Posted 01 May 2017 - 01:10 PM
I did not see anyone post a summary of the video comments, so here is the one I put together for my unit. Obviously this is all preliminary information and could change.
Cougar:
-The side torsos look like they are going to be huge (basically everything from the "horns" over to the arms. This also means that the CT will be pretty narrow, even if the nose is all CT. Downside might be the side torsos do not shield the lower nose/CT unless you are taking fire from above.
-Prime arms have custom geometry to have longer laser barrels.
-Side torso energy and ballistic hardpoints are on the tips of the "horns," meaning they are at/just above cockpit level. Excellent for peeking. PPCs will work, though if memory serves, there are not enough ST slots available for Gauss.
-Side torso missile hardpoints are in the flat section of the side torso.
Uziel
-Uziel ST/CT hardpoints are all at the top of the mech, above the cockpit. The utility of this will be restricted given how low the cockpit is mounted, kind of like the Archer.
-Arm hardpoints look at/slightly above cockpit level like the concept art.
-Uziel gets custom geometry with is torso missile hardpoints contouring to the torso curves.
-The big beer keg structure between the Uziel shoulders will not go away if you do not install missiles in the CT (on models like the 3S).
Annihilator
-Arm/torso hardpoints do not look quite as low as initially feared, but they are quite wide.
-First mech taller than the Atlas (~2m).
-CT hardpoints are the highest of the lot, just below the periscope cockpit.
-Mean Baby hero pilot presumably related to the Pretty Baby hero pilot.
-Cockpit sort of has some side windows.
Mk II
-Ballistic points in the 1 are at the bottom of the arms, just like the concept art. Currently the orientation of the Gauss barrels is inverted though. (Note: The modeler posted he fixed this.)
-Missile ears will go away if you do not take any missiles, just like the Timber Wolf.
-Energy hardpoints in the 4 arms are stacked vertically.
-Right torso ballistic hardpoint on the A is high mounted directly to the side of the cockpit. CT ballistic is just below the tip of the nose. Lower, but still high.
Rocket Launchers
-Rockets have a different visual from other missile. Smaller ports that are hexagonal.
-One shot/no ammo. Unguided, fire straight.
-Velocity not decided.
-Probably have some sort of splash radius.
-No safegaurds to prevent you from stupidly firing your RLs at beginning of match.
Laser AMS
-Laser AMS looks like a regular AMS but instead of the dome topping the cylinder, there is a reflecting mirror.
-Laser AMS damage will start at the same damage as AMS, might get tweaked.
Rotary Autocannons
-Current RAC plan is that they will require a "spin up" time between when you click and when they start firing. Once firing they will fill a guage similar to flamers, and if you are firing when the gauge is full, there will be a chance of jamming.
-Gauge will drain when not firing.
-If you are good, you can keep it "primed" just below firing spin speed for faster reaction times.
-Rotating cannons have a sound effect enemies can hear.
-Rotary autocannon barrel clusters will rotate.
Light/Heavy Gauss
-Heavy Gauss visual is shorter and thicker. Light Gauss is longer and thinner.
-They are looking at different charge times for light/regular/heavy Gauss.
-They are looking to have a recoil effect when firing the Heavy Gauss.
LMG/HMG
-LMG/HMGs will have similar effects to the existing MGs. Probably some minor distinctions in sound and visuals. Behave like MGs with different stats.
-LMG model currently a surprise.
-HMGs have a visually distinct model from regular MGs (long cylindrical barrel with no rectangular shroud).
Light/Heavy/Snub Nose PPC
-Similar distinctions for the new PPCs. Behave like PPCs with different stats.
LBX ACs
-New LBXs look similar to existing ones.
-IS LBXs function like existing LBXs with similar visual/sound effects.
UACs
-New UACs look similar to their existing ones.
-IS UAC fire pattern still being decided (burst fire/ghost heat).
Heavy Lasers
-Micro and heavy lasers will have tweaked visuals and sound effect but behave basically the same as existing lasers.
Micro Lasers
-No color decided on micro lasers yet (viewers suggested purple).
MRMs
-MRMs not decided if they will be stream or cluster fire yet.
-MRMs have no lock-on and fire straight like SRMs. Still looking at fire pattern/spread.
-Velocity not decided.
-Not sure on tube count interaction with old mechs, probably dealt with in retrofitting.
Light TAG
-Light TAG will have different color/sound but behave like existing TAG.
ATMs
-ATMs deal damage depending on how far they have traveled (more up close),
-ATMs probably have a flight path like LRMs but not as high. Not meant to be indirectly fired.
-ATMs lock on but can also be dumb fired without a lock like LRMs.
-Not yet decided how many shots per ton for ATMs.
-Probably be a minimum range on ATMs, exact distance not yet decided. No word on if it will be a Clan LRM or IS LRM style minimum range.
-Tube visuals same as LRMs/SRMs for consistency.
Stealth Armor
-No weight saving on armor.
-Need an ECM, so only available on mechs with ECM.
-Stealth mode can be toggled on/off.
-You cannot be detected by friendlies/enemies AND you cannot detect other mechs while in stealth except when really close.
-Heat considerations when in stealth. Still deciding whether you will build heat or merely not dissipate any.
-Invisible to sensors; visible to naked eye.
-Also cannot interact with objects (like scouting beacons) while in Stealth mode.
-Current plan is that stealth will defeat all "NPC" objects (like UAV) but cannot interact/capture objects while in stealth.
-Plan is to have mech in stealth appear close to environment heat level for thermal vision.
-BAP cannot counter stealth.
-When stealth armor is active your ECM is in disrupt mode.
-PPC/stealth interaction not decided yet. PPC hits not expected to disrupt stealth.
-TAG might do something through Stealth mode.
-A lot of interactions with stealth are still being examined.
General
-They are starting with tabletop/lore values tweaked to MWO standards and adjusting from there.
-Probably more live streams in the future with additional reveals.
-All mechs will be able to equip all new tech on release. However, not all mechs will have the new visual models ready (for example equipping an HMG would show visually as a regular MG).
-Priority for visual retrofitting is:
1. Resistance heroes (and variants time permitting).
2. Clan heroes (and variants time permitting).
3. Future mech releases.
4. Retrofitting backlog (based on mech popularity).
-New variants of existing mechs (for advanced timeline/tech) are all possibilities now.