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Clan's Death Duo

BattleMechs Balance

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#1 TheArisen

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Posted 14 October 2015 - 11:11 PM

There are two mechs in that we could potentially see in MWO that would be immensely powerful.

The first is the 90 ton Blood Asp.
http://www.sarna.net/wiki/Blood_Asp

The second is the Night Gyr, 75 tonner with 38 tons of pod space.
http://www.sarna.net/wiki/Night_Gyr


I have two questions for you. First, do you want these mechs in game? Second, How do we keep these two from obliterating the entire IS?

#2 Mcgral18

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Posted 14 October 2015 - 11:14 PM

a ) some do

b ) you can't, really.


Night Gyr is within the current timeline, and will be handily better than the Orion IIC. Dual Gauss+4JJs, with 4E hardpoints.

Blood Asp won't be a problem for a long time.

#3 Durant Carlyle

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Posted 14 October 2015 - 11:16 PM

Blood Asp, yes.

Night Gyr, no. Quite possibly the ugliest 'Mech I have ever seen.

Substitute the Nova Cat for the Night Gyr.

And I'm sure PGI will pre-nerf them into the ground so they don't dominate.

#4 TheArisen

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Posted 14 October 2015 - 11:17 PM

View PostMcgral18, on 14 October 2015 - 11:14 PM, said:

a ) some do

b ) you can't, really.


Night Gyr is within the current timeline, and will be handily better than the Orion IIC. Dual Gauss+4JJs, with 4E hardpoints.

Blood Asp won't be a problem for a long time.


TBH, I'm more interested in the NG. It could potentially make the Twolf look like a whimpering puppy.

#5 Mcgral18

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Posted 14 October 2015 - 11:24 PM

View PostTheArisen, on 14 October 2015 - 11:17 PM, said:


TBH, I'm more interested in the NG. It could potentially make the Twolf look like a whimpering puppy.


Different roles.

Dual Gauss+65 rounds+4MLs, TC1 and a few heatsinks, with 4JJs on the Night Gyr.

Timby has the typical Gauss Vomit of 5ERMLs, 2JJs, 1Gauss (35ish rounds) and 20ish DHS. Timby can do missiles+lasers better, but Night Gyr comes stock with LRM80+A+LPL (and a head mounted TAG instead of a MPL).

Timby moves 89 Kph, to the Night Gyr's 71Kph.
Mobility (and high mounts) VS Firepower. Nothing on the Night Gyr is particularly high mounted aside from the head, and impossible to Sword and Board Gauss builds (crit slots require separate arm mounts). It has humanoid arms, but not as bad as Mr Gargles.


It would be powerful, to say the least.

Edited by Mcgral18, 14 October 2015 - 11:26 PM.


#6 El Bandito

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Posted 14 October 2015 - 11:30 PM

Pffft, I am waiting on my Blood Kite, now that ECM is getting its richly deserved nerf. Blood Kite is gonna make even the LRM Warhawk look like an amateur. :wub:

Blood Asp is from 3060, which is still far away. There are tons of 3055 mechs PGI will churn out first, like the Bushwhacker.

Edited by El Bandito, 14 October 2015 - 11:32 PM.


#7 TheArisen

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Posted 14 October 2015 - 11:39 PM

View PostMcgral18, on 14 October 2015 - 11:24 PM, said:


Different roles.

Dual Gauss+65 rounds+4MLs, TC1 and a few heatsinks, with 4JJs on the Night Gyr.

Timby has the typical Gauss Vomit of 5ERMLs, 2JJs, 1Gauss (35ish rounds) and 20ish DHS. Timby can do missiles+lasers better, but Night Gyr comes stock with LRM80+A+LPL (and a head mounted TAG instead of a MPL).

Timby moves 89 Kph, to the Night Gyr's 71Kph.
Mobility (and high mounts) VS Firepower. Nothing on the Night Gyr is particularly high mounted aside from the head, and impossible to Sword and Board Gauss builds (crit slots require separate arm mounts). It has humanoid arms, but not as bad as Mr Gargles.


It would be powerful, to say the least.


The "D" config on the NG has 4 missile slots. The Twolf would maintain a speed advantage but lose out on firepower.

#8 Vellron2005

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Posted 15 October 2015 - 01:08 AM

I would like the Blood Asp and would probably buy and master them..

Simply replace the heavy mediums with regular mediums or pulse mediums..

I think the picture on the wiki would be a great help in modeling it, and with PGI designer's skills, the mech would be one of the more sexy clan mechs..

Probably the "I bough the mech pack for the Blood Asp" type thing..

I could also conceivably see a variant without gauss and with pulse lasers or PPC's, but not with dual AC20's... that's not in its character for some reason..

Variant A has ECM, which would be nice.. clans could finally get an ECM capable assault to counter the Atlas..

I'm liking this mech more and more as I read about it!

Edited by Vellron2005, 15 October 2015 - 01:12 AM.


