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If Mixed Tech Was Allowed What Mech Would Be The Number 1 Go To Mech?


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#21 Hauptmann Keg Steiner

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Posted 08 May 2018 - 04:53 AM

View PostArmored Yokai, on 07 May 2018 - 12:09 PM, said:

My money's on the Annihilator, just turn that LFE into an XL and mount quad LBX20

View PostSeranov, on 07 May 2018 - 12:37 PM, said:

The Annihilator is very likely to be the absolute strongest individual mech in the game if it could run Mixed Tech, though. I've wanted a 4x LB20X mech for a long time, and I know for a fact that PGI will do their damndest to make sure it never happens.

Quad arm-mounted cLB20X Annihilator was my favorite thing to unleash on Solaris in MW4, although I forget if the Anni itself was Mektek-only.

#22 Anunknownlurker

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Posted 08 May 2018 - 05:15 AM

If you want mixed tech, kiss goodbye to your beloved IS quirks

#23 Luminis

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Posted 08 May 2018 - 05:30 AM

My go to? WHM 6R with CXL300, 2x c Gauss, 6x CERML and a bunch of cDHS

#24 El Bandito

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Posted 08 May 2018 - 07:17 AM

View PostAnunknownlurker, on 08 May 2018 - 05:15 AM, said:

If you want mixed tech, kiss goodbye to your beloved IS quirks


My Battlemaster is completely fine with that. Who cares about 10% energy range and arm durability quirks, when I get to have longer ranged and harder hitting Clan lasers, 2 slot DHS, 7 slot Endo, superior TCMK1, and safe XL? Posted Image

Edited by El Bandito, 08 May 2018 - 07:19 AM.


#25 Metus regem

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Posted 08 May 2018 - 07:20 AM

View PostEl Bandito, on 08 May 2018 - 07:17 AM, said:


My Battlemaster is completely fine with that. Posted Image



As would my Warhammer 6R and Bushwacker X2...

#26 Grus

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Posted 08 May 2018 - 07:45 AM

View PostEl Bandito, on 08 May 2018 - 07:17 AM, said:


My Battlemaster is completely fine with that. Who cares about 10% energy range and arm durability quirks, when I get to have longer ranged and harder hitting Clan lasers, 2 slot DHS, 7 slot Endo, superior TCMK1, and safe XL? Posted Image
so you run a unsafe XL now? ... good to know ;)

#27 Armored Yokai

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Posted 08 May 2018 - 11:42 AM

View PostGrus, on 08 May 2018 - 07:45 AM, said:

so you run a unsafe XL now? ... good to know Posted Image

I don't think he means he uses XL, I think he means he will switch to XL because it would be the best option out of LFE and I.S XL.
I would love a clan tech BLR that would give a noobernova a run for it's money!

#28 Tarl Cabot

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Posted 08 May 2018 - 02:54 PM

View PostAnunknownlurker, on 08 May 2018 - 05:15 AM, said:

If you want mixed tech, kiss goodbye to your beloved IS quirks

Even then, many Clan mechs still have quirks, so even IS mech likely retain most quirks but may be as a smaller percentage. Example Orion IIC has similar type of quirks as the IS Orion, butr simply in a smaller percentage.

And then there are also the matter that many of IS mechs are humanoid in shape with low torso and arm mounts, arms that can not even be trigger to elevate an arm parallel or almost parallel to the ground. While many of the Clan mechs are chicken walkers, many weapon mounts in a good location.

To use as an example Clan humanoid mechs that could be even more effective if they could raise their arms w/weapons, Highlander IIC, Gargoyles, Executioners, and even the Kodiaks. A few of the Clan humanoid mechs could benefit but as the tonnage drops it is not as effective.. The Clan chicken walkers would only slightly benefit since their arms do not drop as far.

#29 Grus

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Posted 08 May 2018 - 03:11 PM

View PostArmored Yokai, on 08 May 2018 - 11:42 AM, said:

I don't think he means he uses XL, I think he means he will switch to XL because it would be the best option out of LFE and I.S XL.
I would love a clan tech BLR that would give a noobernova a run for it's money!
just poking the possibility he's u seing do in his Battlemaster ;)

But I will say this... every clan srmboat I have would get IS lazor SRM's..

#30 evilauthor

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Posted 08 May 2018 - 05:05 PM

Lorewise, IS Omnis are able to pod mount Clan weapons and equipment. The trick was always getting enough Clan tech to put into them, which is not a problem that MWO has.

#31 Helsbane

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Posted 08 May 2018 - 05:24 PM

I'd go Fafnir with Clan LB10Xs and clan XL engine. Backed up by a few Clan ERSLs, it would be a beast.

#32 Armored Yokai

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Posted 09 May 2018 - 03:22 PM

View Postevilauthor, on 08 May 2018 - 05:05 PM, said:

Lorewise, IS Omnis are able to pod mount Clan weapons and equipment. The trick was always getting enough Clan tech to put into them, which is not a problem that MWO has.

Wait wait wait wait wait, what?!?
Show me proof!

#33 evilauthor

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Posted 09 May 2018 - 04:16 PM

View PostArmored Yokai, on 09 May 2018 - 03:22 PM, said:

Wait wait wait wait wait, what?!?
Show me proof!


Sarna.net on Omnimechs.

