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Quadruped Builds


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#1 Tarogato

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Posted 26 December 2017 - 08:28 PM

Welcome to Taro's quad builds. I can't believe how long it took to make this.
Over a year of being on the backburner, and finally it's here!

Posted Image
Storm Fox, an apocryphal design by Alexander Iglesias





First off, here is a complete list of every quadruped I could track down in the Battletech universe.
Engine sizes, stock hardpoints, and more:

Spoiler







Quadrupeds: a barrier to entry
This thread is about builds, not about the "quad problems." But I might as well entertain the issues briefly because they are inevitable...


1. Russ and co. don't like quads. They think quads are "circus mechs". There's nothing we quad-lovers can do about this other than grumble in fervid disagreement.

2. Quadrupeds are different. Yes, PGI will need to adjust some code to allow for quads. Four legs in the mechlab, different rules for legging, and possibly more sophisticated walk animations. They should be able to do this. Are they even developers if they cannot?

3. Quadrupeds need Inverse Kinematics. Maybe they do, maybe they don't. It's possible to handle quadrupedal movement in the engine without IK, in a manner similar to how tanks and vehicles operate. While quads may be possible without IK, there would certainly be some compromises. I am of the opinion that the compromises would be worth it to bring quads into the game.

4. Quadrupeds can't torso twist. Yes, they would all be dead on arrival without the ability to torso twist. If they can't twist, then there is zero reason to bring them into the game - they would be unplayable. Virtually all quadrupeds will need to be redesigned to have a "waist" that will allow for torso twisting. And no, the following solution does not work: "translate mouse movement to leg rotation - just like traditional first-person shooter mechanics." The reason this doesn't work is because mechs turn/rotate slowly, while traditional FPS games have unlimited or near-unlimited rotation speed. Imagine how many mouse swipes across your desk it would take to pull a 180 in your Goliath - it would be an impractical control scheme.

5. Control scheme. Quadrupeds are kinda supposed to be able to sidestep. How do you incorporate that? Like I said earlier, WASD to sidestep is impractical because that leaves the mouse responsible for rotation, which is a bad idea with MWO's slowly turning mechs and low sensitivity aiming. Maybe the armlock toggle button would instead behave as a sidestep toggle for your WASD. But then how do you sidestep while turning? Do you settle for a control scheme that renders that impossible? Maybe instead of just WASD, we have WASD+QE, where Q and E are sidestep left and right, but we'd have to rebind the default functions already on Q and E. Yet another option is double-tap WASD for sidestepping. So many options, none of them perfect.

6. Quadrupeds are bad. Well, yes, they do have a drawback: an extra pair of legs can't mount at much equipment as a pair of arms could. So quads have twelve (even up to sixteen) fewer critical slots compared to bipedal mechs. This limits their build options and optimisations. Quirks can easily address this shortcoming.






So why add quads?

Because some of us think quad designs are cool. Quads add variety and they've never really featured in a Mechwarrior game before. That's all that matters to me. Quads do have some minor unique advantages which... exist, I guess. They always have pretty high mounts, they can move laterally, they're much shorter (volumetric scaling) and enjoy more options for physical cover, and while they don't have arms to shield with, many of them have legs that can shield. Also, quads are harder to kill via legging, and can suffer a smaller penalty when losing a single leg.





Quad chassis list:

Roughly put into order according to how appropriate they would be for adding to MWO:

TonnageTechNameLegStyleComments
55 tonISScorpionobliqueAt least six plausible variants. One of the best chassis for MWO inclusion.
80 tonISGoliathparallelAt least six plausible variants. One of the best chassis for MWO inclusion.
25 tonISTarantulaobliqueFour good variants, one of the best chassis for MWO inclusion.
50 tonClanStalking SpiderobliqueTwo good variants, plus one easily adaptable. Great choice for MWO.
45 tonISBishamonobliqueThree good variants, one of the best chassis for MWO inclusion.
65 tonClanFire ScorpionobliqueTwo good variants, plus one adaptable.
20 tonClanSnow FoxparallelHas three variants. One good, one adaptable, and one needs reworked.
65 tonClanBaliusparallelFive plausible variants, but cripplingly weird horse shape...
55 tonISThunder FoxparallelTwo good variants, plus one easily adaptable.
95 tonISSiroccoparallelTwo good variants, plus one that needs adapted.
45 tonISBlue FlameparallelTwo okay variants, and one that needs reworked.
35 tonClanJaguarparallelOnly two variants, and it's too far into the future timeline.
70 tonISBarghestparallelThe three best variants require split crits. Probably a no-go.
85 tonClanThunder StallionparallelBase variant requires split-crits. No-go. Damnit, PGI.
70 tonISWhite FlameparallelOne good variant, two adaptable, but they're all too similar.
95 tonISTrebarunaparallelAll four variants are bit too far in timeline. Only two are good as is.
100tonISXanthosparallelAlmost all variants have advanced gyros, unlikely for MWO.
100tonISGreat TurtleparallelBase variant requires X-pulse lasers - too far into timeline.
50 tonISSarathparallelWay too far into timeline, plus some other problems.
65 tonISUrsaparallelTwo identical variants way too far into timeline.
40 tonClanArañaobliqueOnly one variant, little bit too far in the timeline.
45 tonISAntlionparallelOnly one variant, too far into the timeline.
45 tonClanStalking Spider IIobliqueOnly one variant, too far into the timeline.
30 tonISRevenantobliqueWould be a decent choice if it weren't an unmanned drone chassis.
90 tonISLichobliqueOne variant too far in timeline, unmanned drone.


Obviously, I won't be covering quadvees.

From here on out, I'll be showing BUILDS. I apologise for scroll wheels everywhere. No, I can't put these tables into spoilers, they won't display properly if I try. Before you ask: yes, I made the smurfy-style images in a spreadsheet, too. No special programmes or anything.

Oh, and btw, I'm trying to be somewhat conservative on hardpoint inflation. I could imagine some quads have more hardpoints than I allotted them, to help make up for their critical slot limitation. I've decided to design builds according to "worst case scenario", with just reasonable inflation that is consistent with what PGI has done in the past.




Edited by Tarogato, 27 December 2017 - 12:01 AM.


#2 Tarogatos Alt

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Posted 26 December 2017 - 08:29 PM

Tarantula 25-ton Innersphere battlemech
Posted Image
(above right 3D model by Killroy) And here is some sexy bonus art by Bishop Steiner.




The Tarantula is the only quadruped to ever feature in a Mechwarrior game. It was the subject of an escort mission in MW2 during the Wolf campaign, and it was playable using cheat codes. Think Commando... with four legs, and better hardpoints. The ZPH-1A is the base variant, and it features missiles. The ZPH-3A will have the most energy hardpoints, and the ZPH-4A will have MASC. We could also see a ZPH-2A with slightly different hardpoint inflation from the ZPH-1A.

All variants come stock with a 200 engine, which is blazing fast. While this means the upper bound for the engine cap is 280, it will be limited by the mech's tonnage (215 rating) and MWO's netcode (245 rating). Similar to the Commando, I could imagine giving the Tarantula an engine cap higher than is customary for its tonnage. I decided to craft builds up to a 225 rating, but I provided 200-rated alternatives. The MASC variant will have to have a lower cap - a Tweaked 205 engine with 20% MASC would put it at 171.4 kph.

ZPH-1A
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
2x SRM4 (2.0ton) + 4x ERSLXL200 - 129.6101-Endohead to 0
2x SRM2 (2.0ton) + 4x ERSLLE200 - 129.6101-Endohead to 0
2x SRM2 (1.5ton) + 6x ERSLXL200 - 129.6111-LFerrohead to 1, 2 off legs
1x ERPPCXL200 - 129.6103-Endohead to 0

ZPH-3A
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
4x MPLXL200 - 129.6110-Endohead to 0, 4 off legs
6x SPLXL225 - 145.8111-Endohead to 0
6x SPLLE200 - 129.6101-Endohead to 0
5x ML / SPLXL225 - 145.8112-Endohead to 0
5x ML / SPLLE200 - 129.6111-Endohead to 0
6x ERSLLE225 - 145.8111-Endohead to 0
8x ERSLXL225 - 145.8113-LFerrohead to 1, 2 off legs
8x ERSLLE200 - 129.6112-LFerrohead to 1, 2 off legs

ZPH-4A
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
1x ERPPCXL200 - 129.6100MASCEndo+LFerrohead to 16
1x SNPPCLE200 - 129.6100MASCEndo+LFerrohead to 1, 2 off legs
2x LPPCLE200 - 129.6100MASCEndohead to 0, 4 off legs
1x LL + 3x ERMLXL200 - 129.6100MASCEndohead to 0, 4 off legs







Bishamon 45-ton Innersphere battlemech
Posted Image

This unloved medium started turning up in the 3060s. Nobody talks about it, nobody draws art based on it... it's pretty much forgotten and ignored. But it has great hardpoints, it could turn out really great in MWO.

