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Two Clan Light Package


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#1 Hawk819

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Posted 24 August 2017 - 05:22 PM

I'm asking the community to come together and ask PGI for not just one Clan Light, but for two.

C'mon, guys, we all want these two `Mechs, and I believe the only way we'll get them is if we ask for them! And I also believe they should both be in a package that will satisfy all parties for both camps wanting these two`Mechs. What say you, guys! Do we want them both in a Package together?!

I say, heck, yea to this!!

#2 DivineTomatoes

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Posted 24 August 2017 - 06:16 PM

Please PGI can barely get one set of mechs out without screwing something up, do you honestly trust them to do two at once?

#3 Valdarion Silarius

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Posted 24 August 2017 - 06:28 PM

View PostReaver2145, on 24 August 2017 - 06:16 PM, said:

Please PGI can barely get one set of mechs out without screwing something up, do you honestly trust them to do two at once?


I'd say yes. It would give players that strictly buy only Clan/IS something to look forward to. Since we are back to 1 mech a month, that means only 6 guaranteed Clan and 6 guaranteed IS mechs in 2018. I think it would help their revenue a little bit better as well. Not really sure about having two mechs of the same side at once, but having a steady 1 mech for each side a month would at least be something interesting for me.

Edited by Arnold The Governator, 24 August 2017 - 06:32 PM.


#4 El Bandito

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Posted 24 August 2017 - 06:30 PM

View PostHawk819, on 24 August 2017 - 05:22 PM, said:

C'mon, guys, we all want these two `Mechs, and I believe the only way we'll get them is if we ask for them!


Which two mechs? If you say Firemoth, I'm gonna have to say no.

#5 Stonefalcon

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Posted 24 August 2017 - 06:48 PM

View PostEl Bandito, on 24 August 2017 - 06:30 PM, said:


Which two mechs? If you say Firemoth, I'm gonna have to say no.

Why can't we have a Firemoth and looney tunes road runner warhorn that goes off when you run past opponents?

I don't care if the speed breaks the game, just look.
Alt. Config. G The Fire Moth G was introduced in the Dark Age. It carries four Improved Heavy Medium Lasers that have been tied into a Targeting Computer. It is also equipped with a Supercharger, which combines with the MASC system to allow the Fire Moth G to reach approximately 250km/h in short bursts. To combat the extreme heat, the ten double heat sinks have been supplemented with a Coolant Pod. BV (2.0) = 2,041[14]

#6 CheeseThief

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Posted 24 August 2017 - 08:39 PM

Piranha & Firemoth vs Wasp & Stinger.

Make it happen PGI!

#7 JediPanther

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Posted 24 August 2017 - 08:44 PM

As long as the clan lights run fast as an is locust at 169kph and isn't humanoid with ecm named after a cat I'd buy it.

#8 The Unstoppable Puggernaut

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Posted 24 August 2017 - 10:55 PM

View PostEl Bandito, on 24 August 2017 - 06:30 PM, said:


Which two mechs? If you say Firemoth, I'm gonna have to say no.

I'll bite, why not?!

I couldn't care less if they delivered it underspeed, I really really want/need that mech to be in the game. Had good memories of it in mw2.

Yeah in terms of being a super duper mech, it certainly won't be cause the arms are giving away it's position like a shark in water.

But again I couldn't care less, the biggest bottom line would be that it's the clan's current only genuine fast mech (unless they release a locust IIC).

#9 Battlemaster56

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Posted 24 August 2017 - 11:10 PM

I'll be find two mechs a month one clan one Is.

Just want either the Pirhana or Incubus for clans.

And Wasp and or Stinger for IS.


#10 El Bandito

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Posted 24 August 2017 - 11:13 PM

View PostThe Unstoppable Puggernaut, on 24 August 2017 - 10:55 PM, said:

I'll bite, why not?!

I couldn't care less if they delivered it underspeed, I really really want/need that mech to be in the game. Had good memories of it in mw2.

Yeah in terms of being a super duper mech, it certainly won't be cause the arms are giving away it's position like a shark in water.

But again I couldn't care less, the biggest bottom line would be that it's the clan's current only genuine fast mech (unless they release a locust IIC).


Wrong. Piranha can run 146 kph without speed nodes, which is only 7 kph slower than Locust, and is far deadlier than that of Firemoth or Locust.

Firemoth will force PGI to lower its engine as well as removing its MASC. Not even worth bothering.

Edited by El Bandito, 24 August 2017 - 11:18 PM.


#11 Black Ivan

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Posted 24 August 2017 - 11:33 PM

Firemoth is much too fast for PGI's cheap version of Cry Engine, won't work.

Piranja and Locust IIC would be interesting

#12 Tarogato

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Posted 25 August 2017 - 10:42 AM

View PostEl Bandito, on 24 August 2017 - 11:13 PM, said:

Firemoth will force PGI to lower its engine as well as removing its MASC. Not even worth bothering.

