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New Mech Details For 22-Sep-2015 Patch


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#1 InnerSphereNews

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Posted 21 September 2015 - 11:00 AM

Greetings MechWarriors,

This post details the Loadout information for all variants of the Resistance 2 Black Knight chassis, releasing in-part to eligible pilots with the September 22nd patch.


Pictured variant: BL-6-KNT [R]

Black Knight
Release date for MC: December 15th 2015
Release date for C-Bills: January 19th 2016

Originally designed for the Star League Defense Force as a front-line command 'Mech capable of both delivering and sustaining heavy damage, the Black Knight was an extremely rare sight in the post-Star League era until ComStar activated their remaining units for service during the Battle of Tukayyid. The Black Knight's long period of disuse has led to many adjustments and concessions by its inheritor Factions in order to accommodate the loss of the advanced engineering capabilities that defined its creation.

While the Black Knight may not live up to the heights of its Star League origins, and while some pilots may deride its relative lack of high-mounted hardpoints, the Black Knight is an extremely formidable Inner Sphere 'Mech that should not be underestimated.
As a 75-ton Heavy 'Mech comprised almost entirely of Energy hardpoints, the Black Knight holds sufficient power and protection to excel at almost any range.


Black Knight BL-6-KNT[R]
The BL-6-KNT [R] is the special Resistance version of the BL-6-KNT, and features a custom Resistance Pattern and custom geometry. It is only available through a Collection or a la carte purchase.

  • Tonnage: 75
  • Engine: 300 Standard
    • Top Speed: 64.8 kph
    • Max Engine Rating: 360
  • Torso Movement:
    • 110 degrees to each side.
    • 20 degrees up and down.
  • Arm Movement:
    • 20 degrees to each side.
    • 25 degrees up and down.
  • Armor: 416 (Standard)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
    • Head: Small Laser
    • Left Arm: Medium Laser
    • Left Torso: Large Laser, Medium Laser, Heat Sink x2
    • Center Torso: Engine, Beagle Active Probe
    • Right Torso: Large Laser, Medium Laser, Heat Sink x2
    • Right Arm: PPC, Medium Laser
    • Left Leg: Heat Sink x2
    • Right Leg: Heat Sink x2
  • Hardpoints:
    • Head: 1 Energy
    • Left Arm: 1 Energy
    • Left Torso: 2 Energy, 1 AMS
    • Right Torso: 2 Energy, 1 AMS
    • Right Arm: 2 Energy
  • Heat Sinks: 20 Single
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • MASC Capable?: No
  • Module Slots:
    • Mech: 1
    • Consumable: 2
    • Weapon: 2
  • Movement Archetype: Large
  • Quirks:
    • +8 Additional Structure (LT)
    • +8 Additional Structure (RT)
    • +6 Additional Structure (LA)
    • +6 Additional Structure (RA)
    • +8 Additional Structure (LL)
    • +8 Additional Structure (RL)
    • +7.5% Torso Turn Rate (Yaw)
    • +10% Energy Range
    • +12.5% Energy Cooldown
    • +10% Medium Laser Range
    • +10% AMS Range
  • 30% C-Bill bonus

Black Knight BL-6-KNT
The BL-6-KNT is the standard version of the BL-6-KNT [R], and will only become available starting December 15th 2015.

  • Tonnage: 75
  • Engine: 300 Standard
    • Top Speed: 64.8 kph
    • Max Engine Rating: 360
  • Torso Movement:
    • 110 degrees to each side.
    • 20 degrees up and down.
  • Arm Movement:
    • 20 degrees to each side.
    • 25 degrees up and down.
  • Armor: 416 (Standard)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
    • Head: Small Laser
    • Left Arm: Medium Laser
    • Left Torso: Large Laser, Medium Laser, Heat Sink x2
    • Center Torso: Engine, Beagle Active Probe
    • Right Torso: Large Laser, Medium Laser, Heat Sink x2
    • Right Arm: PPC, Medium Laser
    • Left Leg: Heat Sink x2
    • Right Leg: Heat Sink x2
  • Hardpoints:
    • Head: 1 Energy
    • Left Arm: 1 Energy
    • Left Torso: 2 Energy, 1 AMS
    • Right Torso: 2 Energy, 1 AMS
    • Right Arm: 2 Energy
  • Heat Sinks: 20 Single
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • MASC Capable?: No
  • Module Slots:
    • Mech: 1
    • Consumable: 2
    • Weapon: 2
  • Movement Archetype: Large
  • Quirks:
    • +8 Additional Structure (LT)
    • +8 Additional Structure (RT)
    • +6 Additional Structure (LA)
    • +6 Additional Structure (RA)
    • +8 Additional Structure (LL)
    • +8 Additional Structure (RL)
    • +7.5% Torso Turn Rate (Yaw)
    • +10% Energy Range
    • +12.5% Energy Cooldown
    • +10% Medium Laser Range
    • +10% AMS Range

