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Ultra-Light Mechs In Mwo?


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Poll: Ultra-Light Mechs in MWO? (28 member(s) have cast votes)

Should MWO have Ultra-Light Mechs?

  1. Yes (10 votes [35.71%])

    Percentage of vote: 35.71%

  2. Maybe/Unsure (6 votes [21.43%])

    Percentage of vote: 21.43%

  3. No (12 votes [42.86%])

    Percentage of vote: 42.86%

Run Ultra-Lights in pairs for matches?

  1. Yes (1 votes [3.57%])

    Percentage of vote: 3.57%

  2. Maybe/Unsure (7 votes [25.00%])

    Percentage of vote: 25.00%

  3. No (20 votes [71.43%])

    Percentage of vote: 71.43%

What class should Ultra-lights be?

  1. Ultra-Lights (new class) (15 votes [53.57%])

    Percentage of vote: 53.57%

  2. Lights (lump them in with lights) (13 votes [46.43%])

    Percentage of vote: 46.43%

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#1 Akillius

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Posted 30 May 2016 - 07:40 AM

For those who don't know Ultra-Light Mechs are 15 tons.
Often a scaled down light mech or industrial mech jury-rigged for combat.
But there are some purpose-built for combat.
  • Ambassador (Unarmed but fastest mech 177.3 km/h)
  • Apollo APL-1J (Not canonical)
  • Celerity CLR-02-X-D, CLR-03-O, CLR-04-R, CLR-05-X (Quadaped remotely piloted)
  • Chaffee BT1
  • Flea FLE-14 (Also: 20 ton version)
  • Foxfire FXR-4R (Not canonical)
  • Guardian GRD-1N
  • Patron PTN-2, PTN-2M
  • Pompier GM-3A, GM-3HT, GM-3CD, GM-FL
  • Prey Seeker PY-SR10
  • Roadrunner RD-1R (Emerald Harrier)
  • Stiletto STL-7D (Not canonical)(Also: 35 ton version)

Ultra-Lights should probably be their own classification, but lumping them in with lights would be okay too.
Due to Ultra-Lights very small size and weight they are extremely limited in what weapons they can equip, and often have very little armor. So should Ultra-Lights be somehow run in pairs in any matches???

Lastly some like the Chaffee should be introduced alongside MWO's melee weapons and Hatchetman... *cough*


***This crazy idea was inspired by someone-else's earlier post on protomechs.***


Edit: There is a canonical 10 ton Ultra-Light and another that's not canonical.
  • Slowpoke SLP-2U
  • Junior JNR-7P (Not canonical)

Edited by Max Rickson, 30 May 2016 - 08:03 AM.


#2 Akillius

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Posted 01 June 2016 - 03:38 PM

Just occurred to me that these might be limited to usage in FP/CW Scouting missions.

Edited by Max Rickson, 01 June 2016 - 04:19 PM.


#3 Dee Eight

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Posted 01 June 2016 - 06:29 PM

Officially lights are 10 to 35 tons, and the construction rules for 10 & 15 ton light mechs have existed for 30 years of battletech game history. That's why protomechs are 1 to 9 tons. Because there already was rules for 10 ton mechs.

#4 Shiney

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Posted 05 June 2016 - 03:28 AM

^^^ what he said. Now campaign to get a 10 or 15 ton mech in the game and nothing has to change other than having a tiny mech half the size of a locust that you can't hit with perks that give it ninja skills and you're set. Unless someone streak boats and then you're dead in one shot.

#5 Akillius

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Posted 21 June 2016 - 08:19 PM

View PostShiney, on 05 June 2016 - 03:28 AM, said:

^^^ what he said. Now campaign to get a 10 or 15 ton mech in the game and nothing has to change other than having a tiny mech half the size of a locust that you can't hit with perks that give it ninja skills and you're set. Unless someone streak boats and then you're dead in one shot.


Strangely I'm not getting any notices that either of you replied. Yes I'm following this topic.

Dee8 sorry but I stopped playing battletech by the early 90's shortly after 3050 manual.
Afaik there was no such thing as protomechs then, but there was ultralights and toads (Elementals).

Shiny what you say makes sense for SOLO quick play...
Um if you mean team play / fw well... *cough* then your team needs a swift kick in the pants for not working together in which case a 10 ton ultra-light is exactly whats called for.

#6 arther

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Posted 29 November 2016 - 09:31 AM

ulta coudl be fun if they were spotter, long rang sensor , multitasking, locking all targets





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