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If You Could Make A Frankenstein Mech...


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#1 evilauthor

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Posted 06 July 2017 - 11:14 AM

...what components would you choose for it?

Okay, an explanation: In lore, a "Frankenstein mech", sometimes known as a "Frankenmech", is a mech that was cobbled together using components from different mech designs. One canon example being a mech with the upper body of a Rifleman being connected to the lower body of a Warhammer. Such a mech of course would be fraught with technical problems and reliability issues since you're putting components together than were never designed to work with each other.

Of course, this is MWO, so we can wave all those issues away.

Still, there ARE technical issues, what with MWO being a computer game at all. So here's some Frankenstein Mech ground rules as PGI might implement them:

1) Choose a tech base.
The Frankenmech must have either a Clan or Inner Sphere tech base, even if the chosen components come from both sides of the fence. All of the mechs innards and equipment will be of the appropriate tech base. For the purposes of construction, the mech is treated as a "standard" battlemech despite the ability to choose components.

2) Choose a weight class.
Light, Medium, Heavy, Assault. Only mech components in the chosen weight class can be used for a given Frankenmech. That's to avoid scale issues that might arise such as might happen when trying to put Dire Wolf Arms and Legs on a Locust torso.

3) Choose Components.
Components can come from any pre-existing mech model in the game, and determine both the visual appearance of the mech and what hard points the mech has. Components that can be selected are...
- Torso (all three Torsos plus the head come as a single unit because that's how PGI models them)
- Legs (both must come from the same mech in order to have a smooth walking animation)
- Right Arm, and Left Arm (arms are chosen independently).

Each component chosen has the same available hard points as it does on the mech model it came from. Also, the mech's exact tonnage is determined by the Torso component.

4) NO QUIRKS.
Any quirks a component might inherit from their source mech are lost when used on a Frankenstein Mech. Otherwise, the Frankenmech has its own skill trees.

So what's your Frankenmech build? What component combination do you chose either for fun or as an optimal combat build?

Edited by evilauthor, 06 July 2017 - 11:15 AM.


#2 - World Eater -

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Posted 06 July 2017 - 11:23 AM

Atlas legs + Locust torso

#3 HGAK47

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Posted 06 July 2017 - 11:27 AM

Oh man that could be so much fun creating mech monsters! Can I have a Kodiaks uppers on a KingCrab lower with the Crab hands? Call it ...Dakkenstein

#4 El Bandito

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Posted 06 July 2017 - 11:32 AM

EBJ arms on my Hellbringer. :D

#5 Mechteric

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Posted 06 July 2017 - 11:39 AM

Jagermech arms on an Atlas :)

#6 Pur

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Posted 06 July 2017 - 11:40 AM

Nova arms on Summoner. Easy.

#7 Metus regem

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Posted 06 July 2017 - 11:45 AM

Easy, a clan tech base Bushwacker... thinking about it it could be a borderline broken medium like that....

#8 DGTLDaemon

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Posted 06 July 2017 - 11:54 AM

Can we take a Battlemaster (BLR-2C or BLR-1G should do nicely) and convert it to Clan tech, please? Posted Image

Edited by DGTLDaemon, 06 July 2017 - 11:57 AM.


#9 Jay Leon Hart

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Posted 06 July 2017 - 12:54 PM

View Postevilauthor, on 06 July 2017 - 11:14 AM, said:

2) Choose a weight class.
Light, Medium, Heavy, Assault. Only mech components in the chosen weight class can be used for a given Frankenmech. That's to avoid scale issues that might arise such as might happen when trying to put Dire Wolf Arms and Legs on a Locust torso.

3) Choose Components.
Components can come from any pre-existing mech model in the game, and determine both the visual appearance of the mech and what hard points the mech has. Components that can be selected are...
- Torso (all three Torsos plus the head come as a single unit because that's how PGI models them)
- Legs (both must come from the same mech in order to have a smooth walking animation)
- Right Arm, and Left Arm (arms are chosen independently).

For rule #2, because of the Wolfman I'm expanding this to "must be no more than 1 weight class apart" or maybe "no more than 20 tons between lightest and heaviest chassis".