Black Knight BL-6B-KNT

  • Tonnage: 75
  • Engine: 300 Standard
    • Top Speed: 64.8 kph
    • Max Engine Rating: 360
  • Torso Movement:
    • 110 degrees to each side.
    • 20 degrees up and down.
  • Arm Movement:
    • 20 degrees to each side.
    • 25 degrees up and down.
  • Armor: 416 (Standard)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
    • Head: Small Laser
    • Left Arm: Medium Laser, Double Heat Sink
    • Left Torso: Large Pulse Laser, Medium Laser, Double Heat Sink
    • Center Torso: Engine, Beagle Active Probe
    • Right Torso: Large Pulse Laser, Medium Laser, Double Heat Sink
    • Right Arm: ER PPC, Medium Laser, Double Heat Sink
  • Hardpoints:
    • Head: 1 Energy
    • Left Arm: 2 Energy
    • Left Torso: 2 Energy, 1 AMS
    • Right Torso: 2 Energy
    • Right Arm: 2 Energy
  • Heat Sinks: 16 Double
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • MASC Capable?: No
  • Module Slots:
    • Mech: 1
    • Consumable: 2
    • Weapon: 2
  • Movement Archetype: Large
  • Quirks:
    • +8 Additional Structure (LT)
    • +8 Additional Structure (RT)
    • +6 Additional Structure (LA)
    • +6 Additional Structure (RA)
    • +8 Additional Structure (LL)
    • +8 Additional Structure (RL)
    • +10% Torso Turn Rate (Yaw)
    • +12.5% Energy Range
    • -10% Energy Heat Generation
    • -10% ER PPC Heat Generation

Black Knight BL-7-KNT

  • Tonnage: 75
  • Engine: 300 Standard
    • Top Speed: 64.8 kph
    • Max Engine Rating: 360
  • Torso Movement:
    • 110 degrees to each side.
    • 20 degrees up and down.
  • Arm Movement:
    • 20 degrees to each side.
    • 25 degrees up and down.
  • Armor: 352 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
    • Head: Small Laser
    • Left Arm: Medium Laser
    • Left Torso: Large Laser, Medium Laser, Heat Sink x2
    • Center Torso: Engine
    • Right Torso: Large Laser, Medium Laser, Heat Sink x2
    • Right Arm: PPC, Medium Laser
    • Left Leg: Heat Sink x2
    • Right Leg: Heat Sink x2
  • Hardpoints:
    • Head: 1 Energy
    • Left Arm: 1 Energy
    • Left Torso: 2 Energy, 1 AMS
    • Right Torso: 3 Energy
    • Right Arm: 2 Energy
  • Heat Sinks: 20 Single
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • MASC Capable?: No
  • Module Slots:
    • Mech: 1
    • Consumable: 2
    • Weapon: 2
  • Movement Archetype: Large
  • Quirks:
    • +8 Additional Structure (LT)
    • +8 Additional Structure (RT)
    • +6 Additional Structure (LA)
    • +6 Additional Structure (RA)
    • +8 Additional Structure (LL)
    • +8 Additional Structure (RL)
    • +10% Torso Turn Rate (Yaw)
    • +10% Energy Cooldown
    • +12.5% PPC Velocity
    • +10% PPC Cooldown

Black Knight BL-7-KNT-L
The BL-7-KNT-L is an Early Adopter variant, and until December 15th 2015 is only available to Resistance 2 owners who acquired their collection prior to May 31st at 11:59:59 PM PDT / June 1st at 6:59:59 AM UTC.