View PostBlack Ivan, on 24 August 2017 - 11:33 PM, said:

Firemoth is much too fast for PGI's cheap version of Cry Engine, won't work.



This is purely heresay at this point. The mech engine size limitation rules were set back in 2013, when PGI's netcode was particularly crap and they decided to cap things at around 172kph. We've seen loads of improvement in netcode since then, and PGI responses to "can we go faster?" have ranged from "i dunno" to "probably".

Firemoth is a 20-ton mech with with a 200 engine. Which means it goes 162 kph. With speed tweak, that puts it at only 174.2 kph, which I am willing to bet is well within the constraints of PGIs netcode at this point. Remember the old Commando used to go 171.05, and I don't remember it having any hit reg issues that heavy and assault mechs didn't also have.

Now, there is the problem of MASC. Presently, MASC would give the Firemoth a 20% boost, which is indeed likely too much for for the netcode to keep up with. (209.04 kph). But, what if we just changed MASC? How many mechs in the battletech universe use this piece of equipment?

- Howler (which can go 177.6 kph, only has 2.5 variants and they both have terrible hardpoints)
- Firemoth (which can go 209.04kph)
- Snow Fox (which is a quad, probably never make it to MWO)
- Arbalest (which is a late Jihad mech)
- Koshi (which is a Dark Age mech with only two real variants, probably never make it to MWO)
- Solitaire (which can also go 209.04 like the Firemoth, only has 1.5 variants)
- Hellion (kinda like a 30-ton MLX, this is the mostly likely mech to be added to MWO)
- Pack Hunter (like a mix of Solitaire, Hellion, and Packhunter. Basically only has two variants.)

If the Firemoth is the only one out of those eight mechs to make it into the game, then we could change Clan MASC Mark I however we like, because it will only affect the Firemoth. Give it 0% speed boost, but keep the acceleration bonuses. And if any of those other mechs are introduced? Easy, create Clan MASC Mark I-F, call it whatever you like. Like the Tacticon B-2000 TC, it can be a unique piece of equipment in the game that only applies to one single chassis.

#13 Pariah Devalis

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Posted 25 August 2017 - 01:02 PM

View PostTarogato, on 25 August 2017 - 10:42 AM, said:



This is purely heresay at this point. The mech engine size limitation rules were set back in 2013, when PGI's netcode was particularly crap and they decided to cap things at around 172kph. We've seen loads of improvement in netcode since then, and PGI responses to "can we go faster?" have ranged from "i dunno" to "probably".

Firemoth is a 20-ton mech with with a 200 engine. Which means it goes 162 kph. With speed tweak, that puts it at only 174.2 kph, which I am willing to bet is well within the constraints of PGIs netcode at this point. Remember the old Commando used to go 171.05, and I don't remember it having any hit reg issues that heavy and assault mechs didn't also have.

Now, there is the problem of MASC. Presently, MASC would give the Firemoth a 20% boost, which is indeed likely too much for for the netcode to keep up with. (209.04 kph). But, what if we just changed MASC? How many mechs in the battletech universe use this piece of equipment?

- Howler (which can go 177.6 kph, only has 2.5 variants and they both have terrible hardpoints)
- Firemoth (which can go 209.04kph)
- Snow Fox (which is a quad, probably never make it to MWO)
- Arbalest (which is a late Jihad mech)
- Koshi (which is a Dark Age mech with only two real variants, probably never make it to MWO)
- Solitaire (which can also go 209.04 like the Firemoth, only has 1.5 variants)
- Hellion (kinda like a 30-ton MLX, this is the mostly likely mech to be added to MWO)
- Pack Hunter (like a mix of Solitaire, Hellion, and Packhunter. Basically only has two variants.)

If the Firemoth is the only one out of those eight mechs to make it into the game, then we could change Clan MASC Mark I however we like, because it will only affect the Firemoth. Give it 0% speed boost, but keep the acceleration bonuses. And if any of those other mechs are introduced? Easy, create Clan MASC Mark I-F, call it whatever you like. Like the Tacticon B-2000 TC, it can be a unique piece of equipment in the game that only applies to one single chassis.


Actually, no. Clan MASC MK1 only impacts 20 ton Clan mechs. So it purely impacts only the Fire Moth (and the Howler).

Close, though! Posted Image

And, yes, that is my favored solution, as well. MK 1 Clan MASC being given 0% speed boost, but maintain all acceleration, deceleration, and turning boosts.

That said, while I do think the Piranha would be a more lethal mech, Fire Moth would bring pure joy to run around in. Plus, the Fire Moth brings an ECM variant, unlike the Piranha. Could be useful.

Edited by Pariah Devalis, 25 August 2017 - 01:02 PM.


