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Mechwarrior Online 2021: Mechs

2021 mechs

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#321 Will9761

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Posted 29 December 2020 - 02:31 PM

Now, I know that I said I would love PGI to release the remaining Unseens. Mostly because of the HG lawsuit being dismissed, but I wouldn't buy them unfortunately. Mostly due to the lack of content, as I told myself, as long as we are stuck in the status quo of MWO, I wouldn't spend anymore money on this game. However, despite this I am a sucker for certain mechs that I would buy despite my stance as long as it is something I'm fighting for or will help change the status quo.

Mechs I'd definitely or probably buy:
Hauptmann - As an IS Assault OmniMech, it has a FREAKING LASER CIGAR! I can't pass up a mech that uses a cigar as a weapon. The fact it has shades to go with the look makes it the classiest OmniMech in House Steiner.

Thug - While I'm glad that the Charger and Hatamoto made it into the game (I'll always proudly stand by that decision) and enjoy playing my Hatamoto, part of me feels bad for leaving out the Thug. Not because of hecklers (though it did play some part of me not supporting it), but because of my own biased attitude towards it. My thoughts were, "The Hatamoto has more variety than the Thug." and "Why have the Thug if the Awesome already does the same thing?". But as a lore junkie, I should have given the Thug more respect, since its weapons systems played a part in creating the Hatamoto. I also should have mentioned its good variants of the 12K(ECM), 13K and Jose[Hero](ECM/Jumper) . The Thug isn't a bad mech, I just though it was generic due to its weapons. Looking back at it now, I shouldn't have been that close-minded about the mech. Had I would have been a bit more open-minded and included the Thug in my Hatamoto/Charger Thread two years ago, then the Thug, Charger and Hatamoto would have all been in MWO. I would buy the Thug if it had some Thug Life meme-related items (Thug Life Decal, Boombox Hip-Hop Warhorn, Golden Chain Necklace Cockpit Item, etc).

Fire Moth, Hellion or Baboon - The Clans desperately need a Light Mech with MASC. The IS already has the Flea, but no MASC is present for the Clans. I would buy the Fire Moth because it shows how PGI can take some initiative to add the mech. I'd by the Hellion because it is a safer alternative to the Fire Moth. As for the Baboon, it depends, if PGI can make good variants for it, then I'll buy it, if not I'll pass.

Edited by Will9761, 29 December 2020 - 02:39 PM.


#322 Ukos

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Posted 30 December 2020 - 04:20 PM

If no one has mentioned it already take out the requirement to install extra heat sinks for ten minimum - every fusion engine has 10 built in (from original master rules / TT and other books) the fixed Heat sink formula was just for hs that didnt take up crits in your mech (rating divided by 25 iirc) - Especially for the lights this would help make them able to take so many more viable builds especially for the sub 30 ton mechs where every ton matters

#323 Smutty

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Posted 30 December 2020 - 05:38 PM

View PostUkos, on 30 December 2020 - 04:20 PM, said:

If no one has mentioned it already take out the requirement to install extra heat sinks for ten minimum - every fusion engine has 10 built in (from original master rules / TT and other books) the fixed Heat sink formula was just for hs that didnt take up crits in your mech (rating divided by 25 iirc) - Especially for the lights this would help make them able to take so many more viable builds especially for the sub 30 ton mechs where every ton matters


Only fusion engines rated 250 or higher come with 10. You don't technically lose any tonnage by installing external heatsinks if your engine is lower-rated; a stock Panther 9R built in MWO has precisely the same tonnage and equipment distribution as a stock Panther 9R built on the table. Due to PGI wrapping the gyro into engine tonnage calculations for MWO, the tonnage looks screwy but is in fact correctly calculated.

As for the base 10 heatsink requirement, there's no real reason to get rid of it. The only builds such a change would serve are mass MG builds, and those are cancer enough already without such a buff.

