...and An As-Yet Unannounced Light 'mech
#21
Posted 03 December 2016 - 11:19 PM
#22
Posted 04 December 2016 - 12:35 AM
Edited by Ace Selin, 04 December 2016 - 12:37 AM.
#24
Posted 04 December 2016 - 12:45 AM
Sup.
Edited by dervishx5, 04 December 2016 - 12:46 AM.
#25
Posted 04 December 2016 - 02:37 AM
Stinger, Wasp, and Valkyrie would all blow in MWO, unless megaquirked or have massive hard point inflation to the point the mech is no longer recognizable from it's original form.
#26
Posted 04 December 2016 - 03:50 AM
#27
Posted 04 December 2016 - 04:52 AM
Dakota1000, on 03 December 2016 - 10:15 PM, said:
We actually do need a 20 ton clan mech since its the only weight class clanners don't have a mech for. That and its going to be much more than a novelty with the DPS of 12 upgraded MGs along with 3 clan lasers, and a clan XL allowing it Locust speeds. It'll blow the Locust out of the water.
powercreep is the only constant.
#29
Posted 04 December 2016 - 05:27 AM
El Bandito, on 03 December 2016 - 10:25 PM, said:
i wouldnt put it beyond pgi to fudge things like this.
give the fire moth a slightly lower rated engine than lore value, make the firemoth go 150ish, and with masc go 170-ish (locusts at one point could go almost this fast before the speed tweak nerf). the offset would give the fire moth slightly better firepower. but it would essentially be a clan locust. clans have a sad lack of fast lights and a slow firemoth would be great.
Edited by LordNothing, 04 December 2016 - 05:28 AM.
#30
Posted 04 December 2016 - 05:30 AM
I continue to feel the Stinger/Wasp would make most sense, because they could effectively develop two 'mechs for the usual workload of one 'mech. Anyway, with MW5:M I feel it's now only a matter of time that they do them.
Though I guess announcing the Piranha would make sense, because the MG buffs happening the same month would be a hell of a sales pitch. "Like the new machine guns? Want twelve?"
Requiemking, on 03 December 2016 - 10:27 PM, said:
GOD I hope it's not this. I recently rolled one as a starter 'mech in a MegaMek campaign. The most painful experience I've had in a long time, and I don't think it'll fare any better in MWO. Though I think there's potential for an underdog cult 'mech like the Urbie.
(For those who don't know: the Hornet is a slow (5/8/5), mixed build (LRM, ML, SL) light. Basically a Shadow Hawk with 20-tonner armour and guns, except shaped like ball with legs, and carrying two beer barrels on its back:
#31
Posted 04 December 2016 - 05:31 AM
Kept you waiting, huh?
#32
Posted 04 December 2016 - 05:54 AM
Davers, on 04 December 2016 - 02:37 AM, said:
Stinger, Wasp, and Valkyrie would all blow in MWO, unless megaquirked or have massive hard point inflation to the point the mech is no longer recognizable from it's original form.
You mean like the locust does ?
#33
Posted 04 December 2016 - 06:35 AM
Edited by Dee Eight, 04 December 2016 - 06:36 AM.
#34
Posted 04 December 2016 - 07:03 AM
Sereglach, on 03 December 2016 - 10:37 PM, said:
---------------------------------------------------------------------------
That said I can only hope they're going to flesh out the rest of the classics, and get some 3025/3015 mechs (thusly compatible with HBS Battletech and MW5) into the game. My votes go for the Wasp, Mongoose, Stinger, Valkyrie, Hermes and Javelin in order of desirability for PGI to implement.
If it's a Clan mech it'd be Dasher/Fire Moth, Piranha, Incubus, Commando IIC, and Horned Owl in order of desirability.
I'd LOVE to see a Commando IIC. If they won't fix some issues with the IS Commando, then clan tech with their lighter missile systems would be fantastic.
#36
Posted 04 December 2016 - 09:15 AM
Locust IIC
Firemoth
Piranha
Horned Owl
If it's going to be a colossal failure mech (which it most likely will with PGI logic):
Charger (lol)
Commando IIC (PGI variants galore)
Urbanmech IIC (blatant cash grab)
Wolfhound IIC (PGI variants galore)
Howler (Baboon) <- (it's awkward and f*ck ugly)
4 user(s) are reading this topic
0 members, 4 guests, 0 anonymous users