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If They Allowed Mix Tech

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#21 Lily from animove

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Posted 14 November 2017 - 02:50 AM

View PostFupDup, on 13 November 2017 - 03:41 PM, said:

Dragon 5N with triple superquirked CUAC/5's, juicy...


return of the godhand?

#22 Lily from animove

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Posted 14 November 2017 - 02:54 AM

View PostYeonne Greene, on 13 November 2017 - 06:27 PM, said:


I mean, unless mix-tech also means I can drop with a Nova while signed up for House Kurita...


NVA with IS lasers that are more heatefficient would be a blast. I just hope PGI gives me a laser repaint option i don't like those green colors of their medium lasers.

#23 Rakshasa

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Posted 14 November 2017 - 04:37 AM

It would probably bring about the apocalypse of the current system.

I would also Clantech the **** out of several IS mechs and go nuts.

#24 Tier5 Kerensky

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Posted 14 November 2017 - 04:44 AM

We could have a mixtech week once a year.

Some combinations of IS hardpoints and Clan tech is absurd. Cyplocs and Archer 5W easily comes to mind.

#25 Lykaon

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Posted 14 November 2017 - 05:04 AM

View PostLT. HARDCASE, on 13 November 2017 - 05:35 PM, said:

I fail to see much IS tech a Clan mech pilot would want to use, so yeah.

Doesn't take a crystal ball, to see that the end result would be everyone using Clan tech in a minimum of 95% of cases.



I would love some MRMs or Snubnose PPCs on clan mediums. There is an argument for I.S. medium lasers as well.

#26 Wolfways

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Posted 14 November 2017 - 07:06 AM

So...do I also get to customize my clan mechs? Posted Image

#27 Athom83

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Posted 14 November 2017 - 09:47 AM

Urbie would get 3 HMLs and 3 cLMGs at least. Some might even get 4 HML and a cUAC/5 or somthing.

Edited by Athom83, 14 November 2017 - 09:49 AM.


#28 Dimento Graven

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Posted 14 November 2017 - 09:51 AM

View PostMole, on 13 November 2017 - 03:39 PM, said:

Well if they are going to allow mix tech they damn well better bring the Inner Sphere's quirks down to compensate for it. Otherwise there will no longer be any real reason to bring a clan 'mech.
I was thinking to myself something similar:

One of the ways to ensure that mix tech doesn't give one side an extreme advantage over the other is to ensure that the quirks don't work across the tech. So IE quirks wouldn't work on Clan equipment and visa versa.

EDIT: Having opposite quirks not work on opposite tech would also keep relevancy of a lot of weapons and systems that might otherwise become obsolete.

Edited by Dimento Graven, 14 November 2017 - 09:55 AM.


#29 Mole

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Posted 14 November 2017 - 09:55 AM

View PostDimento Graven, on 14 November 2017 - 09:51 AM, said:

I was thinking to myself something similar:

One of the ways to ensure that mix tech doesn't give one side an extreme advantage over the other is to ensure that the quirks don't work across the tech. So IE quirks wouldn't work on Clan equipment and visa versa.


Yeah I guess. But the real offender of all the quirks is the durability quirks. So unless you're suggesting an IS chassis lose all its durability quirks the moment it equips a piece of clan technology I think something else would have to be done.

#30 Dimento Graven

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Posted 14 November 2017 - 09:57 AM

View PostMole, on 14 November 2017 - 09:55 AM, said:

Yeah I guess. But the real offender of all the quirks is the durability quirks. So unless you're suggesting an IS chassis lose all its durability quirks the moment it equips a piece of clan technology I think something else would have to be done.
The durability quirks would vanish if the IS chassis were equipped with a Clan engine.

That after all is the main durability quirk that Clan's get. The smaller, MUCH more durable XL, vs. the IS version, LARGER but extremely fragile. So if an IS loads a Clan XL, WHY would it need durability quirks?

The more I think about it the more I like it, but I'm fairly certain it would require a major rework to their quirk system, but what do I know...

Edited by Dimento Graven, 14 November 2017 - 09:58 AM.


