#341
Posted 06 January 2021 - 04:35 PM
#342
Posted 10 January 2021 - 10:17 AM
Sare204, on 06 January 2021 - 10:59 AM, said:
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:
Kingfisher: Durability and agility focus. Some high hardpoints.
Turkina: Dire Wolf with slightly less firepower and locked JJs. Give it JJ quirks and a better torso twist range than the Dire.
Sunder: Mobile 90 tonner with a locked XL. Will need some added durability due to being large and forced into an XL.
Hauptmann: Slow assault omni. Will need decent agility and offensive quirks to be balanced.
Templar: Battlemaster-ish omni. Not super excited with the viability of this one due to the hardpoint placements but a worthy add none-the-less
Raptor: 25 ton IS omni, LOTS of energy hardpoints.
Men-Shen: Mobile 55-ton omni-mech with MASC. ECM variant. Potential to be a great poke medium.
Stone Rhino: Dire-esque battlemech.
Avatar: Reminds me of an Omni-mech Cataphract.
Edited by Gas Guzzler, 10 January 2021 - 10:18 AM.
#343
Posted 10 January 2021 - 06:16 PM
https://mwomercs.com...l-2021-edition/
#344
Posted 15 January 2021 - 02:47 PM
Not sure about this one.
1. Understand no physical combat in the game. That rules out pretty much any Draconis Combine mech that uses a sword.
2. Inter Sphere Omini's, while they would "seem" great, having an IS Omni with a fixed XL would basically be a waste. With the level of pinpoint weapons currently in the game your armor would be melted in seconds. Everyone would exploit the torso which ensures a quick death. The Sunder would be a walking bomb due to its size, XL vulnerabilities, and the amount of ammo it carries.
3. Also at this point in the game while I would love to have the Crusader, I could only think of the ways of how PGI would limit or hurt the mech. Most likely, again it would be huge, the hit boxes would be bad. It would again have low arm mounts for the majority of its weapons: 1 ballistic, 1 energy and 1 missile hard point in the arms and would basically be another knuckle dragging mech with maybe a missile hard point high up on the shoulders. Given that has a door which has to open vertically to fire, it would make the mech a huge target...a la catapult or archer, and channel damage into the arms stripping the mech. Even if PGI ran with the art of having the missiles mounted on the wrists, it again falls back into the low mount category. However having a SRM6 in each leg.. as in something new, like 1 missile the leg would be great. Then you could be disarmed and still be able to fight.
3. As much as this hurts to say this.. I would like skill nodes to customize my mech. 1 AMS doesn't do jack. 2 AMS mo' betta and especially with AMS overload. Now we are talking. With the current state of LRM's if you want a mech with more than one AMS you are extremely limited. Yes I have steered away from a K-2 and taken a Jester because if the second AMS and the quirks. Give me either options for mechs to add AMS or give me a mech with more AMS hard points.
4. Please stop making mechs with odd engine sizes, max engine 290/345..just.. cant.. squeeze.. in.. that... last heat sink! /cough Hatamoto-Chi/Nightstar
5. The Mechs I would like to see:
Crusader-Nostalgia, it also closes out the rest of the "unseen".
Hitman- The IS currently does not have any light mech with an ECM that jumps and has both missile and laser hard points. The only mech that comes close is a medium, the Assassin-DD. The Clans have had Arctic Cheetah, Kit Fox, and Cougar for years. Also compare the size of the Cheetah to the Assassin.. just saying..
Longbow.. just no.. LRMs have issues as of this post. The Stalker already does the same thing. The Longbow would be the size of a barn once the doors opened (old school art), new school art "could" work but not optimistic.
Anvil- Yes (could even throw in the Hammer)
Argus-Absolutely
Lancelot-Yes
Edited by MookieDog, 15 January 2021 - 04:29 PM.
