Mwo Intel Gathering: Battlemech Variants
#101
Posted 16 January 2021 - 05:40 PM
#102
Posted 16 January 2021 - 05:50 PM
Edited by Betrax, 16 January 2021 - 05:52 PM.
#103
Posted 16 January 2021 - 06:03 PM
Flea 4 with 4 energy hard points
#104
Posted 16 January 2021 - 06:03 PM
#105
Posted 16 January 2021 - 06:24 PM
If ever adding new mechs, please consider the Crockett, Shogun, and Salamander.
#106
Posted 16 January 2021 - 06:59 PM
#107
Posted 16 January 2021 - 07:04 PM
LRMs 10 or 15 in the ears, 4 mgs in the torso, one in each side torso 2 in the center, 2 ultra 5's one in each arm and 2 erml one in each arm.
#108
Posted 16 January 2021 - 07:51 PM
There is an alternate game model of the Atlas where the right (non-cockpit) eye is different and looks as if it could be an energy weapon. However, the in-game variant that uses the model does not have an energy slot in the head and that eye cannot shoot lasers.
Please make an Atlas variant that uses the alternate model and has an energy slot in the head so that it can shoot lasers (or if people are insane, a flamer) out of its right eye.
#109
Posted 16 January 2021 - 07:54 PM
#110
Posted 16 January 2021 - 08:02 PM
From Sarnia.net:
Description[edit]
Developed for the Emperor Stefan Amaris's occupying army, the Rifleman III was an experimental prototype which was rushed into service to defend against the invading Star League Defense Force Army led by General Aleksandr Kerensky in 2777.[3][4] Only a single prototype was produced after years of development, and it was destroyed during the battle for Terra. Used in the role of an ambusher before being destroyed, the 'Mech's Battle ROM would recount that it had downed nine SLDF BattleMechs before it was rendered inoperable by battle damage.
The design's existence was forgotten outside of a few rumors until 3146, when the prototype's wreckage was discovered entombed in a former battle site by Republic of the Sphere archaeologists. Up to this time, no one outside of Terra had been aware of the Rifleman III's existence.[5]
Weapons and Equipment[edit]
The heaviest Rifleman design produced, the 'Mech was also among the slowest. Powered by a 180-Rated Extra-Light Fusion Engine, the Rifleman III had speed equal to a UrbanMech. Unlike that light 'Mech, the Rifleman was better armored, with 10.5 tons of standard armor. For its role to ambush enemy units, the 'Mech was fitted with an experimental Null Signature System which made it difficult to see on sensors.
The Rifleman's only weaponry was its four Gauss Rifles, which were mounted in each arm and each of its side torsos. The Gauss Rifles were fed by only two tons of ammunition, giving it just four full volleys of fire before running dry and being rendered defenseless.[6]
#111
Posted 16 January 2021 - 08:30 PM
Reburn, on 16 January 2021 - 08:02 PM, said:
From Sarnia.net:
Description[edit]
Developed for the Emperor Stefan Amaris's occupying army, the Rifleman III was an experimental prototype which was rushed into service to defend against the invading Star League Defense Force Army led by General Aleksandr Kerensky in 2777.[3][4] Only a single prototype was produced after years of development, and it was destroyed during the battle for Terra. Used in the role of an ambusher before being destroyed, the 'Mech's Battle ROM would recount that it had downed nine SLDF BattleMechs before it was rendered inoperable by battle damage.
The design's existence was forgotten outside of a few rumors until 3146, when the prototype's wreckage was discovered entombed in a former battle site by Republic of the Sphere archaeologists. Up to this time, no one outside of Terra had been aware of the Rifleman III's existence.[5]
Weapons and Equipment[edit]
The heaviest Rifleman design produced, the 'Mech was also among the slowest. Powered by a 180-Rated Extra-Light Fusion Engine, the Rifleman III had speed equal to a UrbanMech. Unlike that light 'Mech, the Rifleman was better armored, with 10.5 tons of standard armor. For its role to ambush enemy units, the 'Mech was fitted with an experimental Null Signature System which made it difficult to see on sensors.
The Rifleman's only weaponry was its four Gauss Rifles, which were mounted in each arm and each of its side torsos. The Gauss Rifles were fed by only two tons of ammunition, giving it just four full volleys of fire before running dry and being rendered defenseless.[6]
Will not work, as that's a 90 ton Assault, and the chassis is a heavy in the game... mot to mention the other tech not available in game yet
Edited by Big-G, 16 January 2021 - 08:31 PM.