The base variant, BSN-3K, could come with the most missiles. The BSN-4K comes with more energy, so I suppose it would... have the most energy. The BSN-5KC would probably have fewer energy than the BSN-4K because it has ECM. The engine cap for all variants is 385, so essentially unlimited. For giggles, it could max out at a silly 149.0 kph with 4.0 tons of podspace. lol.

BSN-3K
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
2x SRM6a (3.0ton) + 4x MLXL300 - 108.0120-Endohead to 16, 4 off legs
3x SRM6a (3.5ton) + 2x MLXL300 - 108.0100-Endohead to 8, 6 off legs
3x SRM6a (4.5ton)LE265 - 95.4100-Endohead to 8, 6 off legs
2x SRM4 (2.5ton) + 4x MPLXL300 - 108.0130-Endohead to 8, 6 off legs
2x MRM20 (3.5ton) + 3x ERMLXL255 - 91.8100-Endohead to 8, 6 off legs

BSN-4K
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
1x LL + 5x ERMLXL325 - 117.0140-Endohead to 8, 6 off legs
1x LL + 4x ERMLLE295 - 106.2140-Endohead to 8, 2 off legs
6x ERMLXL340 - 122.4160-Endohead to 8, 2 off legs
5x MPLXL315 - 113.4150-Endohead to 8, 6 off legs

BSN-5KC
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
2x SNPPCXL325 - 117.0110ECMEndo+LFerrohead to 9, 6 off legs
2x LPL / ERPPCXL300 - 108.0120ECMEndo+LFerrohead to 10, 2 off legs
4x LPPCXL300 - 108.0120ECMStealthhead to 8, 6 off legs
1x LPL + 3x ERMLXL325 - 117.0130ECMEndo+LFerrohead to 9, 6 off legs
3x ERLLXL300 - 108.0120ECMEndo+LFerrohead to 4, 9 off legs







Stalking Spider 50-ton Clan battlemech
Posted Image
Some bonus art here.

This is the HBK-IIC of the quad world. Capable of poptarting, respectable laservomit, and some missile builds, but also capable of a MASC'd 139kph if you'd rather the fast striker role. This is probably the best quad in MWO's meta. Even without quirks, this quad can easily compete with any of MWO's other mediums.

The SKS-1 has the most missiles. The SKS-2 will be the energy variant. Both of these can have MASC. The SKS-3 comes with eight Improved Jumpjets, so I imagine it would become a SKS-A with a mix of energy and missile hardpoints. There is a Stalking Spider II with ballistic hardpoints, but it is a Dark Age mech that weighs 5-tons less. I could imagine it being the inspiration for a PGI-variant, I'll call it the SKS-P. (I haven't done builds for it yet... ermmm, poke me about that after a few days.)

SKS-1
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
2x cERPPCcXL280 - 90.7193-cEndohead to 16, 4 off legs
3x cSRM6a (4.0ton) + 3x cSPLcXL285 - 92.3151MASCcEndohead to 16, 4 off legs

SKS-2
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
1x cHLL + 3x cHMLcXL325 - 105.3201-cEndohead to 16, 4 off legs
1x cHLL + 4x cHMLcXL325 - 105.3191-cEndohead to 16, 4 off legs
1x cHLL + 5x cERMLcXL315 - 102.1191-cEndohead to 16, 4 off legs
6x cMPLcXL300 - 97.2191-cEndohead to 16, 8 off legs

SKS-3
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
2x cATM9 (6.0ton) + 4x cERSLcXL300 - 97.2131-cEndohead to 16, 8 off legs
2x cSRM4 (4.0ton) + 4x cMPLcXL325 - 105.3151-cEndo+cFerrohead to 17, 6 off legs







Scorpion 55-ton Innersphere battlemech
Posted Image
(above right art by Juodas Varnas, the patron saint of quadrupeds)

The iconic Scorpion was the first ever quadrupedal battlemech to go into mass production. It is also perhaps the reason why quads have a poor in-universe reputation...

