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A Bit Of This, A Bit Of That


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#1 TibsVT

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Posted 19 April 2015 - 05:29 AM

Long post, sorry!

Firstly I'd like to jump on board with everyone who has been asking for more weapons. While I'm not exactly one to jump on the boat of specialised ammo types I would like to see some bending of the timelines (as has been done with Clan wave 3) in order to implement some new IS and Clan weapon techs. Please not too much bending. While I don't particularly want to dig out my TRO's and make up a list I'm sure PGI can work out what will work for them to implement.



New Mechs. Yes PGI has been doing a fantastic job of throwing out packs lately but I still would like to see the Viper (40t) and Fire Moth (25t) added for the Clans to fill those two gaps. As for IS Mechs I am happy to see anything that fits into the current timeline (slight bending included). The more IS chassis the better in my opinion. No I will not jump on the Clan BattleMech bandwagon!

P.S. What ever happened to the Flea?



OmniMech changes. I would like to see OmniMechs changed to be as they should. My reasoning for this is that the engine, internal structure, armour and any other components installed on the base chassis cannot be altered meaning the only realistic difference at present is hard points. If armour levels are dropped from the base chassis pod space does not increase. For example a Timber Wolf only has 27.5t of pod space regardless of how much armour you want to strip off it so you would not be able to equip any more or less than you can at present (hard point restrictions aside obviously). Remember that pod space is filled by heat syncs, targeting computers, active probes, anything excess fitted to the chassis.

To emphasise the above the laser spew Timber Wolves that everyone hates would still exist. If anything people could put more lasers on them. However the downside to this is you would end up with a 75t Mech which shuts down the second it alphas and would likely destroy itself in the process. At worst the chassis could equip six ER Large Lasers (24t) and have enough room for three addition DHS's. Not enough to keep it anywhere near cool. I believe the restrictions of the Omni system will keep the Mech's balanced assuming the pod space and internal space is kept static and internals cannot be altered (those arm actuators are the obvious exception). I would also like to add that I bought the Warhawk pack back in the day still have all those other variants sitting around. I can honestly say I would not regret my purchase even if the Omni system was altered to this. Heck I could sell them like most people did.

How will quirks play into this? PGI seem to like to apply their quirks depending on how the stock chassis is outfitted. We at present have quirks being implemented for the Clan Mechs on a config basis; Prime, A, B, C, etc.. I suggest a simple dropdown box on each section of the chassis with the different configs (tweak the values if needs be) that a player can select. I know quite a few of the Clan Mechs now have movement quirks, they can be fitted on the chassis as 'base' quirks; i.e. the Summoner's movement speed. I know that idea will not work for everyone but it is the drawback in mind for proper OmniMechs. To make an 8/8 (or 6/6 - Head, CT, LT, RT, LA, RA - legs do not need to be included in the count) quirk configuration more viable I suggest modifying the current Clan quirk values slightly and adding a viable bonus for having all 6 the same rather than a redundant bonus as is at present.



A wild idea I've been toying with of late in unison with my OmniMech ideas was the ability to alter an IS Mech hard point. We have all heard of pilots who have had their BattleMechs customised and so what I propose is for a c-bill fee (2 million is what I had in mind - PGI can take their pick if they do so choose) one hard point can be modified. Take the Atlas (AS7-D) for example; it has two ballistic hard points in the RT but you want more missiles. Pay the fee for both hard points and you can swap them. Want to swap them back to ballistic? You need to pay again. This idea would add a little individuality to IS chassis' while keeping with the original hard point number, only modified. Perhaps you could limit the amount of modifications made on the chassis or limit the amount of energy/ballistic/missile hard points each chassis can have at any given time. Quirks would remain unchanged. The idea looks good on paper, not so sure it works so well in theory



Camos. I have (I) variants, I understand they are special and the camos cannot be changed. Since I paid for those (I) variants why can't I put the camo on my other Mech variants? All of us who purchased the packs shelled out big dollars for it, same for the IS packs. I believe those camos should be able to be put on any chassis so long as we purchased the respective package.



Lastly animations. I've had huge issues with the Timber Wolf waddle for a long time now (mores since the Mad Dog was released) but as others pointed out to me there are other chassis' which also look a little silly. I would love to see a bit of a tweak for running/walking animations for those Mechs.

Edited by KelesK, 19 April 2015 - 05:30 AM.






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