#324 KillerCat

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Posted 30 December 2020 - 05:53 PM

This is strictly my opinion on what I would like the game to change. This is going to be a long post, so strap in! (TL;DR at the end)

Mech variants :

Would be fun to have new mechs variants that adds variety or "breaks the mold" of a particular chassis. (Like the CPLT-K2 in relation to the missile boat CPLT-C1) Espcially those that boat a single weapon type like the Wolfhound. I would like to see these (Parenthesis are my own take on hardpoints or quirks) :

Lights :

- Commando COM-1C (4 ballistic 2 energy)
- Firestarter FS9-C (4 energy 6 missile)
- Wolfhound WLF-3M (4 ballistic 3 energy)
- Adder E (set of 8 quirks for ATM)
- Arctic Cheetah H (set of 8 quirks for Heavy lasers)
- Cougar F (set of 8 quirks armor and machinegun related quirks)

Medium :

- Hunchback HBK-5S (8 energy 1 ECM)
- Vindicator VND-4L (4 Energy, 1 Missile, 1 ECM, Higher Engine and Jumpjet cap)
- Huntsman H (Set of 8 bonus for heavy lasers)
- Ice Ferret J (MASC instaed of Supercharger)
- Nova H (Set of 8 bonus for heavy lasers)
- Shadow Cat C (Set of 8 bonus for ATM)
- Viper F (Set of 8 Machine gun quirks)

Heavy :

- Archer ARC-7L (2 Energy, 3 Missile, 1 ECM, Slower Engine + Jumpjets)
- Dragon DRG-7N (2 Ballistic, 2 Energy, 2 Missile)
- Thunderbolt TDR-5D (4 Ballistic, 4 Missile)
- Marauder MAD-5L (6 Energy, 3 ECM)
- RIfleman RFL-7M (2 Ballistic, 7 Energy, 1 ECM)
- Ebon Jaguar H (Set of 8 quirks ofr heavy lasers)

Assault :

- Atlas AS7-A ( 1 Ballistic, 2 Energy, 5 Missile)
- Awesome AWS-9Q (6 Energy, 1 ECM)
- Battlemaster BLR-4S (1 Ballistic, 8 Energy, 1 Missile)
- Charger CGR-SA5 (1 Ballistic, 3 Energy, 3 Missile, MASC capable)
- Hatamoto-Chi HTM-27U (7 Energy)
- Victor VTR-10L (2 Ballistic, 3 Energy, 1 Missile, 1 ECM)
- Dire Wolf X (more missile hardpoints)
- Warhawk F (more torso hardpoints)

Mech Scale

I don't have much I'd like changed and I didn't play around in all the mechs. There are still some mechs that were completely killed off by the first large batch of rescale from years ago and as such, I would like those to be adressed first, mainly :

Lights :

- Jenner and Jenner IIC needs to be a lot less wide in general. Both arms should not be wider than it's legs. Jenner IIC could be 10% smaller in height to reflect it's chciken walker status
- Flea is too small, should match the Locust in height
- Locust Side torsos could be ~15% less wide
- Javelin should be a bit smaller, matching the Spider in height
- Incubus side torsos could be ~10-15% smaller
- Osiris side torsos could be ~10-15% smaller (in fact, the Osiris in general feels way too high for a chicken walker type Mech. Maybe it's that weird leg/torso assembly?)

Mediums :

- Assassin could be a bit shorter, ~5-10%
- Centurion, Side torsos could be 10% less wide. I know it's an iconic MWO design, but it's just too wide IMO. Especially compared to the Enforcer or Hunchback
- Hellspawn is waaaay too wide. That missile tube on it's back could be move placed a little bit more near the shoulder's center. The arms are also weirdly positioned IMO. I would like them more if they were positionned like the Hellbringer.
- Blackjack could use a reduction in height by ~10-15%
- Hunchback could use an increase in height by about 5-10% to match the other IS 50 tonners.
- Phoenix Hawk is waaaaay too tall. Could be smaller in height by ~10-15%
- Stormcrow reduced height by a tiny bit, ~3-5%
- Uziel could use a reduction in height by ~10-15%, it's a chicken walker, but it's super wide and tall, and thus an easy target
- Vulcan could be ~5-10% smaller in height.

Heavys :

- Nova cat is wiiiiiide. I would reduced the side torsos width by ~12-15% each.
- Quickdraw side torsos could be reduced in width by a small amount. ~4-5%.
- Rifleman is about the same height as the Jagermech and thus could use a small reduction to make it more in line with other 60 tonners (the same is true about the Rifleman IIC).
- Thanatos side torsos could be a bit less forward and wide. This is especially apparent if you compare them to the Archer, which should be more forward and longer

Assault :

- Madcat MK2 feels way taller than it should be. It's as tall as an Atlas! Just a tiny bit reduction in height to make it on par with the Cyclops IMO
- Marauder II's arms are too stretched outward. They should match the original Marauder/Marauder IIC pose IMO.
- Nightstar is so wide. I don't know what to do with this one except doing something about the T-posing arms.

