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Next Meck Pack Poll Discussion! Updated Choices And Dev Comments! Escalation Mechs Removed!


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#2321 Heat Skink

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Posted 16 July 2024 - 04:26 AM

View PostWill9761, on 15 July 2024 - 04:02 PM, said:

Based on what Tiyos said it could be one of these mechs since he never specified if the tech type was IS or Clan. Given how PGI are looking for Clan Invasion era mechs for Mechwarrior 5: Clans, its likely that these would be the candidates.

IS Side
Chonkers: Imp - Despite this Assault mech being made by the Clans, it was made with IS technology, so lots of the variants would come paired with IS weapons and equipment.
Gunslinger - Another Assault Mech that is a Clan Invasion era mech. It is certainly a big boy with lots of weapons.

Fastboi: Mongoose - The Mech itself already has good speed going to 126 kph. The MON-76 variant has MASC to allow it to go to quicker speeds, especially with Speed Tweak.

Clan Side
Chonkers: Kingfisher - It is the only type of Clan Assault OmniMech that has a STD Engine, something that other Clan Mechs don't have.
Turkina - It is a popular Clan OmniMech associated with Clan Jade Falcon. It offers a heavy weapon platform companion to the fast and agile Executioner in the 95-ton Clan Mech slot.
Both of these mechs could be used for MW5: Clan DLC when you think about it. The Kingfisher could be for a Clan Ghost Bear DLC and the Turkina would be suited for a Clan Jade Falcon DLC.


Fastbois: FireMoth - The Fire Moth is a popular mech known for it's speed, unfortunately the CryEngine can't handle its speed with MASC.
Locust IIC - The Locust IIC would be a safer alternative to the Fire Moth, so it would make sense for that to be in the game.
we've already had like 4 IS mechs it's clans turn

View PostWill9761, on 15 July 2024 - 04:02 PM, said:

Based on what Tiyos said it could be one of these mechs since he never specified if the tech type was IS or Clan. Given how PGI are looking for Clan Invasion era mechs for Mechwarrior 5: Clans, its likely that these would be the candidates.

IS Side
Chonkers: Imp - Despite this Assault mech being made by the Clans, it was made with IS technology, so lots of the variants would come paired with IS weapons and equipment.
Gunslinger - Another Assault Mech that is a Clan Invasion era mech. It is certainly a big boy with lots of weapons.

Fastboi: Mongoose - The Mech itself already has good speed going to 126 kph. The MON-76 variant has MASC to allow it to go to quicker speeds, especially with Speed Tweak.

Clan Side
Chonkers: Kingfisher - It is the only type of Clan Assault OmniMech that has a STD Engine, something that other Clan Mechs don't have.
Turkina - It is a popular Clan OmniMech associated with Clan Jade Falcon. It offers a heavy weapon platform companion to the fast and agile Executioner in the 95-ton Clan Mech slot.
Both of these mechs could be used for MW5: Clan DLC when you think about it. The Kingfisher could be for a Clan Ghost Bear DLC and the Turkina would be suited for a Clan Jade Falcon DLC.


Fastbois: FireMoth - The Fire Moth is a popular mech known for it's speed, unfortunately the CryEngine can't handle its speed with MASC.
Locust IIC - The Locust IIC would be a safer alternative to the Fire Moth, so it would make sense for that to be in the game.
they can take the masc out i wouldn't mind as long as they keep it's speed or buff it's speed a little to the max the game can handle to compensate for the missing masc.

though i wouldn't mind a locust IIC either but i'd really want an ECM locust IIC. But i have to ask does the locust IIC have jump jets???

Edited by Heat Skink, 16 July 2024 - 04:27 AM.


#2322 epikt

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Posted 16 July 2024 - 08:10 AM

View PostHeat Skink, on 16 July 2024 - 04:26 AM, said:

they can take the masc out i wouldn't mind as long as they keep it's speed or buff it's speed a little to the max the game can handle to compensate for the missing masc.

Don't want to sound petty, but a Firemoth without MASC is not a Firemoth.
Not that I am a lore aficionado, I'm just a MASC enjoyer.

(btw, during the last event with speed boosted, the fastest mechs went Firemoth speed)

#2323 Heat Skink

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Posted 16 July 2024 - 08:13 AM

View Postepikt, on 16 July 2024 - 08:10 AM, said:

Don't want to sound petty, but a Firemoth without MASC is not a Firemoth.
Not that I am a lore aficionado, I'm just a MASC enjoyer.

(btw, during the last event with speed boosted, the fastest mechs went Firemoth speed)
with masc?

to be fair everything aside from structure armor and engine in an omni are pod mounted so masc probably is pod mounted too.

Edited by Heat Skink, 16 July 2024 - 08:15 AM.


#2324 Battlemaster56

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Posted 16 July 2024 - 09:07 AM

View PostHeat Skink, on 16 July 2024 - 08:13 AM, said:

with masc? to be fair everything aside from structure armor and engine in an omni are pod mounted so masc probably is pod mounted too.
It's not It's hard locked into the chassis.

