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Mwo Intel Gathering: Battlemech Variants


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#181 Authmion

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Posted 17 January 2021 - 05:28 PM

I Would love to see the Hollander mech to come in. Please!

#182 Alilua

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Posted 17 January 2021 - 05:55 PM

Adder, E, I and S varriants. The S would give it some ecm flavor while E and I would give adder some nice optionsand maybe quirks for using latter technology like heavy and micro lasers along with atms.

Artic Cheetah H varriant to give full omnipod laser boat options

Commando 4h, 5s, and 7s The 4h could get rocket quirks while 5s and 7s have a nice blend of upgraded tech with laser and missiles.

Firestarter s1, gives it some ecm with flamers

Mist lynx F and P to give some heavy laser and micro lasers to full chassis and some laser boat options for omnipods

#183 Seiys

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Posted 17 January 2021 - 06:15 PM

Dire Wolf could use some love... no clue, just throwing some ideas out there.
Dire Wolf (C)
Center Torso: E.C.M. (<Optional I suppose)
Left Torso: A.M.S. , 1x Ballistic Slot , 1x Missile Slot
Right Torso: A.M.S. , 1x Ballistic Slot , 1x Missile Slot
Left Arm: 2x Laser Slot, 1x Ballistic Slot
Right Arm: 2x Laser Slot, 1x Ballistic Slot
Engine Speed: 51km
Bonus: 20% increase in braking and acceleration, 10% increase in A.M.S. range,
In place of shier firepower, this would give the Dire Wolf some much needed survival and danger avoidance possibilities. 51km speed to keep up with the group, twin-AMS to keep from being absolutely pummeled by Missiles, and a boost in reaction time (at least to stop and retreat/accelerate). If nothing can be done for its central hit-box, then allowing it to get out of harms way or limit its time in harms way is a decent alternative.

Though based on my own experiences with it, the Dire Wolf is very fragile despite being one of the most well armored mechs out there. It has Offense, but terrible firing angles. It has to expose its entire top torso before even getting a shot off which means that its central torso hit-box is spammed by nearly everything that is fired at it. Couple this with slow stopping and reverse/acceleration, it can easily be targeted for more than 6 to 8 seconds (more than long enough for multiple salvos directly into the core. <This also means that any missile platform is going to have a field day with it as it will never manage to find cover or deflect anything past a single LRM5. Which would be ok if it could actually keep up with other mechs to provide AMS protection...

Can't say for everyone who have used it, but it seems to me to be rather overrated when compared to many other Assault Mechs at least in terms of staying power.

Edited by Seiys, 17 January 2021 - 06:19 PM.


#184 FupDup

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Posted 17 January 2021 - 06:19 PM

View PostAlilua, on 17 January 2021 - 05:55 PM, said:

Adder, E, I and S varriants. The S would give it some ecm flavor while E and I would give adder some nice optionsand maybe quirks for using latter technology like heavy and micro lasers along with atms.

Unfortunately, the Adder S breaks MWO's hardcoded weapon limit of 16. PGI could maybe fudge it a little by consolidating some of the MGs into HMGs while still giving us the full hardpoint count, but I'm not optimistic.

Edited by FupDup, 17 January 2021 - 06:27 PM.


#185 MyriadDigits

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Posted 17 January 2021 - 08:17 PM

Going to somewhat parrot calls for a KGC-005 (or at the least, a hero inspired by it, given the details of my suggestion), but with not exactly minor changes to its stock loadout so something in the spirit of its stock loadout can exist without adding new mechlab mechanics like crit splitting. To that end, I would suggest 2 LB10 in each arm, and 2 LB5 each side torso, 2 tons of ammo for each, completely yeet the C3, and a light 300 engine, rest of the stock build (CASE, ERLL, 2 SSRM4 2/ 1t ammo, endosteel) would be unchanged. I can understand if lore thumpers take issue with that as a suggestion for a KGC-005, and I can't say I'd blame you, hence my secondary suggestion of having this as a Hero variant instead.

