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Resistance Hero 'mechs Pre-Order


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#181 C E Dwyer

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Posted 01 March 2017 - 01:37 PM

While I'm holding off on purchasing, I need to feel the skill tree makes the game better before it goes live.

I find the camo on the Urbie, Mauler, and Black knight rather bland, and I think either the Grasshopper or the Black knight should have had ECM option.

Other than that I think most will have a fun element to them

#182 David Bradley

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Posted 01 March 2017 - 02:26 PM

Hey everyone,

First, let me confirm that the lights on the UrbanMech hero will function! Though we are currently deciding on exactly how they will trigger.

Second, we’ve been looking at your feedback on this thread and have decided to make a few adjustments to these hero 'Mechs.

Enforcer:

Daniel Waylen’s Enforcer has two canon loadouts that can be found in Starterbook Sword and Dragon. They’re pretty much the same loadout except that one only included old school tech and an early prototype Gauss Rifle, while the other had more advanced tech including ER Small and Medium Lasers. The original hero loadout was a combination of those two. Unfortunately, the layout of those weapons wasn’t particularly different than on the other Enforcer variants. In the adjusted loadout, we’re still trying to keep it as close to the canon version as possible, but have added in an ECM. Daniel is known to be a crack-shot sniper, so the ECM is meant to compliment his ghillie suit camouflage in giving him some stealthiness from a distance. We’ve also lowered its max engine cap slightly to balance out the inclusion of the ECM.

Black Knight:

This was another canon loadout from Starterbook Sword and Dragon, but this one needed more extensive changes as its default Hatchet and TSM aren’t available in MWO. We originally gave it two missile hardpoints in its Hatchet arm, but there seems to be demand for a ballistic hardpoint. So it’s been adjusted and now has one missile and one ballistic in the arm. We’ve also removed the Lower Arm and Hand Actuators from that arm to open up some space.

King Crab:

The Lower Arm and Hand Actuators have been removed from each arm. It was a mistake that they were there in the first place.

As an added bonus, here is an additional screenshot of the Mauler hero. While the default look is meant to resemble the black and white art from the TROs, the color channels are designed to match the BattleTech toy. So here's the hero with the toy colors assigned to it.

Posted Image

#183 CK16

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Posted 01 March 2017 - 02:31 PM

D:

WOOOOW AWESOME MAN!

#184 Will9761

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Posted 01 March 2017 - 02:32 PM

View PostDavid Bradley, on 01 March 2017 - 02:26 PM, said:

Hey everyone,

First, let me confirm that the lights on the UrbanMech hero will function! Though we are currently deciding on exactly how they will trigger.

Second, we’ve been looking at your feedback on this thread and have decided to make a few adjustments to these hero 'Mechs.

Enforcer:

Daniel Waylen’s Enforcer has two canon loadouts that can be found in Starterbook Sword and Dragon. They’re pretty much the same loadout except that one only included old school tech and an early prototype Gauss Rifle, while the other had more advanced tech including ER Small and Medium Lasers. The original hero loadout was a combination of those two. Unfortunately, the layout of those weapons wasn’t particularly different than on the other Enforcer variants. In the adjusted loadout, we’re still trying to keep it as close to the canon version as possible, but have added in an ECM. Daniel is known to be a crack-shot sniper, so the ECM is meant to compliment his ghillie suit camouflage in giving him some stealthiness from a distance. We’ve also lowered its max engine cap slightly to balance out the inclusion of the ECM.

Black Knight:

This was another canon loadout from Starterbook Sword and Dragon, but this one needed more extensive changes as its default Hatchet and TSM aren’t available in MWO. We originally gave it two missile hardpoints in its Hatchet arm, but there seems to be demand for a ballistic hardpoint. So it’s been adjusted and now has one missile and one ballistic in the arm. We’ve also removed the Lower Arm and Hand Actuators from that arm to open up some space.

King Crab:

The Lower Arm and Hand Actuators have been removed from each arm. It was a mistake that they were there in the first place.

As an added bonus, here is an additional screenshot of the Mauler hero. While the default look is meant to resemble the black and white art from the TROs, the color channels are designed to match the BattleTech toy. So here's the hero with the toy colors assigned to it.

Posted Image

Nice work PGI, it's nice to know you are addressing the feedback for these mechs.

#185 Felicitatem Parco

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Posted 01 March 2017 - 02:34 PM

I think Bishop is crying tears of Joy.