#113
Posted 16 January 2021 - 08:37 PM
Suggested Hardpoints
CT: 2E (Will have to be bit lower mounted than LT or RT)
LT: 2E
RT: 2E
LA: 1E
RA: 2E
Suggested Quirks
Energy Heat (-10%) OR ERPPC Heat (-10%) + ERPPC Velocity (+20%)
Base armor (LA) +14, Base armor (RA) +14
Selling Points
Pure energy variant - 9E hardpoints
Can be built as an ERPPC Assault with high weapon mounts
Won't make existing variants obsolete
#114
Posted 16 January 2021 - 09:21 PM
#115
Posted 16 January 2021 - 09:40 PM
It'd be nice to see the Rifleman and Catapult get variants with ECM, either the existing ones or something new. These would help give them more of a reason to be used over other mechs that can fill similar roles.
It'd be fun to see a Catapult (probably a hero) with 2 Missiles (arms), 2 ballistics (torsos) and 2 lasers (torsos). As this will make for some funky hybrid loadouts, so give it some nice perks.
#117
Posted 16 January 2021 - 09:57 PM
next variant should be the direwolf-D
R-torso- c-rac10
L-torso- C- er large laser
R-arm- 3 C-er medium lasers
L-arm- 2x atm6
Center torso ecm and or ams
#118
Posted 16 January 2021 - 10:02 PM
BogartTheStingy, on 16 January 2021 - 09:24 AM, said:
This variant is most adept sniping at long range, then dashing in to finish off its foe. The long-range punch comes from an ER PPC and an ER Large Laser, each of which is capable of opening holes in an enemy's armor. To exploit those holes, the Summoner G carries six SRM-4s and a Heavy Small Laser. (Sarna Description)
I have 3 Summoners because it is my personal favorite mech in the BattleTech Universe. This is not a good mech in MWO. The arms hang LOW. The Hardpoints are off set in a strange stagger. The cockpit is not centered AND easily shot. The Left Torso is easily destroyed. I believe that this would be a saving grace for multiple Omnimech configurations and not a game breaking advantage.
I would like to see the Summoner act better at Long Range and in a Brawl, without the easily shot big round tube on it.
I like the idea of more Missile Hardpoints in the Summoner. I would like to be able to add multiple light Missiles.
Put the 6 Missile launchers in the arms. The current max for Missile Hardpoints in one arm is 2. Add the Energy Hardpoints to the Torsos. The current max to any Torso is 1, we can bump this up to 2 on a single Torso (maybe add the small laser to the ct so I can hide my tag there). The Summoner has HIGH Energy Hardpoints on the Torso. I know that people would like to add their 3rd ER PPC to the top (a ppc in the arm of this mech is unpractical). For a 70 Ton, a 3 PPC build not not unfair. The idea of the Alt. Config. G. is to run up shooting at range and then Jump around at close range and that is exactly what the idea of the Summoner is.
The worst abuse that I can see is either having a Great close range brawler or a pretty good Pop Tart PPC build.
The idea behind adding Alt. Config. G. to MWO is so that the Omimech variants in MWO have more versatility in weapon selection. Currently Viable builds are limited. The result will be more Summoner Pop Tarts using Jump Jets, Mobility, and Armor...I can see that being a problem.
There are record sheets which define where each weapon is located. Sarna's just not that specific with their descriptions, probably so as to not step on record sheet sales.
The Summoner-G has the PPC and large laser split between the arms, with the small laser in the CT. The missiles are split between the torsos, 3 and 3. Not conducive to the meta, but still an improvement for close-in splat builds, as you could add the -B arms for 10 total missile hardpoints.
#119
Posted 16 January 2021 - 10:07 PM
#120
Posted 16 January 2021 - 10:09 PM
- Catapult CPLT-R Remorse (non canon hero variant)
During the turmoil of the Amaris Civil war, in the dying stages of the Liberation of Terra,
many existing chassis were altered to improvised guerrilla tactics configurations in an attempt to delay the inevitable approach by SLDF forces on the palace.
Catapult Remorse was one such configuration, where armour was reduced and critical hardpoints altered to mount a gauss rifle in each arm for peaking fire, an ecm system added for the lay in wait ambush necessary, and due to limited ammunition compromises, a rocket launcher 10 on each side torso as an emergency back up weapon.
A larger than standard extra light engine was interred within, made possible by the deletion of all jump jets and AMS systems, for the shoot and scoot combat mandated by Stefan Amaris final solution defences.
hardpoints: 1 ballistic and 1 missile hardpoint per arm
1 missile per side torso
1 ecm in centre torso
engine capacity: max 315
quirks: ballistic cooldown, structure +4 on each arm and side torso for survivability, stealth cooldown
camo skin: utilise hunchback gauss shoulder on each arm, add rocket pod from stalker on each side torso.
Colour: rusty appearance faded grey camo (like the blackjack reward mech but with brown\grey pallette not hyperchrome) and maybe a faded Amaris shark decal on the outside of each gauss pod
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