The SCP-1N is the production variant that lasted nearly 500 years. It makes the most sense with mixed or missile-centric hardpoints. Substantial variations on the Scorpion chassis were not seen until the 3060's. The SCP-12S is ballistic-focused, and the SCP-12C is energy-focused. The SCP-1TB features MASC, but also Multi-Missile Launchers. I'll just be replacing the MMLs and calling the variant SCP-1TP instead. There also seems to be an interesting custom refit mounting twelve salvaged Clan machine guns and MASC. I called this the SCP-1P. The SCP-1O and SCP-10M also exist, and they could reasonably adapted into MWO variants. I haven't covered them, because they would probably just be different inflations based on the variants I already built.


SCP-1N
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
2x ERPPCXL315 - 92.8160-LFerro3 off legs
2x HPPCXL300 - 88.4140TC1Endohead to 16, 8 off legs
4x SRM4a (5.0ton) + 2x FlamerLE300 - 88.4110-Endohead to 16, 8 off legs
2x MRM20 (5.5ton) + 2ERMLXL315 - 92.8110-Endohead to 16, 8 off legs
4x Streak6 (6.0ton)XL300 - 88.4110-Endohead to 16, 8 off legs

SCP-12S
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
2x UAC5 (6.5ton)LE255 - 75.1100-Endohead to 16, 8 off legs
3x AC2 (7.0ton)LE265 - 78.1100-Endohead to 16, 11 off legs
3x UAC2 (7.0ton)XL255 - 75.1100-Endohead to 16, 8 off legs
1x LB10 (2.0ton) + 3x SRM4 (4.0ton)LE270 - 79.5100-Endohead to 16, 4 off legs

SCP-12C
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
6x MPLLE330 - 97.2140-Endo+LFerrohead to 16, 11 off legs
6x MPLLE315 - 92.8150-Endohead to 16, 8 off legs
3x LPLXL300 - 88.4140-Endohead to 16, 8 off legs
2x SNPPC + 4x ERSLLE310 - 91.3140-Endohead to 16, 8 off legs
4x LLXL300 - 88.4140TC1Endohead to 16, 8 off legs
2x LL + 5x ERMLXL340 - 100.1150-Endohead to 16, 8 off legs

SCP-1TP
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
3x SRM4a (5.0ton) + 3x ERMLXL300 - 88.4130MASCLFerrohead to 17, 7 off legs
1x MRM30 + 2x MRM10 (6.5ton)XL265 - 78.1100MASCLFerrohead to 17, 7 off legs
3x SRM6a (5.5ton)XL300 - 88.4120MASCLFerrohead to 14, 2 off legs
2x SNPPCXL340 - 100.1150MASCEndohead to 16, 8 off legs

SCP-1P
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
2x SRM4 (2.0ton) + 12x LMG (5.5ton)XL340 - 100.1100-LFerrohead to 14, 2 off legs
12x LMG (7.0ton)XL350 - 103.1100MASCLFerrohead to 14, 2 off legs
2x RAC5 (6.0ton)XL255 - 75.1100-LFerrohead to 17, 7 off legs

Edited by draiocht, 27 December 2017 - 01:08 PM.
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#3 Tarogato

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Posted 26 December 2017 - 08:29 PM

Fire Scorpion 65-ton Clan battlemech
Posted Image

What a beefy looking mech... how do you kill this thing? Normally I think of the armless side torsos as being the weakness of a quad, but this one has legs all over the place. So I guess you just leg it? But you can't kill it by taking only two legs, you have to get around to the other side and get the other legs, so should you go for torsos from the beginning? But the legs get in the way!

The FESN-1 has only ballistic hardpoints, which is an awkward limitation for a 65-tonner. The FESN-2 brings along some missiles. The FESN-3 is also only ballistics, but it has jumpjets. It also has AP Gauss, so I'll replace that and call it FESN-A instead.

Yeah, the build options aren't particularly great for this chassis, but I figured I would include it because it's an alternative to the Balius.

