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Put Up Your Guns! - Gunslinger Support Thread (Even More New Art!)

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#21 Y E O N N E

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Posted 10 December 2018 - 07:23 PM

View PostFupDup, on 10 December 2018 - 04:35 PM, said:

B-b-b-b-but Urbies.


Literal garbage. :P

#22 TheArisen

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Posted 10 December 2018 - 07:29 PM

View PostYeonne Greene, on 10 December 2018 - 07:23 PM, said:


Literal garbage. Posted Image

Haha my poor Gunslinger thread

#23 FRAGTAST1C

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Posted 10 December 2018 - 07:48 PM

It looks like a bit of Highlander and Orion put together with some Enforcer in there.

Maybe PGI should allow us to mix and match the mech parts across different weight classes to create our own mechs.

Urbie-Grinner-BeerDragonBelly-Hunchback. So beautiful *teary eyes*

#24 Bishop Steiner

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Posted 10 December 2018 - 08:36 PM

View PostYeonne Greene, on 10 December 2018 - 04:32 PM, said:

I firmly believe that IS 'Mechs should never be round. Curves are for ClanTech.

fortunately Lore does not agree.

#25 Y E O N N E

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Posted 10 December 2018 - 08:41 PM

View PostBishop Steiner, on 10 December 2018 - 08:36 PM, said:

fortunately Lore does not agree.


Unfortunately, the source material has zero sense of aesthetics.

#26 Steel Raven

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Posted 10 December 2018 - 09:07 PM

View PostYeonne Greene, on 10 December 2018 - 08:41 PM, said:


Unfortunately, the source material has zero sense of aesthetics.


Aesthetics in Battletech/Mechwarrior are a joke and only used by fans to start great geek debates of "what it should look like!"
Round or angular, the Gunslinger will look how Alex Iglesias thinks it should look for MWO.

#27 Thorn Hallis

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Posted 10 December 2018 - 09:17 PM

While I'd prefer a Cerberus, the Gunslinger gets my thumbs up.

#28 Bishop Steiner

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Posted 10 December 2018 - 09:29 PM

View PostYeonne Greene, on 10 December 2018 - 08:41 PM, said:


Unfortunately, the source material has zero sense of aesthetics.

last I checked Aesthetics are subjective. And It's a somewhat silly claim.. because "zero sense of aesthetics" ... yet somehow it's "OK" for Clan Mechs? Righteo then.

View PostSteel Raven, on 10 December 2018 - 09:07 PM, said:


Aesthetics in Battletech/Mechwarrior are a joke and only used by fans to start great geek debates of "what it should look like!"
Round or angular, the Gunslinger will look how Alex Iglesias thinks it should look for MWO.

True enough. Just hope if it does happen it doesn't get a head like the Charger. Alex seldom makes a major misstep... but goodness, that thing is the epitome of derp.

#29 FupDup

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Posted 10 December 2018 - 09:30 PM

View PostBishop Steiner, on 10 December 2018 - 09:28 PM, said:

last I checked Aesthetics are subjective. And It's a somewhat silly claim.. because "zero sense of aesthetics" ... yet somehow it's "OK" for Clan Mechs? Righteo then.

I think Yeonne's position is that he wants IS and Clans to each have separate art styles.

Personally I look at it on a per-mech basis rather than lumping all IS or Clan mechs in one basket, especially considering the different sub-factions, time periods, tech levels, etc. that these mechs were constructed in.

He is right that a lot of BT art is completely atrocious though, particularly the 3025 mechs like this:

Posted Image

Edited by FupDup, 10 December 2018 - 09:31 PM.


#30 Bishop Steiner

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Posted 10 December 2018 - 09:36 PM

View PostFupDup, on 10 December 2018 - 09:30 PM, said:

I think Yeonne's position is that he wants IS and Clans to each have separate art styles.

Personally I look at it on a per-mech basis rather than lumping all IS or Clan mechs in one basket, especially considering the different sub-factions, time periods, tech levels, etc. that these mechs were constructed in.

He is right that a lot of BT art is completely atrocious though, particularly the 3025 mechs like this:

Posted Image

Yup. A lot of art is bad. But insisting all mechs, for a "faction" that is actually multiple factions, over centuries, look similar IMO is prety silly. But to each their own. Honestly, most of the "rounded" Clan Mechs, IMO are among the dumber looking ones. But as with all hings Aesthetic, YMMV.

#31 TheArisen

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Posted 10 December 2018 - 10:02 PM

Now that that's done can we talk about the Gunslinger? Possible builds, variants or quirks?

#32 FupDup

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Posted 10 December 2018 - 10:29 PM

View PostTheArisen, on 10 December 2018 - 10:02 PM, said:

Now that that's done can we talk about the Gunslinger? Possible builds, variants or quirks?

Let's see...