For rule #3, I will ignore it for one build, just because I'm awkward Posted Image

TBH, Shadow-Griffin sounds like a decent Frankenmech.

Mech #1 "Malockhai"
Torso - ACH
Arms - LCT
Legs - MLX

That's a lot of cockpit and higher energy, with ECM and anything you want in the arms.

Mech #2 "CrabJack"
Torso - HBK-IIC
Arms - BJ
Legs - CRB

A goofy-walking, high-mounted death machine. Fear the 10 HMG CrabJack!

Mech #3 "RoughRifleBolt"
Torso - RGH
Arms - RFL
Legs - TDR

So many high ballistics or energy. Good times.

Mech #4 "ThunderDragonHammer"
Torso - DRG
Arms - WHM
Legs - TDR

Just for the name, really.

Mech #5 "LightningBattleBear"
Torso - BLR
Arms - ZEU (both Right Arms)
Legs - KDK

ASRM36, 6 LPPCs. Fun times.

Then, the true abomination...

Mech #6 "Gaiseis"
Right Torso - HBK
Left Torso - SHD
Arms - CDA
CT & Legs - BSW

Boat everything. EVERYTHING!!!

#10 Mechteric

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Posted 06 July 2017 - 12:57 PM

View PostDGTLDaemon, on 06 July 2017 - 11:54 AM, said:

Can we take a Battlemaster (BLR-2C or BLR-1G should do nicely) and convert it to Clan tech, please? Posted Image


You mean the Battlemaster IIC, I presume ;)

Edited by CapperDeluxe, 06 July 2017 - 12:58 PM.


#11 jonfett

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Posted 06 July 2017 - 03:01 PM

View Postevilauthor, on 06 July 2017 - 11:14 AM, said:

...what components would you choose for it?

Okay, an explanation: In lore, a "Frankenstein mech", sometimes known as a "Frankenmech", is a mech that was cobbled together using components from different mech designs. One canon example being a mech with the upper body of a Rifleman being connected to the lower body of a Warhammer. Such a mech of course would be fraught with technical problems and reliability issues since you're putting components together than were never designed to work with each other.

Wait...The Rifleman and Warhammer already share the same lower body....it was a means to save prod costs, and lore created based on the unseen artwork.

#12 Felicitatem Parco

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Posted 06 July 2017 - 03:24 PM

Stalker Arms on a Battlemaster torso and Atlas Legs.

Nominal Weight of 90 tons ((85+85+100)/3)

4 Energy and 2 missile hardpoints located very High on arms. 6 high EN mounts on the torso...
Don't matter which tech you got, it would rock.

-------------------

Same Stalker Arms on a Kodiak. Gauss+PPC puke everywhere...
Same with Stalker Arms on a Mauler MX90

-----------------

Jenner Arms on a Raven for 7 EN and ECM.

-------------------


Edited by Prosperity Park, 06 July 2017 - 03:29 PM.


#13 Bud Crue

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Posted 06 July 2017 - 03:59 PM

Centurion torso on the legs of a Catapult. A Centuraphract.

#14 El Bandito

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Posted 06 July 2017 - 04:20 PM

View PostDGTLDaemon, on 06 July 2017 - 11:54 AM, said:

Can we take a Battlemaster (BLR-2C or BLR-1G should do nicely) and convert it to Clan tech, please? Posted Image


Hell yeah. I'd trade off my Battlemasters' quirks for Clan tech in an instant.

#15 Lupis Volk

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Posted 06 July 2017 - 04:27 PM

quite frankly I think the Wolfman would be an interesting concept if implemented into the game.

#16 Alex Morgaine

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Posted 06 July 2017 - 05:44 PM

I have a Franken Mech. 's called the cataphract
;D

#17 The6thMessenger

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Posted 06 July 2017 - 05:50 PM

Urbanmech, turned 100 tonner. With two rifleman arms.

Gonna call it. God.

#18 Zergling

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Posted 06 July 2017 - 06:20 PM

View PostThoseWhoFearTomorrow, on 06 July 2017 - 11:23 AM, said:

Atlas legs + Locust torso


My first thought was literally Atlas torso with Locust legs.

Edited by Zergling, 06 July 2017 - 06:21 PM.






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