#14 Tarogato

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Posted 25 August 2017 - 01:08 PM

View PostPariah Devalis, on 25 August 2017 - 01:02 PM, said:

Actually, no. Clan MASC MK1 only impacts 20 ton Clan mechs. So it purely impacts only the Fire Moth (and the Howler).

Close, though! Posted Image

And, yes, that is my favored solution, as well. MK 1 Clan MASC being given 0% speed boost, but maintain all acceleration, deceleration, and turning boosts.

That said, while I do think the Piranha would be a more lethal mech, Fire Moth would bring pure joy to run around in. Plus, the Fire Moth brings an ECM variant, unlike the Piranha. Could be useful.

<Module id="1605" name="ClanMASCMkI" CType="CMASCStats" faction="Clan">
<Loc nameTag="@ClanMASCMkI" shortNameTag="@ui_ClanMASCMkI" descTag="@ClanMASCMkI_desc" iconTag="StoreIcons\MASC.png" />
<ModuleStats slots="1" tons="1.0" health="5" amountAllowed="1" TonsMin="20" TonsMax="35" />
<MASCStats BoostSpeed="0.2" BoostAccel="2.0" BoostDecel="1.9" BoostTurn="0.40"
GaugeFill="0.1" GaugeDrain="0.04" GaugeDamagePoint="0.75"
DamageRate="0.5" DamageMin="0.72" DamageMax="0.88"
WeaponShake="0.25" WeaponSpread="2.5" />

#15 Pariah Devalis

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Posted 25 August 2017 - 01:16 PM

View PostTarogato, on 25 August 2017 - 01:08 PM, said:

<Module id="1605" name="ClanMASCMkI""] CType="CMASCStats" faction="Clan">
<Loc nameTag="@ClanMASCMkI" shortNameTag="@ui_ClanMASCMkI" descTag="@ClanMASCMkI_desc" iconTag="StoreIcons\MASC.png" />
<ModuleStats slots="1" tons="1.0" health="5" amountAllowed="1" TonsMin="20" TonsMax="35" />
<MASCStats BoostSpeed="0.2" BoostAccel="2.0" BoostDecel="1.9" BoostTurn="0.40"
GaugeFill="0.1" GaugeDrain="0.04" GaugeDamagePoint="0.75"
DamageRate="0.5" DamageMin="0.72" DamageMax="0.88"
[size=2] WeaponShake="0.25" WeaponSpread="2.5" />



Huh. When they announced the Clan MASC brackets, I recall it being strictly limited to 20 ton platforms only. Maybe the file in the game differs from that description. Makes it less of a targeted fix, but still a worthwhile one, IMO.

Edited by Pariah Devalis, 25 August 2017 - 01:17 PM.


#16 Tarogato

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Posted 25 August 2017 - 01:29 PM

View PostPariah Devalis, on 25 August 2017 - 01:16 PM, said:

Huh. When they announced the Clan MASC brackets, I recall it being strictly limited to 20 ton platforms only. Maybe the file in the game differs from that description. Makes it less of a targeted fix, but still a worthwhile one, IMO.


Maybe you were thinking of Inner Sphere MASC Mk 1, which only applies to 20-25 tons?

Here's the post when they were first announced: https://mwomercs.com...13405-16jun2015

I keep it bookmarked because I have to keep referring back to it when I'm theorycrafting futuremechs.

#17 Jay Leon Hart

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Posted 25 August 2017 - 01:30 PM

Solitaire and Pack Hunter

Just Do It!

#18 Admiral-Dan

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Posted 25 August 2017 - 01:37 PM

View PostEl Bandito, on 24 August 2017 - 11:13 PM, said:

Piranha can run 146 kph without speed nodes, which is only 7 kph slower than Locust, and is far deadlier than that of Firemoth or Locust.

This!

#19 Rekkon

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Posted 25 August 2017 - 02:50 PM

Or, you know, cap the Fire Moth with a dirt easy negative speed quirk. Certainly not ideal for those that do not invest in Speed Tweak, but it would require no new code systems.

#20 Jay Leon Hart

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Posted 25 August 2017 - 02:55 PM

View PostTarogato, on 25 August 2017 - 10:42 AM, said:

If the Firemoth is the only one out of those eight mechs to make it into the game, then we could change Clan MASC Mark I however we like, because it will only affect the Firemoth. Give it 0% speed boost, but keep the acceleration bonuses. And if any of those other mechs are introduced? Easy, create Clan MASC Mark I-F, call it whatever you like. Like the Tacticon B-2000 TC, it can be a unique piece of equipment in the game that only applies to one single chassis.

Remove the speed boost from MASC Mk I and replace with;
- Higher damage threshold
- Less structure damage
- Slower meter build up
- Faster meter decay
- A combination thereof
- Nothing at all





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