  • Tonnage: 75
  • Engine: 300 Standard
    • Top Speed: 64.8 kph
    • Max Engine Rating: 385
  • Torso Movement:
    • 110 degrees to each side.
    • 20 degrees up and down.
  • Arm Movement:
    • 20 degrees to each side.
    • 25 degrees up and down.
  • Armor: 352 (Standard)
  • Internal Structure: Standard
  • Weapons & Equipment:
    • Head: Small Laser
    • Left Arm: Medium Laser
    • Left Torso: Large Laser, Medium Laser, Heat Sink x2
    • Center Torso: Engine
    • Right Torso: Large Laser, Medium Laser, Heat Sink x2
    • Right Arm: Large Laser, Medium Laser, Heat Sink x2
    • Left Leg: Heat Sink x2
    • Right Leg: Heat Sink x2
  • Hardpoints:
    • Head: 1 Energy
    • Left Arm: 1 Energy
    • Left Torso: 2 Energy, 1 AMS
    • Right Torso: 2 Energy
    • Right Arm: 2 Energy
  • Heat Sinks: 22 Single
  • Jump Jets: 0 (0 Max)
  • ECM Capable?: No
  • MASC Capable?: No
  • Module Slots:
    • Mech: 1
    • Consumable: 2
    • Weapon: 2
  • Movement Archetype: Large
  • Quirks:
    • +8 Additional Structure (LT)
    • +8 Additional Structure (RT)
    • +6 Additional Structure (LA)
    • +6 Additional Structure (RA)
    • +8 Additional Structure (LL)
    • +8 Additional Structure (RL)
    • +10% Torso Turn Rate (Yaw)
    • +5% Energy Range
    • -12.5% Laser Duration


#2 Speedy Plysitkos

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Posted 21 September 2015 - 11:26 AM

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#3 Manei Domini Krigg

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Posted 21 September 2015 - 11:53 AM

Quirks that R.I.P. Black Knight. All continue drive Thunderbolts.

1 - WTF this structure quirks???? It MUST BE ARMOR!
2 - we need energy long + heat with a lot of enerrgy weapon to be concurent with clantech.

#4 C E Dwyer

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Posted 21 September 2015 - 11:55 AM

It's an ok mech, but it's not going to change CW drop decks for the meta players

#5 Durant Carlyle

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Posted 21 September 2015 - 12:05 PM

This game needed another IS 75-tonner, as I can't stand the Orion's looks (yes, I care what my 'Mechs look like and won't drive them if they're not up to snuff visually). The Black Knight will suffice, at least until the Marauder gets here.

And Krigg -- You want increased heat like the Clan weapons have? Okay, they can do that. And there's a reason the Clan lasers are called Extended Range. Why should Inner Sphere non-ER weapons reach as far as Clan ER weapons do? Just wait until IS ER weapons arrive.

#6 anonymous161

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Posted 21 September 2015 - 12:08 PM

That thing looks hella terrible. I will just play mechwarrior 4 mercenaries if I want to play the knight.

#7 Jaspbo1

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Posted 21 September 2015 - 12:37 PM

View PostDarth Bane001, on 21 September 2015 - 12:08 PM, said:

That thing looks hella terrible. I will just play mechwarrior 4 mercenaries if I want to play the knight.

Fortunately, it's aesthetic is far better, so I guess that counts for something MW4's Black Knight looked Awful.

#8 draiocht

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Posted 21 September 2015 - 12:42 PM

Infotech jokes aside, I was sort of hoping we'd see the Black Knight get a Beagle quirk~ -_-

"The small laser in particular is directly tied-in to the Beagle Active Probe mounted in the center torso, allowing the scanner to piggy-back a low-power laser pulse to travel through any interfering objects."

Edited by draiocht, 21 September 2015 - 12:44 PM.


#9 Nori Silverrage

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Posted 21 September 2015 - 12:44 PM

With this many energy hardpoints, not having any heat reduction quirks, combined with low hardpoints and no jump jets. Yeah not going to be any use. The orion will be better.

#10 Speedy Plysitkos

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Posted 21 September 2015 - 12:51 PM

View PostDurant Carlyle, on 21 September 2015 - 12:05 PM, said:

This game needed another IS 75-tonner, as I can't stand the Orion's looks (yes, I care what my 'Mechs look like and won't drive them if they're not up to snuff visually). The Black Knight will suffice, at least until the Marauder gets here.


exactly opposite here.

I like Orions look very much, while i think BK, and specialy marauder (KGC2 version) looks totaly ugly.

#11 ScorpionNinja

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Posted 21 September 2015 - 01:08 PM

View Postdraiocht, on 21 September 2015 - 12:42 PM, said:

Infotech jokes aside, I was sort of hoping we'd see the Black Knight get a Beagle quirk~ -_-

"The small laser in particular is directly tied-in to the Beagle Active Probe mounted in the center torso, allowing the scanner to piggy-back a low-power laser pulse to travel through any interfering objects."

+1 I agree with this and was HOPING a BAP quirk of sort too! BAP quirk wouldnt make the mech "OP" it would simply make it UNIQUE in a slight way with a BAP quirk. I'm sooo sick of these "range quirks" IS weapons are supposed to have LESS RANGE than Clan.