Quirks

This is a touchy subject. Omnimechs, in particular are extremely gimmicky to balance with quirks, since you are penalized for equipping an arm that is of a different "variant" which, IMO, should not be the case. I would like to see a change in the set system so that you get bonuses that get progressively better the more parts of the same variant you equip. Say I have a Kit Fox Prime and I use it's Head, Legs, CT(obviously) and it's Left arm. This set of 4 piece could give a bonus that is less powerful than a set of 8, but still significant enough that It's a valid strategy to change the mech as little as possible in order to equip the "best omnimech parts".

I'm out of touch with the meta and with some of the newer chassis performance so this is probably garbage, but here goes :

Lights

In general, less armor and structure quirks and more agility oriented bonuses would be nice, especially on some lights who are currently riduculously tanky for the weight. I also only take quickplay into since this is the mode I play the most.

- Incubus has no quirks at all for a mech with good speed and no jumpjet. It dies. Hard.
- Jenner, being a fat target with almost no quirks to help it survive kill this chassis. It also has mediocre hardpoint and could use quirks to either boost it's survivability a la Oxide or go all-out with offense oriented quirks
- Osiris, I personally never saw this mech, outisde of when it came out. My guess is It's a 30 tons IS mech with no suvivability quirks
- Panther. It's a bit too survivable. either the armor quirks are replaced with structure quirks (except on the arms) or it's offense quirks get nerfed a bit. Also, the Large Laser quirked variant is totally outclassed by the PNT-9R, due to it's better heat dissapation quirk and is thus pointless.
- Raven RVN-3L, it needs better survivability. Especially since it's quirked for NARC and thus needs to get close. It's pretty much a death sentence to NARC targets with it.
- UrbanMech, it's just too damn tanky. Other slow 30 tonners do not get that advantage. I would lower the armor quirks on all variants.
- Wolfhound, would be fun to have some variant with different quirks other than "a bit less heat on this", "bit more range on that". Let's say, the WLF-1 has better Accel/Decel and Torso yaw/Speed, the WLF-2 as more offense oriented quirks and the WLF-1A has armor/structure quirks etc.

Medium

In general, like light mechs, more mobility oriented quirks, especially on variant tha differ little between them

- Cicada, Base armor on both arms for all variants. This would help it shield damage better and it needs it.
- Crab, it needs more variety. Much like the Wolfhound, some variant quriked for mobility, others for firepower etc...
- Enforcer, ENF-5D is very underwhelming and inferior to the 4R in all aspects.
- Hellspawn, it's a 45 tonner with almost no quirks and bad geometry. It's inferior to the Blackjack with it's current quirks and, IMO hardpoints distribution. It needs some serious survivability boost in order to make up for that CT.
- Hunchback, The HBK-4H is pretty meh. This is one chassis which could benefit from mobility oriented quirks to differentiate it form the others
- Hunchback IIC, either the hero gets no armor quirks, or all variant gets them.
- Uziel, it's hardpoints are utter thrash compared to other 50 tonners, and it's squiishy to boot. This one needs better everything.

Heavy :

- Black Knight, another one of the "variants need to be different from one another" like the Wolfhound and Crab.
- Champion, this one looks like it suffers from Dragon syndrome, but to be fair, I never tried it. I never see it either which tells me it's not the best mech around.
- Grasshopper, This mech could get better mobility quirks, especially since it's lore implies it's agile and swift. It would also differentiate it further from the Black Knight.
- Hellfire, another mech I never tried, but never saw either. It looks frail for a 60 tonner.
- Marauder, Aside from 2 types of hardpoints, there is virtually no difference between the MAD-5D and MAD-5M. It would be nice to have more variety for these two variants
- Rifleman, like a Jagermech, except inferior in everyway except the Hero and the RFL-8D if you use RACs. This one needs attention.
- Rifleman IIC, I never used it, but on paper, it's a slow 65 tonner without any survivability quirks.
- Roughneck, I believe it's the tankiest IS heavy in the game and it's boring. This is another one that could use more variety in it's different variants.
- Thanatos, Aside from the Dual Gauss Stealth armor build. I never see any of them.