FESN-1
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
2x cUAC10 (7.0ton)cXL300 - 74.8110TC4cEndohead to 16, 3 off legs
2x cUAC20 (8.0ton)cXL280 - 69.8120-cEndohead to 12, 10 off legs
2x cLB20 (7.0ton)cXL280 - 69.8100--head to 16, 7 off legs
2x cUAC5 (5.0ton) + 2x cUAC2 (4.5ton)cXL280 - 69.8110-cEndohead to 12, 10 off legs

FESN-2
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
1x cLB20 (3.0ton) + 2x cSRM6a (3.0ton) + 4x cLMG (2.0ton)cXL310 - 77.3110--head to 12, 10 off legs
1x cLB10 (2.0ton) + 3x cSRM6a (5.0ton) + 4x cLMG (2.0ton)cXL310 - 77.3120-cEndomax armour
2x cATM9 (7.0ton) + 1x cUAC5 (2.5ton)cXL310 - 77.3130-cEndomax armour

FESN-A
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
2x cUAC10 (7.0ton)cXL300 - 74.8114-cEndo4 off legs
2x cLB10 (6.0ton) + 6x cLMG (3.0ton)cXL295 - 73.5100--head to 12, 10 off legs
2x cGauss (6.0ton)cXL285 - 71.0104-cEndohead to 12, 10 off legs







Balius 65-ton Clan omnimech
Posted Image

Posted Image

IT'S A HORSEY-MECH. I CAN'T EVEN.

It's also the only omni-quad we'll see before the 3100's. So it's errmm... unique... and... I figured I would try to build it. This chassis is the totem mech for Clan Hell's Horses. It has a locked 390 engine with Endo and Ferro, and jumpjet options. So basically... it's a quadruped version of the Linebacker. It has a locked flamer in the head (get it, because HELL's Horses? xD) which I imagine would be unlocked, because it really needs that hardpoint. Thankfully, the hardpoints in general are ... well, not bad. That locked engine is a pain though, because we can't put heatsinks into it. But the biggest problem I see with this mech is... how do you make it torso twist?

Spoiler


BAL-Prime
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
2x cLPL + 4x cERMLcXL390 - 97.2140-cEndo+cFerrohead to 17, 5 off legs
1x cLPL + 5x cMPLcXL390 - 97.2140-cEndo+cFerrohead to 17, 5 off legs
3x cERLLcXL390 - 97.2170-cEndo+cFerromax armour

BAL-B
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
8x cMPLcXL390 - 97.2140-cEndo+cFerrohead to 17, 5 off legs
2x cLPL + 5x cSPLcXL390 - 97.2140-cEndo+cFerrohead to 15, 14 off legs

BAL-C
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
2x cATM9 (6.5ton) + 2x cMPLcXL390 - 97.2100-cEndo+cFerrohead to 14, 9 off legs
2x cSRM6a (3.5ton) + 5x cMPLcXL390 - 97.2120-cEndo+cFerrohead to 14, 9 off legs

BAL-D
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
2x cERPPCcXL390 - 97.2136TC1cEndo+cFerromax armour
2x cERPPCcXL390 - 97.2143TC1cEndo+cFerromax armour
1x cERLL + 5x cMPLcXL390 - 97.2143-cEndo+cFerrohead to 16

BAL-P
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
1x cLB10 (2.0ton) + 6x cSPLcXL390 - 97.2120-cEndo+cFerrohead to 17, 5 off legs
1x cGauss (2.5ton) + 6x cERMLcXL390 - 97.2110-cEndo+cFerrohead to 12, 18 off legs







Goliath 80-ton Innersphere battlemech
Posted Image

Imagine a Stalker with an extra pair of legs.

The Goliath is that other iconic quad that's been around for over 400 years. It was supposed to improve on the shortcomings of the Scorpion. So of course they started out by making it 45% heavier. Hurrah, I guess. This chassis comes in many shapes - there are a lot of interpretations to draw from. I'm partial to that middle one, myself. It's just the right amount of beefiness for an 80-tonner, and I don't like the huge hanging cockpit of the reseen. Oh yeah, did I mention this chassis is unseen? Well, it kinda is. Has nothing to do with Harmony Gold I believe - the original spindly design is from Dougram, just like the other Project Phoenix mechs (Wolverine, Griffin, Battlemaster, Thunderbolt, Scorpion, and of course Shadow Hawk.)