#186 Jay Leon Hart

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Posted 01 March 2017 - 02:37 PM

View PostDavid Bradley, on 01 March 2017 - 02:26 PM, said:

Enforcer:

Daniel Waylen’s Enforcer has two canon loadouts that can be found in Starterbook Sword and Dragon. They’re pretty much the same loadout except that one only included old school tech and an early prototype Gauss Rifle, while the other had more advanced tech including ER Small and Medium Lasers. The original hero loadout was a combination of those two. Unfortunately, the layout of those weapons wasn’t particularly different than on the other Enforcer variants. In the adjusted loadout, we’re still trying to keep it as close to the canon version as possible, but have added in an ECM. Daniel is known to be a crack-shot sniper, so the ECM is meant to compliment his ghillie suit camouflage in giving him some stealthiness from a distance. We’ve also lowered its max engine cap slightly to balance out the inclusion of the ECM.

Black Knight:

This was another canon loadout from Starterbook Sword and Dragon, but this one needed more extensive changes as its default Hatchet and TSM aren’t available in MWO. We originally gave it two missile hardpoints in its Hatchet arm, but there seems to be demand for a ballistic hardpoint. So it’s been adjusted and now has one missile and one ballistic in the arm. We’ve also removed the Lower Arm and Hand Actuators from that arm to open up some space.


Well bother, looks like I'm only skipping the Zeus now Posted Image

#187 orcrist86

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Posted 01 March 2017 - 02:38 PM

my hype is reaching level 9000

#188 Zoeff

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Posted 01 March 2017 - 02:42 PM

Oh gawd... if bishop needed any more encouragement haha

#189 Gas Guzzler

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Posted 01 March 2017 - 02:43 PM

View PostDavid Bradley, on 01 March 2017 - 02:26 PM, said:

Hey everyone,

First, let me confirm that the lights on the UrbanMech hero will function! Though we are currently deciding on exactly how they will trigger.

Second, we’ve been looking at your feedback on this thread and have decided to make a few adjustments to these hero 'Mechs.

Enforcer:

Daniel Waylen’s Enforcer has two canon loadouts that can be found in Starterbook Sword and Dragon. They’re pretty much the same loadout except that one only included old school tech and an early prototype Gauss Rifle, while the other had more advanced tech including ER Small and Medium Lasers. The original hero loadout was a combination of those two. Unfortunately, the layout of those weapons wasn’t particularly different than on the other Enforcer variants. In the adjusted loadout, we’re still trying to keep it as close to the canon version as possible, but have added in an ECM. Daniel is known to be a crack-shot sniper, so the ECM is meant to compliment his ghillie suit camouflage in giving him some stealthiness from a distance. We’ve also lowered its max engine cap slightly to balance out the inclusion of the ECM.

Black Knight:

This was another canon loadout from Starterbook Sword and Dragon, but this one needed more extensive changes as its default Hatchet and TSM aren’t available in MWO. We originally gave it two missile hardpoints in its Hatchet arm, but there seems to be demand for a ballistic hardpoint. So it’s been adjusted and now has one missile and one ballistic in the arm. We’ve also removed the Lower Arm and Hand Actuators from that arm to open up some space.

King Crab:

The Lower Arm and Hand Actuators have been removed from each arm. It was a mistake that they were there in the first place.

As an added bonus, here is an additional screenshot of the Mauler hero. While the default look is meant to resemble the black and white art from the TROs, the color channels are designed to match the BattleTech toy. So here's the hero with the toy colors assigned to it.

Posted Image


OMG!!! YOU ARE AMAZING

#190 MovinTarget

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Posted 01 March 2017 - 02:44 PM

View PostDavid Bradley, on 01 March 2017 - 02:26 PM, said:

First, let me confirm that the lights on the UrbanMech hero will function! Though we are currently deciding on exactly how they will trigger.




#191 Tordin

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Posted 01 March 2017 - 02:45 PM

View PostDavid Bradley, on 01 March 2017 - 02:26 PM, said:

Hey everyone,

First, let me confirm that the lights on the UrbanMech hero will function! Though we are currently deciding on exactly how they will trigger.

Second, we’ve been looking at your feedback on this thread and have decided to make a few adjustments to these hero 'Mechs.

Enforcer:

Daniel Waylen’s Enforcer has two canon loadouts that can be found in Starterbook Sword and Dragon. They’re pretty much the same loadout except that one only included old school tech and an early prototype Gauss Rifle, while the other had more advanced tech including ER Small and Medium Lasers. The original hero loadout was a combination of those two. Unfortunately, the layout of those weapons wasn’t particularly different than on the other Enforcer variants. In the adjusted loadout, we’re still trying to keep it as close to the canon version as possible, but have added in an ECM. Daniel is known to be a crack-shot sniper, so the ECM is meant to compliment his ghillie suit camouflage in giving him some stealthiness from a distance. We’ve also lowered its max engine cap slightly to balance out the inclusion of the ECM.

Black Knight:

This was another canon loadout from Starterbook Sword and Dragon, but this one needed more extensive changes as its default Hatchet and TSM aren’t available in MWO. We originally gave it two missile hardpoints in its Hatchet arm, but there seems to be demand for a ballistic hardpoint. So it’s been adjusted and now has one missile and one ballistic in the arm. We’ve also removed the Lower Arm and Hand Actuators from that arm to open up some space.