#345
Posted 16 January 2021 - 03:38 AM
Axmen series
hatchet man series
the kraken (bane)
the stone rhino
wasp/waspIIc
stinger/stinger IIc
Phoenix Hawk IIC
shootist
these are the mechs i would love to see in the game
#346
Posted 16 January 2021 - 11:34 AM
Re-Scale -- This is one of my top 3 concerns for MWO. I feel the Upscale from a few years back was a step back for so many variants. It was a massive nurf to nearly 80% of the entire light mech collection. It's not worth playing more then a handful of them without massive frustrations now. Not only lights were impacted. Many heavies are as big as assaults now, if not bigger. I would like to see that Upscale completely rolled back, but would welcome anything in that direction also. I want to see plentiful Jenners, Ravens, Firestarter's again....
Quirks -- Another top 3 concern for me. We have hundreds of mechs to choose from, but the vast majority just comes off as bland due to other mechs having excellent synergy and quirks while they have none. Every mech should have SOMETHING of a flavor self meta quirk. I get that some mechs hardpoint locations and numbers ARE a quirk, like the Hunchback 4P, but those are always going to be noticed right away. I am talking about other chassis that have minor hardpoint changes and 6+ variants, all with little or no quirk differences.
Arm Only Mechs -- Please don't let this change be for ONLY the arms themselves. The largest reason I cringe at pulling one of these chassis out from time to time is they also tend to have a massive center hitbox and get cored faster then fruit at a Dole juice factory.
IS Mech Omnipods -- No thanks. The whole idea I love about Mechwarrior is the massive differences and identities of the different mechs. Why do games always need to be balanced to the point that every mech is the same? Clan mechs have the advantage of such things because of there disadvantages, which also have been taken away by the newer chassis and caused this snow ball from being looked at.
#347
Posted 16 January 2021 - 11:41 AM
Anunaki, on 16 January 2021 - 11:34 AM, said:
The Clans already have numerous mechs that are built the same was as IS mechs in this game, it's not a faction thing. Thinking that Clan = Omnimech and IS = Battlemech is erroneous. The differences come from the equipment/quirks, not the customization methods.
The whole point of IS Omnimechs is that they would NOT be the same as existing IS Battlemechs. They would actually offer something a little different.
#348
Posted 16 January 2021 - 10:52 PM
#349
Posted 17 January 2021 - 10:40 AM
What would be really nice of this game to do is a regular yearly sale on Sarah's Jenner to benefit cancer research. It was a really touching thing you guys did when that poor family lost their girl to cancer, and I think a regular thing would be a nice gesture to everyone, plus it benefits cancer research so win-win.
https://mwomercs.com/sarah
#350
Posted 17 January 2021 - 03:03 PM
with similar hardpoints as the Mauler 9x but with 6 missiles and 6 ballistic with 1 laser in each arm, i.e. 2x LRM 10’s, 4x SRM 4’s, 6x machineguns and 2 medium lasers in arms.
The spread of weapons would be 3 SRM’s and 3 machineguns in each torso.
This gives plenty of custom variants as per player and play type.
Edited by DarthMoo, 17 January 2021 - 03:09 PM.
#351
Posted 18 January 2021 - 09:01 AM
I'm so happy to see consideration of reviving MWO, and I think these topics are great to spark some new interest. New mechs such as the Firemoth, Argus, Grizzly, and Crusader would be awesome additions, and if IS Omnis could make it in that would be amazing as well.
I think most people at this point realize that a game made for table top originally doesn't necessarily translate well into the FPS genre, and thus some rules need to be changed even if they were iconic for the classic Battletech flavor. Take this from someone who is a die-hard Clanner when I say I am 200% okay with IS XLs mirroring the Clan XLs. It would allow the introduction of the IS Omnis many people would want without any additional band-aid fixes, and would be much easier to balance Clan vs IS, though even though unfortunately that might be through slight homogenization. However I definitely think this would be a change of the best, and please seriously consider it. Many on this thread including myself are more than happy with it, and is going to be good for the health of the game in the long term. It'd go a long way to bring further life into more of the IS mechs who may just have needed that last bit of tonnage for weapons or equipment that just can't compete right now. I, and now I see many more, would love to see this!
Fixing the desync/mobility issue in general would also be fantastic, and would allow some mechs such as the 100 tonners to actually be viable again as they are so incredibly weighed down, and for sure many other mechs could benefit from the increased mobility, such as the 35 tonners who need some love as someone previously here had said.