Regarding the hardpoints, 8 Ballistic, 1 Energy, 2 Missile. Energy and Missile hardpoints go in the side torsos where those weapons belong, and there would be 2 Ballistic hardpoints in each arm, and 2 Ballistic hardpoints in each side torso. Reason being, there's no reason to own or use a King Crab beyond the looks, because the chassis itself just isn't functionally amazing. Anything you could do on a King Crab is better done on basically any other IS assault out there, largely because of its unfortunate geometry regarding hitboxes, low cockpit location, low arm hardpoint location, entirely awful convergence and the general lack of flexibility that comes with having all the ballistics in either the arms, or a single side torso. Giving the King Crab a variant that can do something no other IS Assault can do would make it a desirable mech to use in spite of the issues plaguing the chassis as a whole.

#186 Constructive Unconstructiveness

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Posted 17 January 2021 - 08:51 PM

The clanner scumbags have already the best mechs (see stats!) we need to improve our loved IS MECHS with any useful assault and especially heavy variants! More quirks more weapons! We need them! ASAP!

#187 Ekson Valdez

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Posted 18 January 2021 - 12:09 AM



So many offtopic posts. People, please post on what is asked in the OP:

View PostInnerSphereNews, on 15 January 2021 - 11:40 PM, said:

Greetings MechWarriors!



As mentioned in our new MWO Dev Vlog HERE, we are looking for your input! This will be a regular occurrence of course, as we seek your wisdom in regards to 'Mechs, maps, modes, and many other topics along this journey.



First up, we'd love to hear from you with regards to what new 'Mech variants you would like to see from the existing chassis already in the game. Have a particular variant that you think worthy? Let us know! Please be as detailed as you can, including the full variant name, suggested hardpoints, and why you think that variant is important and what it would add to the game. Sell us on it, so we can sell it to the team!



Looking forward to seeing what you come up with. Have a great weekend and happy hunting MechWarriors!

Any other suggestions should go to the appropriate threads here: Command Chair
Further offtopic posts will be deleted without comment.
Thank you.




#188 Big-G

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Posted 18 January 2021 - 02:42 AM

Thanks Ekson, exactly what I was trying to tell them

#189 C337Skymaster

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Posted 18 January 2021 - 04:12 AM

View PostAlilua, on 17 January 2021 - 05:55 PM, said:

Artic Cheetah H varriant to give full omnipod laser boat options



You can put the ACH-H onto the ACH-C without changing any omnipods.

#190 Runecarver

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Posted 18 January 2021 - 04:14 AM

Dire Wolf DWF-C.
This variant of the mech would bring 1x Missile 1x Energy arms, 1x Energy 1x Jump Jet side torsos, and a Jump jet + ECM center torso as its biggest contributions to the chassis. The missile hardpoints arms would allow a player to build missile centric dire wolf builds, while the center torso ECM + Jump jet would provide certain builds a lot of extra utility similar to the Blood Asp -A center torso.

Dire Wolf DWF-X.
This variant would provide a singular right torso missile hardpoint as its main draw, and the head mounted missile hardpoint as an extra bit of flavor even with its 1 slot limitation.

Hellbringer HBR-J.
Its got 2x jump jets in both legs, and 1x jump jet and an AMS hardpoint in the center torso. This would enable a lot of builds to determine just how many jump jets they want to invest in, and would also add a great amount of support utility to the chassis with the center torso AMS hardpoint being able to couple with the prime head pods AMS hardpoint.

Summoner SMN-G.
3x missile hardpoints on each side torso, and 1x energy hardpoint in the center torso. The multiple missile hardpoints in the side torsos would allow a player to either completely forgo the arms for a brawler or long range missile build, slightly alleviating the chassis' tonnage issues, or it would enable players to utilize a large number of smaller caliber missile launchers for greater fire rates. The center torso energy hardpoint would provide a little bit of extra firepower or utility to builds since the summoner has only 1 free slot in the center torso.

Adder ADR-E.
It has 2x energy hardpoints in both side torsos, which would offer a greater degree of build freedom, and would provide the adder more firepower overall.

Adder ADR-L.
2x missile hardpoints in each arm, 1x energy hardpoint and 2x Jump jets in the left torso, 1x energy hardpoint, 2x jump jets and ECM in the right torso. The two missile hardpoints in the arms would drastically increase the adder chassis' firepower when it come to missile builds, and the ability to mount ECM in the left torso would greatly increase the chassis' survivability. The jump jets provide a great degree of flexibility to builds, allowing adders to attack targets from unexpected angles and thus increase its chances of survival against heavier opponents.

