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We Need Another Is 90 Tonner


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#41 Lugin

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Posted 03 April 2015 - 11:05 AM

View PostNovawrecker, on 03 April 2015 - 10:22 AM, said:

Heh, that "launcher" is a MRM 30, which fired an Anime-level of redonkulous number of missiles at its target (heard of laser vomit? This is definitely missile regurgitation :lol:)


Laser vomit and missile puke. I like it!

The Mauler's main problem is canon variants at this point in the timeline.
There is the prototype version that could be lifted for the second variant.
As for the third... these two identical apocryphal designs. There are the pre-prototype, and the Solaris oriented MAL-1PT5.

#42 AlmightyAeng

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Posted 03 April 2015 - 11:11 AM

View PostJazzbandit1313, on 03 April 2015 - 08:07 AM, said:

90 is the "Goldilocks Zone" of tonnage for an assault and it allowed for the best mechbuilding and variability in loadouts out of any mech.


Why? What can a 90 tonner do that a 100 can't do better? Or an 85 tonner? I'm curious...you've said it "allowed for the best mechbuilding and variability in loadouts of any mech" but that's based on hardpoints...not tonnage.

So why is 90 the "goldilocks" zone? I'm not seeing it.

#43 Ultimax

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Posted 03 April 2015 - 11:12 AM

View PostLord Perversor, on 03 April 2015 - 10:14 AM, said:

I guess each person has a different sweet spot, sometimes is a mixture of tonnage, speed, possible firepower and maneuravility.


That's all fine and good, but the thing that is "bad" about Highlanders right now are primarily JJs.

He can still run an HGN.

Things like 2x LPLs + AC 20 or 2x PPCs + AC 20 on a 733C will still generally work.

Or the 733P with it's 4 Right side biased energy hardpoints can do 4x LPLs, or Combo LLAS/MLAS & SRMs.


It could still use some quirks, but I don't think any 90 tonner we get is going to be a huge improvement over the HGN unless they have amazing hitboxes and can fit a gigantic XL engine (or boat the living hell out of energy).


5 Tons more and BNC 3E & 3M pretty much have that stuff covered though.

#44 Alienized

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Posted 03 April 2015 - 12:18 PM

all we need is more love for the highlander and especially its JJ's.
i always said we need a engine cap of 350. that would improve JJ too. 325 is just too low.

#45 LT. HARDCASE

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Posted 03 April 2015 - 12:23 PM

So what would you guys like to see on the two Mauler variants PGI would have to fabricate?

#46 Deathlike

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Posted 03 April 2015 - 12:44 PM

View PostGhost Badger, on 03 April 2015 - 11:11 AM, said:


Why? What can a 90 tonner do that a 100 can't do better? Or an 85 tonner? I'm curious...you've said it "allowed for the best mechbuilding and variability in loadouts of any mech" but that's based on hardpoints...not tonnage.

So why is 90 the "goldilocks" zone? I'm not seeing it.


Wouldn't 85 tons be that instead?

IIRC, the JJs on an 85 tonner is still 1 ton (same as the Victor @ 80 tons). Just imagine a Stalker with JJs for a brief moment...

To some extent, I thought the 80 ton spot would be just as good, since you can run a 400 engine (ideally XL) to make it as fast as a Timberwolf, but then again we have the Gargoyle, Pretty Baby, and noone ever dares consider that in a Dragon Slayer.

#47 LordKnightFandragon

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Posted 03 April 2015 - 03:00 PM

View PostKevjack, on 03 April 2015 - 12:23 PM, said:

So what would you guys like to see on the two Mauler variants PGI would have to fabricate?



As many E hardpoints as possible so it can be Laser vomited like the rest....

Mauler is gunna look really damn goofy with laser pod arms instead of massive barrels and no shoulder launchers....

BUt I would like

1E in the Arms, 2E in each of the ST, 1 or 2M in each of the ST as well.

ERLL in the arms, ML in the ST, LRM15 in the shoulder.

#48 Tarogato

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Posted 03 April 2015 - 03:25 PM

I can see the Mauler working if we use the 1R, the 3R, and adapt the 4X.

Based on the stock loadouts:

MAL-1R (2 energy, arms)(2 missile, sides)(4 ballistic, sides)
3050 tech.

MAL-1K (2 energy, arms)(2 missile, sides)(4 ballistic, sides)
3068 tech. Same hardpoints.

MAL-1PT5 (2 energy, arms)(2 missile, sides)(4 ballistic, sides)
3050 tech, but same hardpoints and not necessarily canon.

MAL-2R (2 energy, arms)(2 missile, sides)(4 ballistic, sides)
3058 tech. Same hardpoints.

MAL-3R (1 energy)(2 missile, sides)(2 ballistic, sides)
3050 tech. Basically the same hardpoints, but could have significantly different quirks.

MAL-C: same as 1R only with C3 instead of an ammo.

MAL-4X (no energy)(2 ballistic, arms)(2 missile, sides)
3068 tech, but it actually has its own hardpoint layout that PGI could use.




If we translate those three variants according to PGIs Hardpoint Inflation System™, we could end up with something like this:

MAL-1R: total 4e + 4b + 2m
Left arm: 2e
Left torso: 1m, 2b
CT/head: Ø
Right torso: 1m, 2b
Right arm: 2e

MAL-3R: total 2e + 4b + 4m
Left arm: Ø
Left torso: 2m, 2b
CT/head: 2e
Right torso: 2m, 2b
Right arm: Ø

MAL-4X: total 0e + 6m + 4b
Left arm: 2b
Left torso: 3m
CT/head: Ø
Right torso: 3m
Right arm: 2b

Edited by Tarogato, 03 April 2015 - 03:37 PM.