Lastly, I think a re-scale would be great not only for cosmetic reasons as a lot of the mechs are hilariously oversized, but from a gameplay standpoint it might be healthy for TTK as more compact hitboxes could lead to mechs struggling with billboard syndrome becoming a bit more viable aside from relying purely on quirks which, a lot of the time unfortunately, aren't enough to compensate for the wonky hitboxes/scale (Uziel for example).
I'm excited to see these topics brought up by the team. I honestly think it might be better to focus on the mobility, engines, and re-scale if y'all are serious about those before adding new mechs as much as it pains me to say, as introducing them before taking a hard look at those systems first will only create more work for y'all after the fact for the newer mechs. I hope you guys can pull through!
#352
Posted 18 January 2021 - 09:58 AM
at first the Crockett:
CRK-5003-1
CRK-5003-0
CRK-5003-1b
then the Ostman-Mechas:
OSR-2C
OSR-2M
OSR-4C
OSR-4L
OTL-4D
OTL-5M
OTL-7M
OTL-8M
OTL-9M
and maybe the Ostscout:
OTT-7J
and really important, the rescaling of the most mechs over 40 t, they are to big.
Edited by Grumpy Earthworm, 18 January 2021 - 10:01 AM.
#353
Posted 18 January 2021 - 02:14 PM
Not sure how they will work in MWO, since the Spawn dynamic is different. In MW4 you tuned a mechs ammo and armour with respawn in mind, Its different in MWO. But visually id like to see them in game thats for sure.
#354
Posted 18 January 2021 - 03:32 PM
First a new version of the Sunspider. This has the advantage that it is a new chassis based on your own IP concept, so the lore can be whatever you like. As much as I love my free Vanguard, I've always thought the Sunspider missed the mark when it didn't have a good chassis/omnipod combination for running autocannons with shorter range laser vomit. I've always wanted a better use of the 6 tons left after installing my twin uac10s. I would correct that with the following new mech:
Sunspider Chinook: Same 8 piece bonus as the Vanguard, but with reduced energy cooldown and an increased bonus for centre torso armour (this mech will be closer to the enemy because of its many short range lasers).
- Centre torso will have a single energy hard point.
- Left and Right Torso omnipods will each have a single ballistic and a single energy hard point.
- Left and Right arm omnipods will each have two energy hard points.
The standard build will be two uac10s with 5 small pulse and an extra heat sink. However there are lots of interesting possibilities. Two uac10s with three medium pulse lasers is one I would love. Putting four micro lasers in the arms gives interesting combinations. And long range sniping is still an option with 2 uac5s and three ER large lasers. Personally I would buy two of these mechs, one for the uac5 er large build and one for pulse lasers.
Roughneck Orca: We start with the powerhouse but tweak it for my fantasy brawler with a ppc HSL +1 and some suitable snubnose ppc heat and cooldown quirks. It should also get some decent missile quirks. No ballistic quirks.
- RA 1 ballistic hardpoint remains in the right arm for people who want to play around. Empty in the base build.
- RT has 3 energy HP. 3 SNPPC in the base build.
- CT as powerhouse.
- LT as powerhouse.
- LA 1 missile hardpoint and one energy. The energy HP holds a tag for the standard build.
The 4 missile hardpoints represent so many interesting options that I'm having trouble choosing, but I rather like 4 streak4s. The combo of 30 points pinpoint from the snubs plus streak splat would be a hoot for light hunting. An Orca should eat the smaller fish after all. However good builds are available for all the missile types.
Dragon Blue: (because D@D blue dragons breath a line of lightning)
Okay, the Kurita dragon has always annoyed me. There should be two flamers in the nose, one for each nostril. Also I have a Dragon Fang which mounts two heavy PPCs and gets an awesome rate of fire and heat capacity from quirks. However the mounts and support weapon points just suck. So here's what I propose. An all energy build dragon, quirked for PPCs.
- 2 energy HP in right and left arms. The standard build will mount small lasers in each.
- 2 energy HP in left torso. These are lovely high and close together hardpoints as in the Fang. The standard build will have two small lasers.
- 2 energy HP in right torso, position mirrors the ones on the left. The standard build has 2 heavy PPC.
- 2 energy HP in the CT. The standard build has two flamers.