"Balance" Clans have more range and more dmg.
IS* has shorter laser durations and quicker weapon recycle times.

aka*
If players would favor a "BRAWLER" type of gameplay, then going with a IS* mech would be ideal for them!
(until PGI adds mother ******* MELEE COMBAT FINALLY)

If players prefer sitting back at longer ranges from their targets, then going with a CLAN mech would be ideal for them!

#12 Felicitatem Parco

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Posted 21 September 2015 - 01:15 PM

An Awesome 8Q without gigaquirks. Well, 4 Awesome 8Qs.

I already have an Awesome8Q, though. Looks like the TimberGod will continue to reign supreme in the Heavy Category, as intended. Literally, as intended. Russ said on twitter that the Timberwolf is supposed to be better than an Orion in MWO.

It's not supposed to face competition from IS tech. As intended.

Edited by Prosperity Park, 21 September 2015 - 01:16 PM.


#13 Varhait

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Posted 21 September 2015 - 01:16 PM

View PostKrigg, on 21 September 2015 - 11:53 AM, said:

Quirks that R.I.P. Black Knight. All continue drive Thunderbolts.

1 - WTF this structure quirks???? It MUST BE ARMOR!
2 - we need energy long + heat with a lot of enerrgy weapon to be concurent with clantech.

Agreed. For now BK looks totally useless, even grasshopper have more potential.

#14 Felicitatem Parco

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Posted 21 September 2015 - 01:18 PM

View PostVarhait, on 21 September 2015 - 01:16 PM, said:

Agreed. For now BK looks totally useless, even grasshopper have more potential.


The Black Knight was known to be worthless once they released the concept art. All low energy hardpoints.

Anyone else remember when they released the Stalker? It rendered the Awesome obsolete in no small part due to hardpoints placement. Also, because the Stalker is not broad as a Humanoid Mech. Hrm...

#15 Varhait

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Posted 21 September 2015 - 01:30 PM

View PostProsperity Park, on 21 September 2015 - 01:18 PM, said:

The Black Knight was known to be worthless once they released the concept art. All low energy hardpoints.

Anyone else remember when they released the Stalker? It rendered the Awesome obsolete in no small part due to hardpoints placement. Also, because the Stalker is not broad as a Humanoid Mech. Hrm...

Same situation was with Zeus, but after release he become a very effective light-assault mech. There is always way to make him useful, especially with quirks. Give BK quirks similar to Zeus (additional armor, 7,5-12,5% cooldown and heat) and you will get tough and strong enough mech without breaking balance.

#16 Ionna Silver

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Posted 21 September 2015 - 01:38 PM

Waiting 4 months to get a mech for C-Bills...great. Look up any other Free to Play game to see why that's a nonsense idea; Remember, people still have to buy mechbays to get new mechs. There's your bling bling right there!

#17 Grendel408

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Posted 21 September 2015 - 02:25 PM

I suspect quirks will change once more feedback and stats are gathered before PGI adjusts anything.

#18 NocturnalBeast

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Posted 21 September 2015 - 02:29 PM

View PostDurant Carlyle, on 21 September 2015 - 12:05 PM, said:

This game needed another IS 75-tonner, as I can't stand the Orion's looks (yes, I care what my 'Mechs look like and won't drive them if they're not up to snuff visually). The Black Knight will suffice, at least until the Marauder gets here.


The MWO version of the Orion looks millions of times better than the original BattleTech artwork.

View PostIonna Silver, on 21 September 2015 - 01:38 PM, said:

Waiting 4 months to get a mech for C-Bills...great. Look up any other Free to Play game to see why that's a nonsense idea; Remember, people still have to buy mechbays to get new mechs. There's your bling bling right there!


Free to Play does not mean that everything in the game has to be free (you can play the game as much as you want with Trial Mechs only).

#19 Otto Cannon

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Posted 21 September 2015 - 02:30 PM

Much as I hate ECM, this mech is a good example of a chassis that needed it to be worth using.

#20 NocturnalBeast

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Posted 21 September 2015 - 02:33 PM

View PostProsperity Park, on 21 September 2015 - 01:18 PM, said:


The Black Knight was known to be worthless once they released the concept art. All low energy hardpoints.

Anyone else remember when they released the Stalker? It rendered the Awesome obsolete in no small part due to hardpoints placement. Also, because the Stalker is not broad as a Humanoid Mech. Hrm...


Some players can make non-meta mechs work just fine. Just get the BK if you like the lore, or the way it looks, don't get it for competitive play.

Edited by Ed Steele, 21 September 2015 - 02:34 PM.






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