I was poking through the list of Inner Sphere Mechs recently because of something I want to build which requires their Tech Base in order to make, and I think that I've discovered it's impossible to make in MWO at this time. However, I am not fully sure of this, so I figured that I should come here and start a thread to see if there's something which I missed that would result in your happening to point out.
Here's a quick-but-vague (so I don't completely blow my design before it can reach the battlezones) run-down of my Build Requirements so that the rest of you can see whether or not we need to give PGI some hints and a big nudge for making New Mechs (or at least New Variants of some existing ones) come into the game...
- Inner Sphere Tech Base (There's somewhat of a Weapons List which they have for their side only, so all the Clan Stuff will NOT qualify here)
- Heavy and/or Assault for Weight Class (I get that this would never fit on anything lighter)
- Enough Tonnage & Space for THREE Large Ballistics ... And they need to be located specifically on the Left Arm, Left Torso, and Right Arm (Yes, we're talking about the kind of Ballistics that tend to use a lot of Critical Slots to mount....... No, the Right Torso simply does NOT qualify here for a Ballistic mounting)
- Enough potential Tonnage & Space for the Ammo Bins so that it would not be easy to run out during battle, even without the Skill Nodes being added for some extra shots (What use is a Mech with installed Ballistics that never had the Ammo to properly utilize them?)
- Ability to mount up to Four (or more preferably, Five) Jump Jets (This one's because I really hate getting short-changed on Vertical Mobility, and lacking this ability will prevent the Mech from qualifying)
- A maximum model limit on the Engine that does NOT leave me topped out at 'Annihilator'/'Dire Wolf' levels of speed (really need the option to pick higher models, even if I can not ultimately put in such a big Engine on the Mech with the other items loaded... being limited on potential ideas is a real build-breaker for me)
- Full Armor for whatever Mech happens to successfully qualify on all of the above (doesn't have to be super-perfectly maxed on Armor amounts used, but I'm definitely NOT making a "glass cannon" here)
- ECM ability (and potentially therefore Stealth Armor)
- Tonnage & Space for an AMS Unit (while it would not break the build to lack having this, it really helps with Mech longevity if I can put one on)
- Right Torso HardPoints for some Missile Weaponry (Left Torso specifically does NOT qualify for these ones, as I have a Build Style in my mind for implementation)
- Energy Hardpoints in several Components (would prefer if that does not include the CT/Head, but okay if those are present... more preferential towards Side Torsos and Arms for mounting those, due to want for angle at UAVs and having cleaner forward vision)
- Enough remaining Tonnage & Space for perhaps loading a Targeting Computer (either TC1 or TC2 ... I'm not particularly picky about mounting a giant one at all)
- Enough remaining Tonnage & Space for some Double Heat Sinks (This crazy build might possibly run somewhat hotter without them, but it likely would not kill the build to run out of space and be limited to the basic 10 from the Engine's own)
- MASC capability (way off down the Optional list below all the rest, would not matter if I can not have)
~D. V. "having a bad feeling that too many Right Side Torso Ballistics led to the current awful mess" Devnull