King Crab:

The Lower Arm and Hand Actuators have been removed from each arm. It was a mistake that they were there in the first place.

As an added bonus, here is an additional screenshot of the Mauler hero. While the default look is meant to resemble the black and white art from the TROs, the color channels are designed to match the BattleTech toy. So here's the hero with the toy colors assigned to it.

Posted Image



Great news! Yes please stay as close to canon as possible, you are doing good. The reason behind the ECM on Enforcer is understandable. I however arent sure if any of the hero mechs or any mech for that matter have clear engine ratings specified in lore/ info bits etc. So you are aware, since you have to adjust the max engine rating to balance out the ECM.

Glad you gave the gave the Black Knight a ballistic slot, making very possible to make a left handed (let it stay that way Im left handed, haha!) version of the mock up, pre release resistance model of the BK.

Nice change for the mauler and king crab aswell, kudos! Posted Image

And Bishop... you gotta be overloaded with happiness now, I bet! Posted Image

Edited by Tordin, 01 March 2017 - 02:46 PM.


#192 Buckstop

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Posted 01 March 2017 - 02:48 PM

Maybe I'm not up to date on the new skill tree, so pardon me if this has been asked and answered.

If your new skill tree removes the need to have 3 mechs to cap, why would anyone bother buying any of the current mechs that are on sale? Only the very, very good meta type build mechs would be worth getting, and since you are removing quirks....even those are limited.

I liked planning the sales to get the 3 mechs I wanted. I put a lot of time into maxxing them out--and now with few exceptions, most of those mechs will be obsolete....as are the vast majority of the mechs currently on sale.

I think the game is fine as is, and that the skill tree is a mistake--as cool as it seems, it will essentially be a completely different game.

#193 Gas Guzzler

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Posted 01 March 2017 - 02:48 PM

View PostGrinster, on 01 March 2017 - 12:54 PM, said:


The CPLT-K2 runs 2PPCs just fine and has a PPC velocity quirk.


2 PPC + Gauss is the key part, WITH JJs.

#194 Nelos Kniven

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Posted 01 March 2017 - 02:51 PM

One question, can the Mauler contain 2 AC 20s with or without Endosteel/FeroFibborus?

The Urbie is glorius! Now we just need the Urbie IIC...

#195 Hydrocarbon

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Posted 01 March 2017 - 03:02 PM

View PostDavid Bradley, on 01 March 2017 - 02:26 PM, said:

Hey everyone,

First, let me confirm that the lights on the UrbanMech hero will function! Though we are currently deciding on exactly how they will trigger.


Is there a way to tie them in with cockpit lights? Or maybe flash for a certain period after firing a weapon.

#196 VitriolicViolet

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Posted 01 March 2017 - 03:05 PM

well.... i might have to get the Partisan now, i really want to run a ballistic Knight

#197 Kageru Ikazuchi

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Posted 01 March 2017 - 03:06 PM

UM-K9 ... flashy! ... blinky! ... purchased.

ENF-GH ... the addition of ECM gives the IS medium range something new and worthy of interest.

BL-KNT ... the one missile hard point is worthless, but an AC/20-capable left arm has merit. It would probably be a lot more interesting with two ballistic hard points, but you have my attention.

KGC-KJ ... I look forward to welcoming our new 100-ton 6xPPC overlords. It is a joke, but you know someone will do it. Heck, I know three someones who will do it.

Good changes. Now, if there was something that makes the PNT-KK different (or gave me a reason to like it), you'd have what would appear to be a well-thought out set of heroes.

#198 Navid A1

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Posted 01 March 2017 - 03:11 PM

So PGI... A very very simple and basic question:

When will you fix the typo in the XL100 engine weight so that i can use it in my urbies?
(should be -0.5t... but is 0.5t)

#199 Hawk819

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Posted 01 March 2017 - 03:14 PM

Grinner's Info is incorrect. Weapons loadout is correct. The pilot info, however, is not.


It should be Phelan Kell, not Ward.

Affiliation should be either the Kell Hounds or Lyran Alliance (Commonwealth). Not Clan Wolf!

In fact, I would change the name of the `Mech, and go with Daniel Allard. Who piloted a Wolfhound as well, and reserve Grinner for the Wolfhound IIC.

#200 Odanan

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Posted 01 March 2017 - 03:34 PM

View PostHawk819, on 01 March 2017 - 03:14 PM, said:

In fact, I would change the name of the `Mech, and go with Daniel Allard. Who piloted a Wolfhound as well, and reserve Grinner for the Wolfhound IIC.

As said before, Phelan Kell's Wolfwound was called Grinner too.
(and I see no chance in the world of PGI releasing the Wolfhound IIC)





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