Assault :

- Mad Cat MK2, the fact that this mech gets any quirks is beyond me. It's already plenty good without them. The only quirks I would bestow it are the HSL quirks and maybe some mobility oriented ones.
- Stalker, it feels rather dull and inferior to many other IS assault. Especially since new tech was introduced


Weapons

IMO the one point that needs the more attention. Ever since new tech was introduced. Almost half of it feels useless or inferior to what was already in-game the biggest offenders :

- IS LBX2 and LBX5 are utter thrash. Way too much slots taken, not enough advantages. the Standard AC and UACs are superior choices to those in every situation. The lower heat does nothing for those weapons. Either, lower the slots taken by these weapons, or give them better cooldown

- Light Gauss Rifles. 12 tons for 8 points of damage is so bad. You basically need all the skill needed for normal Gauss, but you have to expose yourself for longer in order to deal the same amount or damage. You cannot boat them, since they are affected by heat scale for some reason... In fact, a standard Gauss Rifle is way better. Either buff the damage to 9 or 10 (basically, equivalent to a IS Large Laser), remove the charge mechanic or allow for more that 2 Light Gauss without a heat penalty.

- Light PPCs. Same damage as a medium laser at thrice the tonnage and double the slots for a bit more range. The best part? It has the same cooldown as all other PPCs excluding Heavy PPCs. It's atrocious. 2 LPPCs does the same Damage as a standard, ER or Snub PPC for more heat. You'd think the Heat scale would be way higher than three with those atrocious stats. Heat scale needs to be at least 4 for these to be remotely viable. Match the standard PPC heat by lowering the LPPC heat to 4.75 and either lower it's cooldown or up the damage to 6.

- - - Atrocious weapons ends here - - -

- Snub-nose PPC, I personally don't find it appealing. It's suppose to be a "brawler PPC" of sort, but you give 50% of your effective range to remove your very small minimum range? This was one of the weapons I was most excited about, but it just fell flat.

First off, it needs to match the heat generated by the PPC, because right now it does 0.5 more. If possible, it would be nice to make the weapons do a fixed amount of damage depending on the target range (the same mechanic as Clan ATMs). say, between 0-270 meters, it does 11 damage, 270-360 it does 8, 360-450 it does 5 and past 450 meters, nothing. That would make it unique and interesting.

- Streak SRMs. It would be a lot more fun if there was some sort of synergy between streaks and NARC/TAG. Says, I NARC a mech in the left torso. Any SSRMs fired at that mech would be 30% more likely to hit the NARCed part. As it stands out, Streaks are bad compared to standard SRMS. IS streaks even more so.

- IS LBX20. I would like to see it take 10 slots instead of 11 if only to stop IS from locking themselves to a STD engine to mount one.

- IS ER Small Lasers. gain 50m effective range for 2.2 heat instaed of 1.1. IMO it's better to take standard Small lasers instead, since you are going to do, basically the same amount of damage at 175 meters with your two lasers.

- More of a cosmetic change, but it would be nice to have color variations for Heavy lasers and IS ER lasers say :
Heavy small : purple
Heavy med : Orange
Heavy large : Turquoise

IS ER lasers : standard laser color with a darker shade

Boy that was a long one!

TL;DR :

- More mech variants that add another playstyle or more hardpoints to the base chassis.
- Rescaling pass on the newest released mechs since the last rescale
- Light and medium mechs need a quirks pass the most
- Fix the god awful weapons first. More mechanics/weapons change after

#325 Quicksilver Aberration

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Posted 30 December 2020 - 06:01 PM

View PostKillerCat, on 30 December 2020 - 05:53 PM, said:

Mech variants :

Would be fun to have new mechs variants that adds variety or "breaks the mold" of a particular chassis. (Like the CPLT-K2 in relation to the missile boat CPLT-C1) Espcially those that boat a single weapon type like the Wolfhound. I would like to see these (Parenthesis are my own take on hardpoints or quirks) :

No, stahp. If this were a single player game that would be a good idea so you could stay in one particular chassis throughout the campaign. However this is a multiplayer game that is intended to make each mech unique and useful (or at least the best attempt) so offering these similar to how CoD allowed weapons to break the mold as well, you end up with weapons just dominating usage for multiple roles and eclipsing other mechs. The only variants if any that should be added, are ones that offer more uniqueness or capability to keep up with the meta (hardpoint power creep is real, especially on the clan side).