A. Given its stock setup of 9 hardpoints, inflation is very unlikely.

B. The 2ERD variant will likely have +2-3 ballistic hardpoints over the main 1ERD variant because it removes a bunch of lasers.

C. The Jared hero with missile arms has already been mentioned, and it would make a lot of sense to add it instead of making up some other hero.

D. PGI is gonna have to make up a bunch of variants, such as a pure energy boat (HPPCs in the arms stock) and a "reverse" variant (energy in arms and ballistics in torsos). After that we've still got room for one more made-up variant.

E. The engine cap will be 310 (stock 255 * 1.2 = 306), so you're gonna be pretty slow. Maybe at least one variant can get a higher cap...

#33 TheArisen

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Posted 11 December 2018 - 01:34 AM

View PostFupDup, on 10 December 2018 - 10:29 PM, said:

Let's see...

A. Given its stock setup of 9 hardpoints, inflation is very unlikely.

B. The 2ERD variant will likely have +2-3 ballistic hardpoints over the main 1ERD variant because it removes a bunch of lasers.

C. The Jared hero with missile arms has already been mentioned, and it would make a lot of sense to add it instead of making up some other hero.

D. PGI is gonna have to make up a bunch of variants, such as a pure energy boat (HPPCs in the arms stock) and a "reverse" variant (energy in arms and ballistics in torsos). After that we've still got room for one more made-up variant.

E. The engine cap will be 310 (stock 255 * 1.2 = 306), so you're gonna be pretty slow. Maybe at least one variant can get a higher cap...


Right it'll generally be going Stalker speed. I do think a variant that boats ballistics would be great. A reversed variant would do that quite well.

Bishop did put forward a variant that while it's HPs are the same it mounts a bigger engine as well as MASC to really cement it as the speed variant.

I also agree on the hero as it also takes pressure off creating new variants.

#34 NASCAR is BAD gameplay STOP IT

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Posted 11 December 2018 - 06:42 AM

View PostFupDup, on 10 December 2018 - 10:29 PM, said:


D. PGI is gonna have to make up a bunch of variants


Why do we need a minimum number of variants? the Rule of 3 for mastery is gone, so why not bring in mechs with only 1-2 variants? (apart from the time to create vs Money earned selling mechpacks)

#35 Thorn Hallis

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Posted 11 December 2018 - 06:46 AM

View PostNASCAR is BAD gameplay STOP IT, on 11 December 2018 - 06:42 AM, said:


Why do we need a minimum number of variants? the Rule of 3 for mastery is gone, so why not bring in mechs with only 1-2 variants? (apart from the time to create vs Money earned selling mechpacks)


Because. Just because.

#36 Jay Leon Hart

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Posted 11 December 2018 - 07:34 AM

View PostNASCAR is BAD gameplay STOP IT, on 11 December 2018 - 06:42 AM, said:

(apart from the time to create vs Money earned selling mechpacks)

That's likely one of the reasons, which is why the Charger/Hatamoto Chi double pack was a surprise for me.

#37 POOTYTANGASAUR

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Posted 11 December 2018 - 09:12 AM

XL is only good if you can do one of two things. Run a way bigger XL than any standard weight would allow, or run a small XL so u can fit WAY more weapons than you could with any usable speed standard engine.

Templar would be trash because 340 85 tonner is very average speed and has 3 heatsink slots instead of the 4 u could get with an xl350. This is pretty significant when you also consider the pretty trash slot arrangement, and meh hardpoints/locations. Gorilla arms don't help either, nobody makes good battlemaster builds which use its terrible arm hardpoints.

Edited by POOTYTANGASAUR, 11 December 2018 - 09:14 AM.


#38 TheArisen

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Posted 11 December 2018 - 10:05 AM

View PostNASCAR is BAD gameplay STOP IT, on 11 December 2018 - 06:42 AM, said:


Why do we need a minimum number of variants? the Rule of 3 for mastery is gone, so why not bring in mechs with only 1-2 variants? (apart from the time to create vs Money earned selling mechpacks)


More variants equals more value in a pack. A mech with one or two variants still takes almost as much development effort but would not be able to be sold for as much. Still it just means PGI invented variants when a mech has fewer than desired variants.

#39 FupDup

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Posted 11 December 2018 - 10:33 AM

View PostNASCAR is BAD gameplay STOP IT, on 11 December 2018 - 06:42 AM, said:


Why do we need a minimum number of variants? the Rule of 3 for mastery is gone, so why not bring in mechs with only 1-2 variants? (apart from the time to create vs Money earned selling mechpacks)

It's to fit PGI's standard mech pack formula that gives you 3 basic variants for $20 and 2 additional reinforcements for $15.

#40 Hawk819

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Posted 11 December 2018 - 12:50 PM

I'm all for this.

Edited by Hawk819, 11 December 2018 - 12:51 PM.






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