge building)... simply stand on that fire and watch your heat go up by approximately 20%. Say 2 flamers do something like that when you hit them (easily cooled off by the time you can fire them again).
Even if each shot only deals lump sums of 3 heat per second for 3 seconds, (with 4 seconds 'recharge' between each shot) 4 flamers would bring you up 36 heat in 3 seconds and you'd have a fourth second before they could shoot you again with flamers.
That would be super useful (even if you bring half that heat to yourself in a spike, and even if the flamers deal zero damage as a result of balancing it this way). (The Flamer Stalker, an already terrifying mech, could really ruin your day after this).
Far as jumpjets?
They would have to actually jump if they are mandatory.
I personally prefer a relatively fast and immediate take off (consuming half your fuel) with the rest on reserve for controlling your landing or helping you maintain/increase your altitude until depleted. This would eliminate the spam spacebar exploit that allows people to make the Firestarter semi-invincible to weapons fire.
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Different topic that came up.
Whatzituyah, on 10 March 2015 - 07:12 PM, said:
I heard someone say there is a upgrade for clans in Battletech that allows to remove a fixed weapon on the mech but I don't know what it would be looking through sarna.
FupDup, on 10 March 2015 - 07:13 PM, said:
You'd need a refit kit and you'd end up losing the Omnipod powers in exchange. It would turn your Omni into a Battlemech.
Correct.
Koniving, on 05 March 2015 - 04:55 PM, said:
(I was thinking of the day I shoved a std in there).
After capturing one in a campaign, I had a number of issues. The engine broke down, a number of the weapons were destroyed, some actuators had to be replaced. I went through and replaced things with what I could get and it lost its omni status. So my Dire Wolf has been rockin' a standard ever since.
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If only if turning Omnimechs into Battlemechs was a thing in MWO.
Koniving, on 06 March 2015 - 04:30 AM, said:
Truth be told, you wouldn't want what was required to do it.
Several missions of use with broken parts that couldn't possibly be replaced with their appropriate goodness.
Going into a battle with a damaged engine producing an extra 0.5 heat per second (in lump sums of 5 every turn), knowing it'd stop functioning entirely if I lost the right side torso.
Losing the built-in CASE on every section I had to replace armor on.
Every maintenance cycle its performance would get worse and worse due to the technician -- despite being god-mode Star Trek Scotty the miracle worker good -- having to figure out how it works as he goes along.
Not being able to replace weapons as easily as the Clans could, because IS weapons are incompatible. So each one attached has performance issues [not reflected in the meklab] (extra heat, inaccurate, extra propensity to perma-jam, range-specific targeting [so accuracy penalties before and beyond certain ranges]).
After taking a through armor crit from a PPC, the engine started generating 10 heat per turn and I melted a huge chunk of heatsinks trying to keep the mech safe, sacrificing a few functioning mechs and losing two good pilots to keep that Dire Wolf from getting destroyed.
Months where it had to be left in a facility couldn't be used to replace the engine -- which was the expected time. The actual time was 13 months in total and even then the engine has poor acceleration, so every time I remain stationary for a turn, the next turn my 3 hex 'cruising speed' counts as 'running' with all the accuracy reductions associated with it.
It's a mechanical nightmare.
Edited by Koniving, 10 March 2015 - 07:59 PM.