#326 JD Wack

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Posted 01 January 2021 - 12:15 PM

Just sat there playing, noticing how all that xp builds up in my favorite and long since fully skilled out mechs. And it hit me - wouldn't it be awesome if you could unlock a tier of extra skill-node packages? Say, pay 100.000 XP to unlock, say, a bonus five additional skill nodes so the mech would now have 96 possible nodes equipped? 250.000 xp buys an additional bonus package of five nodes and once again at an investment of 500.000 xp or 600.000 xp, could be?

Obviously, five could be just one(although a little sad), this isn't the point. But some sort of "veteran bonus" or something to that effect, reflecting the pilot and this particular mech having drummed up rediculous amount of experience throughout countless of battles and growing into a symbiotic man/machine being.

#327 Honeybadgers

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Posted 01 January 2021 - 06:28 PM

My favorite mechs (bushwacker/ebon jag) are already in the game, so I can't really say there are any mechs that jump out at me as "OMG WE NEED THIS"

But I will say I do approve all mechs going into the game at all, really. I kinda stopped playing this year because there just wasn't content coming out. I buy most every mech pack (only ones that I just have ZERO interest in don't get bought) so tbh, I just want more content. Mechs are fun, but there are only so many builds for each one, and I feel like adding more WEAPONS to the game, or giving us the option for different kinds of ammo, would be the thing that revitalizes the game more, as it'd let us revisit all our already purchased stuff for more, new combos.

And It'd give baradul another 2-5 years of content.

#328 MW Waldorf Statler

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Posted 01 January 2021 - 09:58 PM

Quote

like adding more WEAPONS to the game, or giving us the option for different kinds of ammo,

Ammo Changes is sadly ones of the many Things (like KnockDown/Feet/Leg IK) thats PGI say clear not can make with the Engine...its more as editing XML Files.

Edited by MW Waldorf Statler, 02 January 2021 - 05:06 AM.


#329 Rho Treska

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Posted 02 January 2021 - 12:56 PM

View PostDaeron Katz, on 16 November 2020 - 01:05 PM, said:

New 'Mech Variants



Can I get a new Hero variant of the Shadow Hawk? Same hardpoint layout as the Gray Death, but ALL OF THEM energy? And five JJs?
...pretty please?

Edited by Rho Treska, 02 January 2021 - 02:27 PM.


#330 tingod

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Posted 03 January 2021 - 03:55 AM

new variant of a marauder... i want ballistics on both torsosides. :D

#331 Necromantion

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Posted 03 January 2021 - 10:33 AM

Make bolt/ons usable on every mech - not just some on some.

#332 Gas Guzzler

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Posted 04 January 2021 - 10:24 AM

Where those IS Omnis at?

Remember, PGI crew, as MW5 expands beyond the periphery we’re gonna want that Kingfisher and Fire Moth, and by the time it’s time for Task Force Serpent we are going to need those Turkinas. Just sayin...

#333 CH4CH

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Posted 04 January 2021 - 04:50 PM

Since the timeline had pass the FedCom civil war, The Capellan's mechs in 3057-3062 are very interesting.

#334 gritty181

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Posted 04 January 2021 - 06:57 PM

Hauptmann?

#335 Clay Endfield

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Posted 05 January 2021 - 10:30 AM

I'm an IS purist, and even I think IS XL engines should add instadeath side torsos. However, in regards to the IS omnimechs, I can understand the dread of being forced to use a death trap. So either the IS omnimechs need to be able to swap engines (perhaps an IS exclusive mechanic?), or we could get sketchy with the lore to justify a... solution.

Look, these are prototypes/early production units at this point in the timeline, right? What if we did something crazy and said that due to market pressure, these prototypes and early production units were pushed into service with some... salvaged components that were difficult to mass produce to meet expected output/demand. Say that the IS omnimechs in MWO are equipped with salvaged CLAN XL engines instead of IS XL engines... Say that such salvaged Clan tech didn't have the unfortunate side effect of instantly destroying the mech upon loss of a side torso... Say that such a solution may relieve the community of its trepidation regarding the use of IS omnimechs?

Those are the two solutions I see to the problem. Apart from that, I'd like to forward a request regarding the Marauder II. For an IS 100 tonner bearing the lauded Marauder pedigree, I and many others found ourselves disappointed with the mech upon release. Structure instead of armor, decent hitboxes screwed over by an oversized turret, underwhelming hardpoint and offensive quirks... And it's one claim to fame is that it's the only IS 100 tonner that can waste 6 tons on jumping a piddly 13 meters?