Similar to the Scorpion, the Goliath existed in only one variant for 400 years, the GOL-1H. It has a mixture of ballistic, energy, and missile hardpoints. New variants didn't show up until the Clan Invasion. The GOL-3M drops the energy and could have more ballistic hardpoints instead. The GOL-3S has the most energy locations. The GOL-2H comes with eight missiles even before inflation. The GOL-5D has energy-ballistic. There's also a precedent for ECM variants that PGI could adapt, and the GOL-4S also has unique hardpoints that could be introduced as well. To put it simply, THIS MECH HAS A LOT OF VARIANTS. They all have a nice high engine cap too, so the chassis is flexible.

GOL-1H
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
1x LB10 (2.0ton) + 4x SRM4 (5.0ton)LE360 - 72.9130-Endohead to 16, 21 off legs
2x UAC10 (7.0ton)LE305 - 61.8130-LFerro23 off legs
2x UAC10 (7.0ton)XL350 - 70.9130-LFerro23 off legs
2x HGauss (4.0ton)STD250 - 50.6100-LFerrohead to 17, 27 off legs
2x Gauss (6.0ton)LE310 - 62.8100-LFerrohead to 17, 27 off legs
4x SRM6a (5.5ton) + 3x MLLE360 - 72.9120-LFerrohead to 17, 27 off legs
4x SRM6a (6.0ton) + 3x MLXL380 - 77.0150-LFerrohead to 15, 18 off legs
AC10 + 2x SNPPCLE350 - 70.9150-Endohead to 15, 18 off legs

GOL-3M
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
2x MRM30 (5.5ton) + 8x LMG (3.0ton)LE320 - 64.8100--head to 16, 17 off legs
2x SRM6a (3.0ton) + 8x MG (5.5ton)LE375 - 75.9100-LFerrohead to 17, 10 off legs
6x AC2 (8.0ton)XL300 - 60.8120-Endohead to 16, 25 off legs
5x UAC2 (8.0ton)XL280 - 56.7110--head to 16, 29 off legs
2x UAC5 (4.0ton) + 2x UAC2 (4.0ton)LE285 - 57.7100-LFerrohead to 17, 27 off legs
1x HGauss (4.0ton) + 7x LMG (3.0ton)STD320 - 64.8100-LFerro23 off legs
2x LRM20a (9.0ton) + 8x MG (2.0ton)LE295 - 59.7110--head to 16, 25 off legs

GOL-3S
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
1x Gauss (2.5ton) + 3x LL + 1x ERMLLE300 - 60.8140-LFerrohead to 16, 29 off legs
1x Gauss (2.5ton) + 3x LPL + 1x ERMLLE300 - 60.8120-Endohead to 16, 29 off legs
1x AC10 (2.5ton) + 3x LPLLE295 - 59.7130-LFerro23 off legs
5x ERLLLE330 - 66.8170-LFerrohead to 15, 18 off legs
3x LPL + 4x ERMLLE330 - 66.8170-LFerrohead to 15, 18 off legs
3x LPL + 5x ERMLLE325 - 65.8170-LFerro23 off legs
5x LPLXL320 - 64.8150-LFerrohead to 17, 27 off legs
1x LPL + 6x MPLLE350 - 70.9180TC1LFerrohead to 15, 18 off legs
3x LL + 6x ERMLLE350 - 70.9170-LFerrohead to 15, 18 off legs

GOL-2H
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
8x SRM4a (7.0ton)LE325 - 65.8120-LFerro23 off legs
8x SRM4 (7.0ton)LE370 - 74.9140-Endohead to 16, 25 off legs
6x SRM6a (6.0ton)LE325 - 65.8130-LFerro23 off legs
8x MRM10 (8.0ton)XL350 - 70.9140-LFerro23 off legs
1x HPPC + 8x SRM2 (5.5ton)LE365 - 73.9140-Endohead to 16, 17 off legs
8x LRM5 (9.0ton) + TAGLE325 - 65.8160--head to 16, 21 off legs

GOL-5D
WeaponsPosted ImageEngine – SpeedDHSJJotherTogglesArmour stripping
3x LPL + 1x ERML + 6x LMG (3.0ton)LE350 - 70.9140-Endohead to 16, 25 off legs
3x LPL + 6x HMG (4.0ton)LE350 - 70.9110-Endohead to 16, 15 off legs
2x HPPC + 6x MG (3.0ton)LE335 - 67.8150-LFerrohead to 15, 18 off legs
2x UAC5 (5.0ton) + 2x SNPPCLE300 - 60.8130-LFerrohead to 17, 27 off legs
2x RAC5 (6.0ton) + 4x LMG (2.0ton)LE325 - 65.8130-LFerro23 off legs
3x RAC2 (7.0ton)LE340 - 68.9130-Endohead to 16, 25 off legs
3x UAC5 (7.0ton)LE310 - 62.8120-LFerrohead to 17, 27 off legs

Edited by Tarogato, 26 December 2017 - 09:11 PM.