#2325 torsie

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Posted 16 July 2024 - 09:31 AM

You could play 240 km/h+ speed mechs in last event and they did not teleport through people any more than usual 150 km/h speed Flea. Posted Image

#2326 Heat Skink

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Posted 16 July 2024 - 06:10 PM

WHY NO WOODSMAN OR NAGA!??? OR NAGA ii?

NAga would have to replace the arrow IV with Lrms or something maybe have lrm range quirks to make it seem like the artillery mech it is or extra artillery quirk.

Edited by Heat Skink, 17 July 2024 - 06:01 AM.


#2327 Heat Skink

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Posted 17 July 2024 - 06:06 AM

View Posttorsie, on 16 July 2024 - 09:31 AM, said:

You could play 240 km/h+ speed mechs in last event and they did not teleport through people any more than usual 150 km/h speed Flea. Posted Image
the firemoth only goes 216 with masc according to Sarna...
https://www.sarna.ne...re_Moth_(Dasher)

so the firemoth is completely in line with the game as it doesn't even go beyond 220 unless you put speed tweak on it. Even if that is a problem I'm sure they can capp the max speed on it to like 225-240 or something

Edited by Heat Skink, 17 July 2024 - 07:25 AM.


#2328 Tiy0s

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Posted 17 July 2024 - 09:25 AM

I can confirm that we’re not currently looking at adding the Fire Moth to MWO due to technical constraints of our engine. The Flea is at the upper limit of mech speed and acceleration/deceleration(we soften those limits for event queue) before hitreg starts to do very weird things.

There have been many opinions thrown our way from players about ways to neuter the Fire Moth to make it less janky in MWO. Options involving reducing the speed of the mech, removing MASC/Supercharger, or greatly reducing the agility stats. However, when the whole purpose of the Fire Moth is extreme mobility and speed, I find myself wondering if the mech is worth adding at all when we have to take away its one core tenant.

Edited by Tiy0s, 17 July 2024 - 09:27 AM.


#2329 LordNothing

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Posted 18 July 2024 - 08:20 AM

all your algorithms are probably using 32-bit floats. none of these velocities are high enough to cause issues with doubles. since you now only support 64-bit installs i dont see how this would be a problem (unless its all black box blobs with no source). shouldn't even come with a performance hit really.

#2330 1453 R

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Posted 18 July 2024 - 08:45 AM

Can confirm: a Fire Moth that isn't hands down the most swift and agile 'Mech in the game is not a true and proper Fire Moth. That and let's face it, people already scream their damnfool heads off over Fleas doing Flea Things. Even if the Fire Moth is "only" as fast/agile as the Flea, would people really tolerate a Clan twenty-tonner with Flea mobility but Clan lightweight weapons/gear? Yeah nah, we'd get endless salt and tears over the dang thing.

I have little interest in whatever the chonker is, I've got enough fatties to get by. At some point you've got all the assault monsters you really need, hueh. I will admit to a keen interest in whatever the Fast Boy is. Part of me is holding a candle for the Phantom. A forty-tonner moving as fast as the game's current 20-tonners, with a fairly diverse configuration pool that allows for as much build diversity as smol fast 'Mechs ever really get. No ballistics boating configuration, though the L has both AP Gauss and a plasma cannon for showcasing the newest guns. I suppose that just means the Hero gets to be the ballistics boat for machine gunnery, heh. Either way, the Phantom could bring light-light 'Mech mobility with a bit more gristle in its missile, could be a phantastic hunter-killer or light deterrent given that it brings the same speed and much of the same armament as Smol Bois while having twenty extra tons of bulk.

I'd also be down for the Mongel/Grendel, though I will freely admit it would be difficult for that design to really, meaningfully distinguish itself from the Shadow Cat or the Viper so I'm not really expecting it. Especially given the unimpressive-for-MWO weapons configurations on the thing. No way to boat red lasers or hit any of the other compy-favored fits for fast pseudolights, and people would of course shriek their heads off over the eight fixed jump jets. The TT version relies mostly on the fact that tabletop actually offers a niche for fast designs with a single hard-hitting weapon, where MWO scoffs at such builds. Still, it hits mobility numbers I'm keenly interested in and has enough going on armament-wise that I would probably highly enjoy running the thing. Hopefully less of a glass-arm issue than the Viper, and with better torso-mounted armaments outside the Scaleshot. Much as I enjoy Scaleshot, I still find myself wishing I could actually use arm-mounted weapons on the Viper without losing them to the first UrbanMech that lands a lucky small laser hit.

Bleh.

#2331 Valdarion Silarius

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Posted 18 July 2024 - 11:20 AM

View PostTiy0s, on 17 July 2024 - 09:25 AM, said:

I can confirm that we’re not currently looking at adding the Fire Moth to MWO due to technical constraints of our engine. The Flea is at the upper limit of mech speed and acceleration/deceleration(we soften those limits for event queue) before hitreg starts to do very weird things.