PPC Cooldown and heat quirks of 15% each (just like for the fang). There should be some general energy quirk for cooldown and heat and this should be subtracted from the ppc value so it adds to 15% in total.
Edited by Robinson Crusher, 18 January 2021 - 03:40 PM.
#355
Posted 18 January 2021 - 04:21 PM
Clan
Summoner-Q
Dire Wolf Widowmaker
Dire Wolf Hohiro
Dire Wolf Prometheus
IS
Black Knight [color=#000000]BL-9-KNT
Hunchback 5S
For whole new mechs
IS[/color]
[color=#000000]Crusader- come on, we need this, It deserves, nay demands to be Truly Reseen.
Penetrator- This is a major workhorse mech for the IS, popular in the novels, and solidly a good mech.
Stealth- Solid versatile medium[/color]
[color=#000000]Valkyire- another that deserves to be Reseen[/color]
[color=#000000]Clan-
Shadow Hawk IIC
Kraken/Bane
honestly, alot more I'd like to see, but it would require advancing the timeline. New tech like MML's, Plasma Cannon/Rifle, HAG's Improved heavy lasers, Streak LRM, Thunderbolt Missile launchers, I think it'd shake things up.
Before anyone ******* about HAG's, just think of it like how they did ultra ac's. [/color]
#356
Posted 18 January 2021 - 04:31 PM
shameless, on 18 January 2021 - 04:21 PM, said:
Improved Heavy Lasers would be impossible to balance because they take the same tonnage and slots as normal Heavy Lasers, but would have a shorter duration (lack of to-hit penalty). The exploding effect won't balance them. IMO for Improved ATMs and Improved Heavy Lasers, we should just swap them for normal versions on any future mechs that have them.
Streak LRMs are hard to figure out because of how MWO implemented lock-on missiles. We can't make Streak Lurms go for random hitboxes like Streak SRMs (they'd be inferior to normal Lurms), so what exactly is left for them to do? If we just make them have generally tighter spread or whatever then they'd just replace normal Lurms.
shameless, on 18 January 2021 - 04:21 PM, said:
I picture HAGs being more like the Clan version of MRMs, but fitting into a ballistic hardpoint and having the Gauss charge-up mechanism.
#357
Posted 19 January 2021 - 08:32 AM
Pouncer comes with some great for MWO stock builds and jump jets. Anyone who says it's "just a jumping adder" doesn't know what an adder can do.
Phantom: It's fast, it's small, and it gives us a nice mix of options.
#358
Posted 19 January 2021 - 10:50 AM
Phoenix Hawk IIC - Would add something fun and different, plus variants cover a wide variety of playstyles
Crusader - The last of the unseen would really be a decent addition for that nostalgia dollar, MRMs, SRMS and Heavy Goose all included.
Wolverine IIC/Conjurer/Hellhound - Adds variety to the Clan Medium range, a little outgunned but with some creative hardpoint shuffling, could be a great Mech
Urbie IIC - The Cult of the Urbie needs something so we can play as Clans, but its an Urbie, with clantech ...what other reason do you need?
Grand Dragon - Very little modifications to an existing mech, but some had MASC for something differnt.
#359
Posted 21 January 2021 - 05:37 PM
Desync needs fixing badly on Assaults
Arm fixes are pointless when those mechs get cored in seconds..
Size changes are nice but lights are hard enough to hit now will the changes reflect on this.. If you have no SRMs you are in a lot of trouble as an Assault fighting lights.. Yes you can kill them but its crazy luck imo.
IS double heats sinks should be double.. stop making fake things. on that topic i have no interest in more fake PGI mechs.. please stick to the lore and add more well know and widely used mechs.. just my opinion coming from the tabletop.
Edited by Samial, 21 January 2021 - 05:39 PM.
#360
Posted 23 January 2021 - 11:05 PM
Also the Rakshasa. Because why should Clans get all the Mad Cats?
Chimera and Hollander would also be nice.
And the Gunslinger, Tempest, Lao Hu, Sha Yu, Hammer, Anvil and Shootist.
Oh, and the Hercules and Penetrator (two lesser known, but very nice heavies)
Edited by Arkhangel, 23 January 2021 - 11:08 PM.
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