#4 Bombast

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Posted 26 December 2017 - 08:30 PM

Somewhere, a man named Juodas has tight pants and doesn't know why.

#5 The6thMessenger

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Posted 26 December 2017 - 08:35 PM

Yeah, mi okay with Quads. But then considering what happened to nova, i think it's prudent to just make them arm-less battlemechs with 360 traversible torso.

View PostBombast, on 26 December 2017 - 08:30 PM, said:

Somewhere, a man named Juodas has tight pants and doesn't know why.


I bet Juodas just splooshed on the Storm Fox splash photo. Posted Image

Edited by The6thMessenger, 26 December 2017 - 08:36 PM.


#6 DAYLEET

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Posted 26 December 2017 - 08:38 PM

Merry xmas Juo!

#7 Ovion

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Posted 26 December 2017 - 08:40 PM

The biggest concern that you didn't list, is cost.
Quads are not Economically Viable.
They would cost at least $500,000 to $1,000,000 to implement, on top of producing regular packs during, with a return of only 12-15 mechs to then provide a return AND cover running costs.

Essentially - as much, if not more work than implenting the Clans / Omnimechs in MWO, with less potential return than the first 2-3 Clan Packs.

Which, as much as I would love to see them, is the biggest nail in the coffin though.

Well presented thread though, and I'll keep an eye on it and give more 'topical' commentary when it's not almost 5am.

Edited by Ovion, 26 December 2017 - 08:47 PM.


#8 Tarogato

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Posted 26 December 2017 - 08:41 PM

View PostDAYLEET, on 26 December 2017 - 08:38 PM, said:

Merry xmas Juo!

I started assembling this with intentions of posting it on Christmas, but... obviously that didn't quite happen.



View PostThe6thMessenger, on 26 December 2017 - 08:35 PM, said:

Yeah, mi okay with Quads. But then considering what happened to nova, i think it's prudent to just make them arm-less battlemechs with 360 traversible torso.

Some designs could easily handle 360 rotation. But some cannot. So what to do about the ones that cannot? For instance, the Goliath would look really silly with 360. Imagine a Stalker spinning right round like a record baby right round... because that's kinda what it would be like.


View PostOvion, on 26 December 2017 - 08:40 PM, said:

They would cost $500,000 to $1,000,000 to implement, on top of producing regular packs during, with a return of only 12-15 mechs to then provide a return AND cover running costs.

Essentially - as much, if not more work than implenting the Clans / Omnimechs in MWO, with less potential return than the first 2-3 Clan Packs.

This is true. The few among us who are quad nuts... we fight the impossible fight. There is a reason I call Juodas the "patron saint of quads." It's kinda in his name. =D

Edited by Tarogato, 26 December 2017 - 08:45 PM.


#9 MischiefSC

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Posted 26 December 2017 - 08:52 PM

In our dreams we are free indeed.

#10 JediPanther

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Posted 26 December 2017 - 09:09 PM

One and three are most definitely why there are no quads. That snow fox concept tho. I'd be interested in getting the foxes and jaguar. Maybe save the thread for later reference for mw5 and hope some one who wants to do 3d modeling and game mods can do it justice in ue4. My skills are lacking greatly in anything with ue4 as I've started learning it in my spare time.

If russ wasn't such a bleep about control of every thing in mwo we'd have nice(er) things such as IK and quads.

#11 Troa Barton

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Posted 26 December 2017 - 09:22 PM

Figure out how to make it so PGI.
Posted Image

#12 Magnus Santini

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Posted 26 December 2017 - 09:42 PM

The Scorpion was in one of the Crescent Hawks games. I think it was a boss mech fight. Scary it was!

#13 Shadowomega1

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Posted 26 December 2017 - 09:44 PM

My only disappointment is you skipped tripods.