#49 hercules1981

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Posted 03 April 2015 - 03:30 PM

View PostSpheroid, on 03 April 2015 - 08:21 AM, said:

I don't think there is a specific and urgent need for another mech at that weight.

Also because of timeline variant restrictions you really only have the Cyclops available.


yeah because having a 2nd 90 ton mech is so low on the list when we have three 80 ton mechs and like what, five 55 ton mechs. Another 90 mech is very important in my mind

#50 Karpi

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Posted 03 April 2015 - 09:29 PM

View PostTarogato, on 03 April 2015 - 03:25 PM, said:

I can see the Mauler working if we use the 1R, the 3R, and adapt the 4X.

Based on the stock loadouts:

MAL-1R (2 energy, arms)(2 missile, sides)(4 ballistic, sides)
3050 tech.

MAL-1K (2 energy, arms)(2 missile, sides)(4 ballistic, sides)
3068 tech. Same hardpoints.

MAL-1PT5 (2 energy, arms)(2 missile, sides)(4 ballistic, sides)
3050 tech, but same hardpoints and not necessarily canon.

MAL-2R (2 energy, arms)(2 missile, sides)(4 ballistic, sides)
3058 tech. Same hardpoints.

MAL-3R (1 energy)(2 missile, sides)(2 ballistic, sides)
3050 tech. Basically the same hardpoints, but could have significantly different quirks.

MAL-C: same as 1R only with C3 instead of an ammo.

MAL-4X (no energy)(2 ballistic, arms)(2 missile, sides)
3068 tech, but it actually has its own hardpoint layout that PGI could use.




If we translate those three variants according to PGIs Hardpoint Inflation System™, we could end up with something like this:

MAL-1R: total 4e + 4b + 2m
Left arm: 2e
Left torso: 1m, 2b
CT/head: Ø
Right torso: 1m, 2b
Right arm: 2e

MAL-3R: total 2e + 4b + 4m
Left arm: Ø
Left torso: 2m, 2b
CT/head: 2e
Right torso: 2m, 2b
Right arm: Ø

MAL-4X: total 0e + 6m + 4b
Left arm: 2b
Left torso: 3m
CT/head: Ø
Right torso: 3m
Right arm: 2b



This! Want!

#51 Vandomar

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Posted 03 April 2015 - 10:20 PM

View PostTarogato, on 03 April 2015 - 03:25 PM, said:

I can see the Mauler working if we use the 1R, the 3R, and adapt the 4X.

Based on the stock loadouts:

MAL-1R (2 energy, arms)(2 missile, sides)(4 ballistic, sides)
3050 tech.

MAL-1K (2 energy, arms)(2 missile, sides)(4 ballistic, sides)
3068 tech. Same hardpoints.

MAL-1PT5 (2 energy, arms)(2 missile, sides)(4 ballistic, sides)
3050 tech, but same hardpoints and not necessarily canon.

MAL-2R (2 energy, arms)(2 missile, sides)(4 ballistic, sides)
3058 tech. Same hardpoints.

MAL-3R (1 energy)(2 missile, sides)(2 ballistic, sides)
3050 tech. Basically the same hardpoints, but could have significantly different quirks.

MAL-C: same as 1R only with C3 instead of an ammo.

MAL-4X (no energy)(2 ballistic, arms)(2 missile, sides)
3068 tech, but it actually has its own hardpoint layout that PGI could use.




If we translate those three variants according to PGIs Hardpoint Inflation System™, we could end up with something like this:

MAL-1R: total 4e + 4b + 2m
Left arm: 2e
Left torso: 1m, 2b
CT/head: Ø
Right torso: 1m, 2b
Right arm: 2e

MAL-3R: total 2e + 4b + 4m
Left arm: Ø
Left torso: 2m, 2b
CT/head: 2e
Right torso: 2m, 2b
Right arm: Ø

MAL-4X: total 0e + 6m + 4b
Left arm: 2b
Left torso: 3m
CT/head: Ø
Right torso: 3m
Right arm: 2b


This is damn sexy, sir.

#52 Novawrecker

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Posted 05 April 2015 - 08:09 AM

I'll still say bring on the Akuma (and introduce MRMs finally) to the game :D :D :D

#53 Chuanhao

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Posted 06 April 2015 - 05:51 AM

The prime cyclops has 1B 2M 2E
10Q version has 3M 3E
11B version has 2B 2M 2E

Based on these timeline appropriate options, the cyclops will be a jack of all, master of none, and indeed a smaller atlas, not taking into account quirks.

Seems like a clear toss up between Mauler and Cyclops. Since the Maulers crits can be dreamed up, then a little creative license can be taken with cyclops as well to give it more character. Unless an entire new command Console can be designed to factor the B2000 computer.

Hopefully there will be a full poll for the next tranche of mechs. Why not have one and allow users to choose the mechs they would most want to shelve out cash for?

But if there are no really useful mechs for the 90 and 95 class, and Annihilator is reserved for a Comstar pack, let's go with a JJ equipped Crockett instead. (With the hope that one day JJs will get better)

Prime has 1B 2M 4E
5003-1b version has 1B 6E (laser boat on JJs)
5003-C has 1B 2M 2E and possibility of ECM (and dual identity of a Katana!)


Edited by Chuanhao, 06 April 2015 - 06:18 AM.






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