Lily from animove, on 20 June 2016 - 03:34 AM, said:
stinger some variants DOA --> because only arm wepaon mounts. thats MLX level of bad. Not sure which ones have torso wepaons.
the wasp, not sure also too much arm weapons, however I would torally wonder how PGI impelments leg M hardpoints. But some variants come with torso E's so they would work.
Well, let's take a look at the Stinger and Wasp variants, and maybe the Valkyrie while we're at it and figure out what weapon points they'll have and where.
STG-3R
Stock: 1 Medium Laser, right arm. 2 Machine Guns, left arm.
MWO: 2 Energy points, right arm. 2 Ballistic points, left arm.
STG-3G
Stock: 2 Medium Lasers. 1 in each arm.
MWO: 4 Energy points, 2 in each arm.
STG-3Gb
Stock: 2 Medium Lasers, 1 in each arm. 1 Small Laser, I'm gonna say probably the head.
MWO: 5-6 Energy points. 2 in each arm, 1 in the head or 2 in the Center torso.
STG-5M
Stock:1 Medium Laser, 1 AMS, both in right arm, and 1 Flamer in left arm.
MWO: 4 Energy points, 2 in each arm. 1-2 AMS points, either the right arm as normal, or both Side Torsos.
That's all the "current" tech versions for the Stinger, all the others use tech we don't have access to just yet and I dare not speculate on how some of them might be implemented... With one exception.
STG-6L
Stock: 2 Medium Lasers, one in each arm. It also has ECM and Stealth armor.
MWO: 4 Energy points, 2 in each arm. ECM probably in one of the Side Torsos.
The Stealth Armor I imagine would be a good way for PGI to experiment with Info War again, making stealth armor a part of the radar dep/target retention system. A mech equipped with stealth armor can drop an enemy lock by ducking behind cover, similar to radar dep, and along with the ECM make the mech take longer to acquire a target lock with, unless assisted by an outside source, such as a TAG laser for instance.
All the other mechs use stuff like Light PPCs, RL15s, MML3s, LFEs and Improved JJs. The only thing I can really comment on would be the Rocket Launcher 15s, those will probably just be used like longer ranged SRMs when they're added to MWO if I had to guess.
Anyway, the Wasp. Which has a lot more viable builds for the "current" tech restriction as described by Russ.
WSP-1A
Stock: 1 Medium Laser, right arm, 1 SRM2, I'm gonna say left leg.
MWO: 2 Energy points, right arm, 2 Missile points, probably left torso or arm, maybe both side torsos.
WSP-1D
Stock: 1 Medium Laser, right arm, 2 Small Lasers, left arm, 1 Flamer, left leg.
MWO: 6 Energy points. 2 in each arm, 2 in left torso.
WSP-1K
Stock: 1 Medium Laser, right arm, 1 Machine Gun, left leg.
MWO: 2 Energy points, right arm, 2 Ballistic points, left arm.
WSP-1L
Stock: 1 SRM4, right arm.
MWO: 2-4 Missile points, 1-2 in each arm.
WSP-1S
Stock: 1 Medium Pulse Laser, right arm, 2 Small lasers, right torso, 1 Flamer, left torso.
MWO: 6 Energy points. 2 right arm, 2 right torso, 2 left torso.
WSP-1W
Stock: 6 Small lasers, 2 in each arm, 1 in each side torso.
MWO: 6-8 Energy points. 2 in each arm, 1-2 in each side torso.
WSP-3M
Stock: 1 Medium Pulse Laser, right arm, 1 SRM2 right torso.
MWO: 2 Energy points, right arm, 2 Missile points, right torso.
Now, the 3M has an interesting little bit going for it, according to Sarna the 3M carries a special communications system and a special targeting system. Given we have the Cyclops up, this could be another chance for PGI to revisit Info War by giving the 3M abilities similar to the Cyclops.
WSP-3W
Stock: 6 Small Pulse Lasers, 2 in right arm, 2 in left torso and 2 in left leg.
MWO: 6-8 Energy points. 2 in each arm, 1-2 in each side torso.
WSP-3S
Stock: 2 ER Medium Lasers, 1 in each arm, ECM, TAG.
MWO: 4-6 Energy points. 2 in each arm, 1-2 in head or center torso.
As you can see the Wasp has a lot more going for it due to the "current" tech restriction, but, they are all also extremely similar, with one or two mild exceptions.
There are 4 more variants which I didn't list because they all use more advanced tech. I only included the 3S out of the "higher" tech levels because the ER Medium Lasers cannot be that hard to code, compared to RLs, MMLs, yadda-yadda.
And finally we have the Valkyrie.
VLK-QA
Stock: 1 Medium Laser, right arm, 1 LRM10, left torso.
MWO: 2 Energy points, right arm, 2 Missile points, left torso.
VLK-QF
Stock: 1 Flamer, right arm, 1 LRM10, left torso.
MWO: 2 Energy points, right arm, 2 Missile points, left torso.
VLK-QD
Stock: 1 Medium Pulse Laser, right arm, 1 LRM10 with Artemis, left torso.
MWO: 2 Energy points, right arm, 2 Missile points, left torso.
VLK-QD1
Stock: 1 ER Medium Laser, right arm, 1 LRM15 with Artemis, left torso.
MWO: 2 Energy points, right arm, 2 Missile points, left torso.
Similar to the WSP-3M, the QD1 has a an ER Medium and a Targeting Computer. Again, these are likely to be the next "tech" additions we see to the game in order for IS/Clan balance to be achieved far easier than they have been able to recently.
VLK-QD3
Stock: 2 ER Medium Lasers, left arm, LRM5 right torso.
MWO: 2-3 Energy points, right arm, 2 Missile points, left torso.
All the other Valkyrie variants have been left out due to using stuff like Light ACs, MMLs, Improved JJs, Light PPCs and LFEs.
Again, much like the Stinger and Wasp, the Valkyrie is primarily variations on a theme. Granted this isn't necessarily a bad thing, but with every mech being very similar, you have to wonder what PGI would do.
The MWO hard point estimates I made are naturally rather conservative in most cases. I fully expect that if we were to see these mechs next, some mechs would have anywhere up to 4 energy points in an arm, or 4 missile points spread across the side torsos. Even AMS added into them, as only one mech, the STG-5M has any AMS going for it.
That said most of the mechs really only differ in that some have different engines stock. For instance the VLK-QD1 and QD3. The QD1 has an XL150 while the QD3 has a STD210.
There's also the fact that none of the mechs have a "canon" hero version, but I'm sure PGI could remedy that easy enough.
But yeah, there's my thoughts on how the Stinger, Wasp and Valkyrie will turn out.