#14 The6thMessenger

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Posted 26 December 2017 - 11:22 PM

View PostTarogato, on 26 December 2017 - 08:41 PM, said:

Some designs could easily handle 360 rotation. But some cannot. So what to do about the ones that cannot? For instance, the Goliath would look really silly with 360. Imagine a Stalker spinning right round like a record baby right round... because that's kinda what it would be like.


Posted Image

WAAAAAT?

Do you have any other photos for reference? Cause i'm looking at the 3025 Goliath, and i swear that literally fits the "Tank with Legs". I don't mind it looking like a stalker with 360 degree turn.

Of course as opposed of others, maybe we don't have to make it 360 degrees, just something reasonably wide.

Edited by The6thMessenger, 26 December 2017 - 11:23 PM.


#15 Khobai

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Posted 26 December 2017 - 11:33 PM

i vote no

why would you ever use anything but quads?

high hardpoints, low to the ground, can sidestrafe unlike mechs, harder to kill than mechs since they cant be legged

#16 FupDup

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Posted 26 December 2017 - 11:36 PM

View PostKhobai, on 26 December 2017 - 11:33 PM, said:

i vote no

why would you ever use anything but quads?

high hardpoints, low to the ground, can sidestrafe unlike mechs, harder to kill than mechs since they cant be legged

The big downside is that you're gonna have dramatically lower critslot capacity. People complain about hand and lower arm actuators on the IS side, but quads are even worse than that.

Compared to a mech with full hand/lower actuators a quad loses 12 slots (6 for each arm converted to a leg).

Compared to a mech with no hands or LAAs you lose 16 slots (8 per arm replaced with a leg).


Clans can kinda sorta get away with it because their stuff takes up fewer slots each but the IS will struggle with fitting DHS and the full suite of tech upgrades.

Edited by FupDup, 26 December 2017 - 11:37 PM.


#17 Pariah Devalis

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Posted 26 December 2017 - 11:43 PM

View PostFupDup, on 26 December 2017 - 11:36 PM, said:

The big downside is that you're gonna have dramatically lower critslot capacity. People complain about hand and lower arm actuators on the IS side, but quads are even worse than that.

Compared to a mech with full hand/lower actuators a quad loses 12 slots (6 for each arm converted to a leg).

Compared to a mech with no hands or LAAs you lose 16 slots (8 per arm replaced with a leg).


Clans can kinda sorta get away with it because their stuff takes up fewer slots each but the IS will struggle with fitting DHS and the full suite of tech upgrades.


Even the Clans will have a little bit of crit cramping going on. A fair trade for a smaller profile and a unique movement profile, I think. Not quite as bad as IS, though, due to being able to shove a DHS in each leg. Can at least make those semi-useful spaces.

Edited by Pariah Devalis, 26 December 2017 - 11:45 PM.


#18 Khobai

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Posted 26 December 2017 - 11:51 PM

Quote

The big downside is that you're gonna have dramatically lower critslot capacity. People complain about hand and lower arm actuators on the IS side, but quads are even worse than that.


not really a downside when youre going to use all laser vomit

#19 Tarogato

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Posted 26 December 2017 - 11:52 PM

View PostThe6thMessenger, on 26 December 2017 - 11:22 PM, said:

i swear that literally fits the "Tank with Legs". I don't mind it looking like a stalker with 360 degree turn.

Of course as opposed of others, maybe we don't have to make it 360 degrees, just something reasonably wide.


Yeah, I suppose I was thinking back on the Goliath being "longer" than it actually is. Bad example.

Mechs that wouldn't convert well to "torso-twist-able" might be...

- Snow Fox
- Balius
- Thunder Fox
- Sirocco
- Blue Flame
- Jaguar
- Barghest
- Thunder Stallion
- White Flame
- Xanthos
- Trebaruna
- Sarath

Mostly mechs that are kind further down the viability line in the first place. So yeah, maybe it's not that big of a problem. nvm. =P

#20 Tarogato

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Posted 26 December 2017 - 11:58 PM

View PostKhobai, on 26 December 2017 - 11:51 PM, said:

not really a downside when youre going to use all laser vomit


Actually, laservomit is the most impacted by this. Laservomit requires critslots... because heatsinks. Low tonnage-to-slot ratios.





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