The Atlas outbrawls it and matches its speed, The Fafnir outranges, out-cools and overpowers it, the KGC out armors and out powers it and matches its speed, and the Annihilator just straight up decimates it in hitboxes, armor, cooling, hardpoint locations, and raw power.

There's better picks among the IS 100 tonners for every suite, so I ask for a 3 part alteration to the Marauder II chassis across all of its variants:

1. That turret needs to populate with the LAST hardpoint in the right torso. Take the MAD II-4L, it has two energy hardpoints in the right torso. The first energy weapon to go in needs to populate on the lowest hardpoint, rather than on the highest and populate that awful turret hitbox. If one of the variants has a single hardpoint in the RT, then it default populates on the lowest possible hardpoint (meaning that you can't even get the turret to populate on variants with a single hardpoint in the RT). On the MAD-II 4A, the turret should only populate on installation of a 3rd gun on the RT; the first two weapons in the RT do not populate the turret.

2. Quirks. Frankly, I'd give the chassis another 2 quirks across all variants: a 25% Reduced Crit Chance Receiving (should alleviate a bit of the advantages of armor over structure without making the MAD-II a better Atlas), and a +6.5% Heat Dissipation quirk (We don't see this quirk enough, and it should benefit Gauss builds more than a -10% Weapon Heat quirk, as well as provide the MAD-II with a bit more Override capability, cause let's face it, that's structure's greatest advantage over armor, converting health into sustained DPS via Override. I suggest the combination of these two quirks to make the MAD-II the best Override mech while also improving its capabilities to retain its components after its armor has been spent. Combined with the aforementioned turret population adjustment, and the JJs, I think we could improve the MAD-II's offensive and tanking capabilities enough that it becomes a consideration when compared to its fellow IS 100 tonners

Edited by Clay Endfield, 05 January 2021 - 11:20 AM.


#336 Gas Guzzler

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Posted 06 January 2021 - 09:39 AM

I think a minor balance pass on current mechs wouldn't be a bad idea... just taking a look at the variants that go unused and doing some mild quirk tuning.

Other than that, as I had said before - Kingfisher, Turkina, Fire Moth to round out Clan omnis, and then drop some IS Omni waves:

Sunder, Raptor, Hauptmann, Templar, Men Shen, Avatar, Black Hawk KU, etc

#337 General Solo

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Posted 06 January 2021 - 10:02 AM

Maybe give Men Shen double ECM Range Quirk

#338 Sare204

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Posted 06 January 2021 - 10:13 AM

Weapon Tech:
(Pretext, I have thought of these in terms of fun/ Utility for MWO, NOT Accuracy to Battletech Lore, At this point I think the universe should be the inspiration and the balance should be tuned for Gameplay as it affects MWO as its own entity)

Inner sphere:
Energy
X-Pulse lasers: Right between Standard Lasers and Pulse Lasers less range/ higher damage Must maintain facetime. (RAC lasers, adds additional heat for duration activated?) must outperform Chain-fire Pulses.
Bombast Laser: Use Gauss Charge, Low duration/ Minimal chance to spread, High damage, Must be HOT! (Think High heat AC/20)
Ballistic
Light Gauss: Remove Charge, tune damage/Cooldown accordingly to maintain balance.
Mech Mortars: Press and hold activation like Gauss. Show Trajectory/ Reticle while holding down button, Launch when button release. Smaller area then Artillery, Slightly Higher damage. Direct hits evenly spread out damage across whole mech. Higher classes increase Radius More then damage but both need to increase. Launch all tubes at once like IS LRM (No minimum range, but can hurt teamates or self with a poorly placed shot)
Light AC: Should bridge the gap between Standard A/C's and Rotary A/Cs. Higher rate of fire, Lower Damage, Lighter. This will allow better variety for Ballistic based Light/ Medium Mechs
Mech Rifle: "Heavy Autocannons" Higher Weight/slots, Higher cooldown, More damage, Longer Range.
Missle:
MML: Inner sphere variant of ATM. Less damage, No minimum Range. Dedicated launchers must be more effective per Range Bracket, This allows MML to be true Jack of all Trades/ Master of None
Thunderbolt: Slower then standard Missiles, less strong tracking. Higher damage per projectile.