Mist Lynx MLX-P.
4x Energy hardpoints in each arm. Mist Lynxes are fairly reliant on machinegun builds to be a threat, so the ability to bring a large number of small caliber energy weapons would honestly breathe new life to the chassis.

Ice Ferret IFR-J.
5x energy 1x ballistic hardpoints in each arm. This variant would allow the ice ferret to capitalize on the smaller sized clan weapons to achieve viable firepower, and catapult it into being a competitive option for a short range skirmisher.

Huntsman HMN-H.
4x energy hardpoints in the right arm, 3x energy hardpoints in the left arm, 1x ECM hardpoint in the left leg. The increased number of energy hardpoints in the arms would allow more flexibility for a large number of huntsman builds.

#191 C337Skymaster

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Posted 18 January 2021 - 04:17 AM

View PostSeiys, on 17 January 2021 - 06:15 PM, said:

Dire Wolf could use some love... no clue, just throwing some ideas out there.
Dire Wolf (C)
Center Torso: E.C.M. (<Optional I suppose)
Left Torso: A.M.S. , 1x Ballistic Slot , 1x Missile Slot
Right Torso: A.M.S. , 1x Ballistic Slot , 1x Missile Slot
Left Arm: 2x Laser Slot, 1x Ballistic Slot
Right Arm: 2x Laser Slot, 1x Ballistic Slot
Engine Speed: 51km
Bonus: 20% increase in braking and acceleration, 10% increase in A.M.S. range,
In place of shier firepower, this would give the Dire Wolf some much needed survival and danger avoidance possibilities. 51km speed to keep up with the group, twin-AMS to keep from being absolutely pummeled by Missiles, and a boost in reaction time (at least to stop and retreat/accelerate). If nothing can be done for its central hit-box, then allowing it to get out of harms way or limit its time in harms way is a decent alternative.

Though based on my own experiences with it, the Dire Wolf is very fragile despite being one of the most well armored mechs out there. It has Offense, but terrible firing angles. It has to expose its entire top torso before even getting a shot off which means that its central torso hit-box is spammed by nearly everything that is fired at it. Couple this with slow stopping and reverse/acceleration, it can easily be targeted for more than 6 to 8 seconds (more than long enough for multiple salvos directly into the core. <This also means that any missile platform is going to have a field day with it as it will never manage to find cover or deflect anything past a single LRM5. Which would be ok if it could actually keep up with other mechs to provide AMS protection...

Can't say for everyone who have used it, but it seems to me to be rather overrated when compared to many other Assault Mechs at least in terms of staying power.


The Dire Wolf-C would be an amazing addition, but it doesn't contain any ballistics at all.
CT: ECM, JJ
HD: 1M
LT: 3E, JJ
RT: 1E, JJ
LA: 1E, 1M
RA: 1E, 1M

The DWF-C would add ECM to a Dire Wolf, which is its main draw, as well as adding three new missile hardpoints: one in each arm, and one in the head. The tricky part for PGI is going to be that the stock head weapon is a one-shot Streak SRM4 (it weighs 0.5 tons more than a regular Streak SRM4, and doesn't mount any extra ammo, holding four missiles in launch tubes and no reloads. It was developed to use up half-ton leftovers before half-ton ammo bins were a thing. In Today's MWO, a regular Streak SRM4 with a half-ton of ammo makes more sense, although the 'mech doesn't have any free crit spaces for the ammo, so we'd have to lose a heat sink, somewhere, to make all the ammo fit).

#192 TubbyToast

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Posted 18 January 2021 - 04:29 AM

Marauder2 LA 1B, RT 1B, LT 1B, RA 1B quad Ballistic

Warhawk LT 1Ballistic

Corsair 10 Energy hardpoints

Stalker both Sidetorsos with Ballistic and 3 Energy in both arms






Give all DWF variants the plus 12 armor bonus

#193 Brithus

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Posted 18 January 2021 - 04:32 AM

Back again, this time with some omni suggestions like the dirty clanner I am. However I am going to replicate some of the formatting here even if it makes the post look longer as I think it's nicer to read. Unlike my Inner Sphere post some of these will likely be more competitive than any of the other variants since clans can swap around omnipods.