#9 TheArisen

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Posted 15 October 2015 - 01:21 AM

View PostVellron2005, on 15 October 2015 - 01:08 AM, said:

I would like the Blood Asp and would probably buy and master them..

Simply replace the heavy mediums with regular mediums or pulse mediums..

I think the picture on the wiki would be a great help in modeling it, and with PGI designer's skills, the mech would be one of the more sexy clan mechs..

Probably the "I bough the mech pack for the Blood Asp" type thing..

I could also conceivably see a variant without gauss and with pulse lasers or PPC's, but not with dual AC20's... that's not in its character for some reason..

Variant A has ECM, which would be nice.. clans could finally get an ECM capable assault to counter the Atlas..

I'm liking this mech more and more as I read about it!


Counter the Atlas? It'd be better in just about every possible way. It would tear an Atlas to pieces.

#10 Lykaon

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Posted 15 October 2015 - 01:35 AM

If you want to see a real monster check out the Clan battlemech the BANE (Kraken).

100 ton second line battlemech (not Omni)
The primary configuration for the Bane has 14 (yes FOURTEEN) ballistic hardpoints.

Another variant has 8 LRM15s and a one shot streak4 (9 Missile hardpoints)

Yet another variant packs on 2 UAC20s a single ER large laser and four ATM6 launchers (2 ballistic 4 missile 1 energy)

Or if you prefer a bit of jumpjets with your 100 ton clan battlemech try a Stone Rhino out.

#11 Khobai

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Posted 15 October 2015 - 01:37 AM

id much rather see a Kodiak than a Bane

#12 TheArisen

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Posted 15 October 2015 - 01:40 AM

View PostLykaon, on 15 October 2015 - 01:35 AM, said:

If you want to see a real monster check out the Clan battlemech the BANE (Kraken).

100 ton second line battlemech (not Omni)
The primary configuration for the Bane has 14 (yes FOURTEEN) ballistic hardpoints.

Another variant has 8 LRM15s and a one shot streak4 (9 Missile hardpoints)

Yet another variant packs on 2 UAC20s a single ER large laser and four ATM6 launchers (2 ballistic 4 missile 1 energy)

Or if you prefer a bit of jumpjets with your 100 ton clan battlemech try a Stone Rhino out.


Yeah the Bane would live up to it's namesake.
The BA has high mounts & ECM, it'd be ridiculous. (So would the Bane.)

I guess I'd extend question #2 to everything. How could Pgi prevent them from being insanely OP?

#13 Widowmaker1981

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Posted 15 October 2015 - 01:46 AM

Blood Asp is.. god mode. I think its the only almost completely optimal Omnimech. One of the very few (only?) Omnis i dont see being outclassed completely by Clam Battlemechs (assuming Omnimech construction stays as-is).

Night Gyr is in my opinion over rated. Low mounted hardpoints, assault mech speed.. honestly dont think it will be much better than the Orion IIC, with only the fact it has seperated ballistic hardpoints giving it a slight edge, maybe.

#14 Hit the Deck

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Posted 15 October 2015 - 06:15 AM

Blood Asp, despite all of its greatness, has a little design flaw that its Head (CT) can be shot from any angle from the front and side:

Posted Image

#15 l33tworks

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Posted 15 October 2015 - 06:33 AM

View PostHit the Deck, on 15 October 2015 - 06:15 AM, said:

Blood Asp, despite all of its greatness, has a little design flaw that its Head (CT) can be shot from any angle from the front and side:

Posted Image


This mech specialty looks like if it had jump jets, you would dodge each shot by making it go between your legs

#16 SgtMagor

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Posted 15 October 2015 - 06:38 AM

Posted Image

#17 TheArisen

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Posted 15 October 2015 - 07:57 AM

View PostHit the Deck, on 15 October 2015 - 06:15 AM, said:

Blood Asp, despite all of its greatness, has a little design flaw that its Head (CT) can be shot from any angle from the front and side:

Posted Image


Hmm if the guns were low enough they could shield the cockpit. Haha, now I'm talking about making this thing too good.

#18 SgtMagor

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Posted 15 October 2015 - 08:38 AM

only flaw the Blood ASP has is that its not in MWO yet! ;)

#19 FupDup

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Posted 15 October 2015 - 08:40 AM

View PostHit the Deck, on 15 October 2015 - 06:15 AM, said:

Blood Asp, despite all of its greatness, has a little design flaw that its Head (CT) can be shot from any angle from the front and side:

Posted Image

I could easily imagine PGI making most of the nose into side torso hitboxes, which would make the mech very good at shielding its CT in that case (like a Stalker or Mad Cat).

#20 Mcgral18

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Posted 15 October 2015 - 08:41 AM

View PostFupDup, on 15 October 2015 - 08:40 AM, said:

I could easily imagine PGI making most of the nose into side torso hitboxes, which would make the mech very good at shielding its CT in that case (like a Stalker or Mad Cat).


Well, as long as you don't Gauss.


A downside, I suppose.





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