Quote

OmniTechnology has also been used to bridge the technological gap between the Clans and the Inner Sphere. While Inner Sphere and Clan components are generally mutually incompatible, the Inner Sphere developed the technology by reverse-engineering Clan OmniTechnology after the Battle of Luthien, resulting in systems that used the same OmniPod interface. Inner Sphere and Clan Omnis can thus mount either Inner Sphere or Clan OmniPods, or both interchangeably.[29]


IOW, Inner Sphere Omnis were designed to Clan Omnitech connection standards. The Omnipod is basically a "jacket" which has the standardized connections and is what you put the weapon in. costs no significant tonnage, but does raise the monetary cost of... everything in the mech by 25%. Which is a not insignificant consideration when you're building hundreds or even thousands of mechs to replace the losses from the last war.

Non-Omnimechs don't use those universal connection standards, but instead use custom ones based on whatever the designer finds most efficient.

Anything that is pod mounted can be used by Omnimechs of either side. It's just that with the Omni rules as written, Clanners in TT don't have much motivation to use Inner Sphere gear, while Inner Sphere very much want to use Clan equipment. But in MWO? I once made a thread about this very subject, and there is very definitely some Inner Sphere weapons that Clan players would like to use if the game only allowed them to.

So if Inner Sphere Omnis are put into MWO and allowed to use Clan weapons and equipment, then fair's fair and CLAN Omnimechs should be able to use Inner Sphere weapons and equipment. And it would be entirely up to the player to decide what's worth using from both tech bases.

#34 Anjian

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Posted 09 May 2018 - 09:07 PM

I want my Black Knight to have Clan double heat sinks and Pulses.

#35 Dimento Graven

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Posted 10 May 2018 - 08:20 AM

KGC with Clan Gauss, Clan XL, clan double heatsinks, clan ERLLs, that's something I'd love to try...

#36 Snowbluff

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Posted 10 May 2018 - 08:29 AM

View PostMetus regem, on 08 May 2018 - 07:20 AM, said:



As would my Warhammer 6R ...

Mine wouldn't. I use PPCs on it. I hate cERPPC, and losing PPC quirks is certainly not worth gaining cERPPC. 1 ton and 1 slot is so good for 33% less heat. :s

#37 Angel of Annihilation

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Posted 10 May 2018 - 09:23 AM

Honestly I would like to see them try this on the test server and just see what happens.

I say that because even without quirks, there are just so many disadvantages rolled into clan weapons right now to nerf them down to IS levels that I don't think there would be as much of an improvement as alot of people think. Generally speaking for everything you gain with a Clan weapon, you lose a ton as well.

I mean take your average ER ML.

IS - 360m range, 4.5 heat, 4.0 cooldown, 1.0 beam duration, 5 damage
Clan - 400m range, 6.3 heat, 4.5 cooldown, 1.25 beam duration, 7 damage

I mean what are you really getting as an advantage with the clan ER ML. 40m greater range and 2 points of damage at the expense of 40% greater heat generation and a much slower rate of fire (Beam Duration + Cooldown of 5.75 second vs 5.0 on the IS ER ML), not to mention the fact that the Clan ER ML requires more face time and is more likely to spread damage.

Also Clan weapons tend to have Ghost Heat applied at much lower quanties of the weapon. I can run 3 x ER LL without Ghost heat on the IS side and only 2 on the Clan Side. Then virtually all clan lasers be it small lasers, medium lasers, pulse lasers share the same ghost heat penality. Fire 3 ER SL and 2 ER ML and you get GH with Clan weapons. Do that with IS weapons, no GH.

So I think alot of people would be very shocked to find out that mounting Clan weapons and equipment on there IS mechs wouldn't net them as many positive gains as they think it would.

#38 Grus

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Posted 10 May 2018 - 09:27 AM

View PostViktor Drake, on 10 May 2018 - 09:23 AM, said:

Honestly I would like to see them try this on the test server and just see what happens.

I say that because even without quirks, there are just so many disadvantages rolled into clan weapons right now to nerf them down to IS levels that I don't think there would be as much of an improvement as alot of people think. Generally speaking for everything you gain with a Clan weapon, you lose a ton as well.

I mean take your average ER ML.

IS - 360m range, 4.5 heat, 4.0 cooldown, 1.0 beam duration, 5 damage
Clan - 400m range, 6.3 heat, 4.5 cooldown, 1.25 beam duration, 7 damage

I mean what are you really getting as an advantage with the clan ER ML. 40m greater range and 2 points of damage at the expense of 40% greater heat generation and a much slower rate of fire (Beam Duration + Cooldown of 5.75 second vs 5.0 on the IS ER ML), not to mention the fact that the Clan ER ML requires more face time and is more likely to spread damage.

Also Clan weapons tend to have Ghost Heat applied at much lower quanties of the weapon. I can run 3 x ER LL without Ghost heat on the IS side and only 2 on the Clan Side. Then virtually all clan lasers be it small lasers, medium lasers, pulse lasers share the same ghost heat penality. Fire 3 ER SL and 2 ER ML and you get GH with Clan weapons. Do that with IS weapons, no GH.

So I think alot of people would be very shocked to find out that mounting Clan weapons and equipment on there IS mechs wouldn't net them as many positive gains as they think it would.


PREACH!!!

#39 Dimento Graven

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Posted 10 May 2018 - 09:42 AM

View PostViktor Drake, on 10 May 2018 - 09:23 AM, said:

...

So I think alot of people would be very shocked to find out that mounting Clan weapons and equipment on there IS mechs wouldn't net them as many positive gains as they think it would.
Then again, being able to mount more alpha power, because of the Clan's typically smaller and lighter weaponry (not even talking about the harder hitting and longer range at this point), and have faster 'mechs because of Clan XL survivability, might go a LONG f'ing way in improving balance too.

Clans could load the bigger, heavier, shorter ranged, single shot ballistics they've lusted for, and the IS could see what having extra crit slots and available tonnage might mean for their alpha/manueverability/survivability design tripod...





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