Clans:
Ballistic
Protomech Autocannons: Acts like an improved IS Autocannon. Lighter, Less slots, Single shot, Less damage per shot then IS, Faster refire rate to balance. Should outperform IS AC.
Hyper-Assault Gauss: Short/medium effective range, Burst with spread (Atlas sized target at 400m), High cooldown but more damage overall then IS, One per mech (unless with quirk) cannot fire two at the same time. (Add recoil/ shots "walk" upward slightly)
Mech Mortar: Similar aiming as IS , Higher Damage, Stream fire (1 shot every .25 seconds) scale with weapon class, to make it less precise)
Energy:
Improved Heavy Laser: Marginally improved range, Shorter Duration, 1.5 ton for Medium, etc
Missle:
Streak-LRM: Shorter Max range compared to c-LRM of same class, Minimum range as per ATM, Much better tracking, does not stack with Artemis.

Edited by Sare204, 10 January 2021 - 10:49 PM.


#339 Sare204

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Posted 06 January 2021 - 10:59 AM

Community Driven Mech:
Utilize Community Poll:
The one thing I consistently see, is the community wanting more involvement. So lets make the process Democratic!
Step 1: PGI Picks IS/Clan and weight Class, based on Current roster needs.
Step 2: Give the community 4 options. Highest vote wins.
Step 3:Publish Results in game and on forum. If Tied, remove the lowest two options and repoll.
(Critical step, YOU MUST LET THE COMMUNITY KNOW THE RESULTS, EVEN IF TIED)
Step 4: Literally profit. You are making a choice based off what your community desires.
New Mech Variants:
I do not think this should be a priority at this point in time. I would personally prefer New Chassis tuned to Role/Playstyle
Fix Mech Mobility (Desync):
Utilize quirks to increase mobility, if required. (An engine is an engine, How a particular Chassis utilizes said engine is more realistic, and intuitive for new players.
Update Bolt-ons (Stay Attached): Bolt-ons should not get destroyed unless the attached component is destroyed.
Set of 8/ Quirks:
Ditch Set of 8. Quirk Omnipods Individually.
Add General Quirks to Chassis to Accommodate Art/Design Drawbacks (Overly large Hitboxes compared to others in weight class. I'm looking at YOU Uziel!)
Armor Balance for Arm Weapon-Only Mechs: Yes. this will make the work you have already invested get more playtime. This is a Great choice for everyone involved.
Weapon Balance pass: Yes, But not right now. Focus on improving lagging chassis designs first. Then Balance weapons/ New tech to that new baseline.
IS Omnimechs/ Engine Discussion: IS Omnis are a must. This will have a massive impact on the game as it currently stands.
Remove XL Side torso destruction death and add a negative speed modifier to top speed and torso twist speed.
I think certain Chassis designs in addition to XL Side Torso engine destruction have created a compound issue. If we maintain destruction as it is, some mechs will need to be Heavily quirked to account for massive Hitboxes.

New Chassis:
Argus: (First Mechwarrior game was MW4:Vengance, I love the design and Most of the variants are pretty cool. Plus the Design allows for additional loadout variety if required.
Hollander/ Hollander II/ Hollander III: (Light, squishy mech with a BIG PUNCH) General Ballistic Cooldown, MASC)
Madcat MkIII: would be Really cool to see, But potential Timeline issues.
Firemoth: One of the most requested Chassis by far. Give additional torso speed mobility, and Accel/Deccel to accommodate potential speed related hit registration issues.
Owens: Jenner 2.0 Classic 35 tonner, with LOTS of varients to pick from.
Chimera: Really cool look, but will need additional variants developed to make it work with MWO style gameplay.
Hellhound: Love the design, but will need to Ensure there is a good spread of Hardpoints to avoid a Wolfhound type issue)
Longbow: Cool alternate to Catapault
Star Slayer: Cool "Coirsair" style design
Templar:
Men Shen:
Sha Yu:
Lao Hu:
Kingfisher:
Stone Rhino:

Edited by Sare204, 07 January 2021 - 12:42 AM.


#340 Gas Guzzler

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Posted 06 January 2021 - 04:22 PM

View PostSare204, on 06 January 2021 - 10:59 AM, said:

I also have a love for the Argus (First mechwarrior game was MW4:Vengance (PLZ I love the design and Most of the variants are pretty cool. The Design allows for additional loadout variety if required.


Ah yes, add the Argus to the list.





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