#61
Posted 14 May 2015 - 10:33 AM
#62
Posted 15 May 2015 - 12:19 AM
Heavy: http://www.sarna.net/wiki/Falconer Assault: http://www.sarna.net/wiki/Gunslinger Light: http://www.sarna.net...mer_(BattleMech) Medium: http://www.sarna.net/wiki/Daimyo
Bonus: http://www.sarna.net...lin_(BattleMech)
Edited by TheArisen, 15 May 2015 - 12:20 AM.
#63
Posted 15 May 2015 - 01:51 AM
Wasp LAM
Phoenix Hawk LAM
Could never happen due to map size, obviously, but the whining about "animu mechas" and stuff would be hilarious.
A reworking of the maps for size and the addition of aerospace fighters would make me cream my pants, though. That's almost as unlikely, sadly.
Edited by Ayures, 15 May 2015 - 01:54 AM.
#64
Posted 15 May 2015 - 12:03 PM
Edited by Amer, 15 May 2015 - 12:19 PM.
#65
Posted 15 May 2015 - 12:26 PM
#66
Posted 15 May 2015 - 01:28 PM
Malleus011, on 07 May 2015 - 08:28 AM, said:
Wasp
Phoenix Hawk
Rifleman
Warhammer
Succession Wars Pack II:
Stinger
Valkyrie
Archer
Marauder
Loyalty Mech: Rifleman (for purchasing both packs)
And for the Clanners:
Succession Wars IIC Pack
Phoenix Hawk IIC
Hunchback IIC
Warhammer IIC
Marauder IIC
Those are really the best options PGI has left to make them piles of cash.
And no, I don't mind if they have to do chassis-up redesigns on all of them. Cut Alex loose and get them in the game.
You win.
#67
Posted 15 May 2015 - 02:59 PM
lsp, on 15 May 2015 - 12:26 PM, said:
Since the WH is unseen, these are two mechs that would be as close to it as possible without rolling out a reseen version. (I prefer the Hammerhands myself.)
http://www.sarna.net/wiki/BattleAxe http://www.sarna.net/wiki/Hammerhands
#68
Posted 15 May 2015 - 06:29 PM
Just add some in house variants so that there would be at least 3 like PGI did with the Enforcer and Mauler.
The Hammerhands would be about Ballistics + Energy loadouts while the Battleaxe is Energy + Missile
HMH 3D: Jump capable ballistics boat. comes with 2 AC/10's 2 Med Lasers 1 SRM6. hardpoints are: 6 bal, 2 eng, 1 msl. most of weapons are on arms so keep them safe.
HMH 4D: A good balance of energy and ballistics at the cost of jump and missile. comes with 2 AC/10, 2 Med Lasers and 1 PPC. hardpoints: 4 bal, 6 eng.
2 energy hardpoints are on each arm ( comes with 1 medium laser per arm) with two energy hardpoints on right torso
HMH (in house): a "lostech" renaissance mech. comes with UAC/5's instead of AC/10's on arms. machine guns and a couple medium lasers on each side torso instead of on the arms. 4 bal, 4 eng. probably no jets. additional AMS?
BKX 7K: a balance of energy + missiles. comes with jets. comes with 2 PPC, 2 LRM 5, 1 SRM 6. (though may have negative quirks on jump jets to reflect it's poor jump capabilities.)
Hardpoints: 6 eng. 4 msl.
BKX 7 NC: basically a 7K with more missile points and two more LRM5's at the cost of no jump jets. (like some kind of bizarro Archer) comes with 2 PPC, 4 LRM 5 and 1 SRM 6
hardpoints: 2 eng. 6 msl.
BKX (in house): probably based on the experimental 1X varient but uses rediscovered lostech instead of primitive technology. comes with 2 machine guns. (1 on head and 1 on CT. additional ballistic hardpoint for another machine gun or AC/2 in CT), double heat sinks. ER large lasers instead of PPC's and a couple med pulse lasers. two Artemis LRM5's and an SRM 6.
Hardpoints: 4 eng. 3 bal. 3 msl. no jets
Edited by Hollow Earth, 15 May 2015 - 06:46 PM.
#69
Posted 15 May 2015 - 07:05 PM
Hollow Earth, on 15 May 2015 - 06:29 PM, said:
Just add some in house variants so that there would be at least 3 like PGI did with the Enforcer and Mauler.
The Hammerhands would be about Ballistics + Energy loadouts while the Battleaxe is Energy + Missile
HMH 3D: Jump capable ballistics boat. comes with 2 AC/10's 2 Med Lasers 1 SRM6. hardpoints are: 6 bal, 2 eng, 1 msl. most of weapons are on arms so keep them safe.
HMH 4D: A good balance of energy and ballistics at the cost of jump and missile. comes with 2 AC/10, 2 Med Lasers and 1 PPC. hardpoints: 4 bal, 6 eng.
2 energy hardpoints are on each arm ( comes with 1 medium laser per arm) with two energy hardpoints on right torso
HMH (in house): a "lostech" renaissance mech. comes with UAC/5's instead of AC/10's on arms. machine guns and a couple medium lasers on each side torso instead of on the arms. 4 bal, 4 eng. probably no jets. additional AMS?
BKX 7K: a balance of energy + missiles. comes with jets. comes with 2 PPC, 2 LRM 5, 1 SRM 6. (though may have negative quirks on jump jets to reflect it's poor jump capabilities.)
Hardpoints: 6 eng. 4 msl.
BKX 7 NC: basically a 7K with more missile points and two more LRM5's at the cost of no jump jets. (like some kind of bizarro Archer) comes with 2 PPC, 4 LRM 5 and 1 SRM 6
hardpoints: 2 eng. 6 msl.
BKX (in house): probably based on the experimental 1X varient but uses rediscovered lostech instead of primitive technology. comes with 2 machine guns. (1 on head and 1 on CT. additional ballistic hardpoint for another machine gun or AC/2 in CT), double heat sinks. ER large lasers instead of PPC's and a couple med pulse lasers. two Artemis LRM5's and an SRM 6.
Hardpoints: 4 eng. 3 bal. 3 msl. no jets
Another idea would be to take Warhammer variants to fill them out.
#70
Posted 17 May 2015 - 02:51 AM
#71
Posted 17 May 2015 - 03:19 AM
Light Cauldron Born
Medium Ebon Jaguar
Heavy Hero Cauldron Born
Assault Hero Ebon Jaguar
Super Heavy Champion Hero Cauldron Born
Do you get what I'm Saying .. ?
Just please PGI I'm not asking you to make the CB another Stormcrow Just don't make it DOA either.
#72
Posted 17 May 2015 - 03:41 AM
#73
Posted 17 May 2015 - 04:19 AM
Thunder Hawk
Devastator
Pillager
Longbow
Nightstar for the Reward
Edited by Joseph Mallan, 17 May 2015 - 04:48 AM.
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