#31 Mystere

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Posted 14 November 2017 - 09:59 AM

View PostMechaBattler, on 13 November 2017 - 03:35 PM, said:

How bad would it be? Would IS Battlemech overtake their Clan Omnimech counterparts? What other kind of problems would arise from allowing mix tech? Benefits?


Posted Image

#32 Dr Hobo

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Posted 14 November 2017 - 10:50 AM

IIRC there was a mechwarrior game that had mixtech.

And IIRC nobody really used IS tech,it was all Clan tech,and was boring.

#33 Khobai

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Posted 14 November 2017 - 10:52 AM

Quote

IIRC there was a mechwarrior game that had mixtech.

And IIRC nobody really used IS tech,it was all Clan tech,and was boring.


most mechwarrior games had mixtech

you had to start with IS tech and salvaging clan mechs and clan tech was part of the equipment progression of the game

MWO is multiplayer though with IS and clans being separate and intended to be asymmetrically balanced, so it cant really do that. MWO follows the lore of battletech more closely than other mechwarrior games so IS mechs cant just equip clan tech interchangeably. Even in tabletop IS mechs could never use clan tech.

Edited by Khobai, 14 November 2017 - 10:54 AM.


#34 MechaBattler

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Posted 14 November 2017 - 10:52 AM

So pretty much a deathbed for IS tech.

Perhaps heavy reliance on quirks and mobility changes was not the best idea after all. Shocker. Perhaps tweaking IS tech to have good trade offs compared to Clan tech. We wouldn't need as heavy micro managing with quirks and mobility changes.

Still it'd be kind of cool if there was a salvage system and in-game player driven economy. Keep the economy going by making cross tech destroyable. And just limit how much clan junk you can put your IS junk mech.

#35 FupDup

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Posted 14 November 2017 - 10:58 AM

View PostKhobai, on 14 November 2017 - 10:52 AM, said:

...Even in tabletop IS mechs could never use clan tech.

Yes they can, if they're a Battlemech they need a refit kit for it (same as customizing their own IS tech) with a chance of your techs failing, and if they're an Omnimech it's pretty fast and easy with no downside.

But of course it's best for MWO's gameplay and flavor to ignore that.

Edited by FupDup, 14 November 2017 - 10:58 AM.


#36 Helsbane

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Posted 14 November 2017 - 11:04 AM

One solution would be that any weapon related quirks on IS mechs wouldn't apply to Clan weapons simply because it isn't the tech base they were designed for. There could even be a system for adding 'adapter kits' to Clan tech, giving each weapon something like a .25 ton increase in weight due to additional wiring mods, mounting hardware, ammo feeds, etc. Same for Clans utilizing IS weapons.

#37 Khobai

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Posted 14 November 2017 - 11:08 AM

Quote

Yes they can, if they're a Battlemech they need a refit kit for it (same as customizing their own IS tech) with a chance of your techs failing, and if they're an Omnimech it's pretty fast and easy with no downside.


im talking about just picking it up off the battlefield as salvage and immediately putting it into your mech.

obviously if you send your mech to a factory and have it custom built to use clantech it can use clantech

but MWO doesnt have mech factories

#38 Wolfways

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Posted 14 November 2017 - 11:39 AM

View PostKhobai, on 14 November 2017 - 10:52 AM, said:

Even in tabletop IS mechs could never use clan tech.

I read that in tournaments customized mechs generally couldn't be used at all. Something about them being impossible to balance... Posted Image

#39 Khobai

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Posted 14 November 2017 - 11:41 AM

Quote

I read that in tournaments customized mechs generally couldn't be used at all. Something about them being impossible to balance...


which made no sense really

because everyone in tournaments just used the sagittarius

the point of banning custom mechs was to stop people from all using the same 4 gauss monstrosity or whatever but all it accomplished was everyone using the same stock sagittarius instead

so banning custom mechs was ultimately pointless :P

Edited by Khobai, 14 November 2017 - 11:44 AM.


#40 Mechteric

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Posted 14 November 2017 - 12:36 PM

It would be bad, next question





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