There have been many opinions thrown our way from players about ways to neuter the Fire Moth to make it less janky in MWO. Options involving reducing the speed of the mech, removing MASC/Supercharger, or greatly reducing the agility stats. However, when the whole purpose of the Fire Moth is extreme mobility and speed, I find myself wondering if the mech is worth adding at all when we have to take away its one core tenant.


Correct me if I'm wrong but I think I heard a developer that the technical restraints issue was resolved? Either way, I think it could be compensated for quirks in MW:O as much as it might suck. I think the Firemoth has been absent from MW:O for way too long since it was a key mech in the clan invasion, but that's just my opinion.

#2332 1453 R

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Posted 18 July 2024 - 11:28 AM

View PostValdarion Silarius, on 18 July 2024 - 11:20 AM, said:


Correct me if I'm wrong but I think I heard a developer that the technical restraints issue was resolved? Either way, I think it could be compensated for quirks in MW:O as much as it might suck. I think the Firemoth has been absent from MW:O for way too long since it was a key mech in the clan invasion, but that's just my opinion.


Really depends - do people want the Fire Moth for its capabilities? Or do they want it solely for PokeMech completionist's sake because it's an Invasion OmniMech and the roster doesn't feel full without it?

I think it's perfectly valid to say that a Fire Moth-shaped thing that doesn't match the Fire Moth's capabilities and exists solely for PokeMech reasons is not a good idea. I mean, at that point why not release a 'Fire Moth' that weighs thirty tons and goes only 140kph tops with M.A.S.C. but has gobs of hardpoints and pod space? I'm not a tabletop purist by any means, but if you're going to fundamentally alter a canon 'Mech's role, it feels wasteful when Piranha could just make a PGI Original instead, or pick one of the other ten million unimplemented TT designs that fits the role they want to introduce.

The Fire Moth is the epitome of 'Mech mobility. If it's not the fastest, most maneuverable thing on the battlefield and by a pretty significant margin at that, is it really a Fire Moth?

#2333 VeeOt Dragon

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Posted 18 July 2024 - 08:48 PM

even though i don't really care for clan mechs i have to admit the next mech should be a clan one. also on that note i would love to see some more mediums added to roster or even a light heavy. i don't have any particular mech in mind i am just getting tired of all the fatties.

#2334 Battlemaster56

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Posted 19 July 2024 - 09:06 AM

I hope it's either the Locust, Griffin, Shadowhawk IIC they should be really easy to add and fill in the spots of 25, 40, or 45 tonner and the majority of the variants can be added.

#2335 KursedVixen

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Posted 19 July 2024 - 10:42 AM

View PostTiy0s, on 17 July 2024 - 09:25 AM, said:

I can confirm that we’re not currently looking at adding the Fire Moth to MWO due to technical constraints of our engine. The Flea is at the upper limit of mech speed and acceleration/deceleration(we soften those limits for event queue) before hitreg starts to do very weird things.

There have been many opinions thrown our way from players about ways to neuter the Fire Moth to make it less janky in MWO. Options involving reducing the speed of the mech, removing MASC/Supercharger, or greatly reducing the agility stats. However, when the whole purpose of the Fire Moth is extreme mobility and speed, I find myself wondering if the mech is worth adding at all when we have to take away its one core tenant.
The clans really need a fast tiny light mech weather that is the fire moth or a locust IIc I'm sure either would work.

#2336 The Lighthouse

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Posted 19 July 2024 - 11:29 PM

Still waiting for Hollander.


For current long-range meta, it is actually a decent option now.

#2337 KursedVixen

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Posted 19 July 2024 - 11:40 PM

View PostThe Lighthouse, on 19 July 2024 - 11:29 PM, said:

Still waiting for Hollander.


For current long-range meta, it is actually a decent option now.
you realize the hollander is a guass rifle with legs, that's the ONLy weapon you get on it.

also you've got the bemoth the ferroblast and the new king crab now don't you have enough IS mechs???

Edited by KursedVixen, 19 July 2024 - 11:41 PM.


#2338 The Lighthouse

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Posted 19 July 2024 - 11:44 PM

View PostKursedVixen, on 19 July 2024 - 11:40 PM, said:

you realize the hollander is a guass rifle with legs, that's the ONLy weapon you get on it.


Yes. If you don't like it, there are Hollander II versions which are medium mechs with some backup weapons.

It is the only mech left from original Mechcommander (Stiletto and Turkina for expansion), and I'd really like to pilot my favorite mech back in the day.

Edited by The Lighthouse, 19 July 2024 - 11:46 PM.


#2339 The Lighthouse

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Posted 19 July 2024 - 11:53 PM

View PostKursedVixen, on 19 July 2024 - 11:40 PM, said:

also you've got the bemoth the ferroblast and the new king crab now don't you have enough IS mechs???


They are not really "new" mechs though..... For Clan side, I am definitely waiting for Turkina, but we have way too many assaults, not enough light and medium mechs.

#2340 VeeOt Dragon

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Posted 20 July 2024 - 10:14 AM

i agree that it is time for more mediums. as for lights meh, don't play them myself (the Urbie is the exception). Heavies are one of my favorites to play but i do like a good medium from time to time.





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