SantaTheBest, on 15 December 2019 - 08:03 AM, said:
One has CASE which as far as I know can't be replicated in MW5. (But probably can).
The canonical difference that PGI isn't showing us because chances are they probably don't actually know and aren't really paying much attention...
732 has Holly-20 direct-fire LRM, Holly-6 SRM, M7 Gauss Rifle, and Harmon Starclass medium lasers.
The 733 variants are a technological downgrade but a manueverable upgrade in terms of range of movement. It is physically different (slightly thinner, a little taller and
significantly more nimble. This is in addition to being redesigned to be both slightly easier to produce and to fix). It sports a Hollis Ballista-20 ballistic-launch LRMs (considerably cheaper launcher and missiles; missiles are less accurate due to cutting off their thrusters once they reach 200 meters into the air and 'coasting' down but because of this the enemy doesn't get alerted to incoming missiles and AMS won't react if the thrusters cut off out of range), newer Photech 806c medium lasers which had a higher rate of fire at the cost of power per shot, while keeping the same Holly-6 SRM. The LRM-launcher is placed on the hip rather than on the arm, freeing the arm to make melee strikes. The 733c is different from the 733 in that it's using an unspecified AC/20 instead of the Mydron Class B AC/10 (80mm fully automatic).
While meaningless in MW5/MWO, this fluff is going into my mod by actually having these changes be shown in the variants.
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(Edit: Dug up some more specifics)
Here's another case where PGI could have changed the default equipment to reflect them a bit better.
000 is the primary variant.
It sports twin 120mm Deathgiver AC/20s. These offer a 12 shot magazine per reload, with 3 round bursts (4 bursts per magazine ["cassette"]). [Each 3 round burst does 5 damage]. The Exostar Large Laser and Simpson-15 LRM give it accurate long range capabilities, and as a command unit it had a superior sensor suite. It also sports Ferro armor as well as CASE to protect from ammo explosions.
The 0000 is the mass produced variant.
It lacks ferro, making it cheaper and easier to repair compared to the lighter but more difficult to work with and replace material. Its sensors and targeting system were downgraded since it made a poor command unit and the overall preference was to instead have it guard key structures.
It carries twin Imperator D autocannons which are 90mm and can fire as either automatic or in ten shell bursts [20 shells to get 20 damage]. It sports a Doombud LRM-15 launcher which fires the missiles in a spread that then converge on the target from wider angles to make it harder for anti-missile systems to counter them, and a Magna Mk III Large Laser sports a wider area of effect (a wider beam) and stronger power supply to keep from losing damage potential, which they felt was necessary due to this model's reduced sensor capabilities (in other words to compensate for bad aim). Agility was also a lower concern for this variant because it was often used as an "Area of Denial" mech rather than an attacker. As such the 0000 is more rigid than the 000 (slower to accelerate, slower to turn, slower to twist).
The 0000 is also five times more common than the 000, though the two are visually indistinguishable from a distance (they look the same despite not being the same).
The 000b is a royal guard variant; it shouldn't exist to us.
This unit comes stock with double heatsinks and extra ammunition, Artemis IV enhancement to the Simpson-15 LRM launcher, and the Exostar was replaced with an unspecified large laser. Since this is built from a 000, it is just a deviation from the standard with different equipment. It continues to be a Command unit with the higher sensor suite. Though as the more expensive and important variant, it's also possible it got other unwritten enhancements, because nobody alive in the time period of MW5 would have ever seen one.
If these mechs don't at least start with different tiers of the weapons in MW5, it'd be pretty hard to show their differences and I'd say PGI let us down here.
They should have kept some hardpoint deviations in the mix. But further than that, as someone said you'd need a BT nerd to create the real reason these are different. As such, my mod will be reflecting this since I'm making these vastly different weapons.
Edited by Koniving, 15 December 2019 - 07:33 PM.