Adder Alt. Config. S

Center Torso 1E
Right Torso 5B
Left Torso 5B
Right Arm 3B 2E
Left Arm 3B 2E 1 ECM

(An adder but with a lot of ballistic hardpoints and an ECM to boot. Adder could really use an ECM, both for team support and for being the little sneaky rat hiding in the back. There also aren't any slower ballistic boat light omnimechs so new build possibilities. An insane amount of hardpoints compared to every other Adder so it would likely require no quriks aside from maybe small armor quirks.)

Adder Alt. Config. H

Center Torso 1E
Left Torso 1AMS
Right Arm 1E
Left Arm 1E

(This is basically just an Adder prime with Heavy Large Lasers stock, However the reason I list this is it could be used to add an AMS hardpoint to the left torso. This would make it possible to combine the Prime and H torsos for dual AMS.)

Mist Lynx Alt. Config. F

Right Torso 1ECM
Right Arm 4E
Left Arm 4E

(Yes the MLX already has the ECM, however it's rather exposed since it's only available in the left arm. This would provide an alternative option for the right torso. This also provide more arm mounted energy hardpoints than the other variants.)

Ice Ferret Alt. Config. K

Center Torso 1AMS
Right Arm 2E
Left Arm 2E

(Technically this is a dark age variant and extremely out of time line, however it only utilizes tech currently in the game. I can understand if having this may rub some people the wrong way, however I feel like gameplay opportunities are more important than strictly adhering to cannon. This would allow for the first IFR with a CT AMS, and I've always wanted to tape 3 AMS to this bad boy.)

Viper Alt. Config. F

Center Torso 1E
Right Torso 1E
Left Torso 1E
Right Arm 4B
Left Arm 4B

(Currently there are no Vipers with ballistic arm hardpoints. This would put the total possible ballistic hardpoints on the chassis up to 12, maybe some people will actually use it as an alternative to the Piranha. Again this has some very strong hardpoints so quirks would likely not be necessary aside from maybe some basic armor quirks and jump jet quirks.)

Nova Alt. Config. H

Left Arm 5E
Right Arm 5E

(So hardpoint wise this is just a NVA Prime with 2 less energy hardpoints. However the reason I pitch this is it comes stock with 5 Heavy Medium Lasers per arm. With a +1HSL to heavy medium lasers it would be possible to fire all 5 at once. The damage output of this would be pretty insane however the heat would be overwhelming. High risk high reward. This would make for some fun ambushing. However like the stock NVA Prime it would likely need skill trees to function at a level where you can actually fire both arms without having to wait, and with the way Clan XLs function losing a side torso would cripple it.)
(Edit just adding the +1HML HSL to the NVA Prime would make it possible to replicate this variant at least.)

Night Gyr Alt. Config. E

Head 1M
Center Torso 2E
Left Torso 1M
Right Arm 3E
Left Arm 3E

(Many unique hardpoints on this one. A missile head hardpoint is something that isn't seen in most mechs in the game along with it being the first for the NTG, this would also be the only variant with 2 energy in the CT and a 3 energy right arm.)

Summoner Alt. Config. G

Center Torso 1E
Right Torso 3M
Left Torso 3M
Right Arm 1E
Left Arm 1E

(Again unique hardpoints galore. This would be the first variant with a center torso energy, multiple missile hardpoints in the left torso, and the first variant with right torso missile. The only real issue I'd forsee with this is the artists trying to find a place to put all the missle hardpoints due to the summoners rather slim profile.)

Dire Wolf Alt. Config. C

Head 1M
Center Torso 1ECM 1 Fixed JJ
Right Torso 1E 1 Fixed JJ 2AMS
Left Torso 3E 1 Fixed JJ 2AMS
Right Arm 1E 1M
Left Arm 1E 1M

(Tons of new hardpoints with this one. Only DWF with a head missile, a 3 energy left torso, an ECM, and missiles in the arms. The direwolf currently is so slow and immobile and gets absolutely decimated the second it gets LRMs or ATMs shot at it. An ECM would help it significantly with this problem. Due to the fact this variant is so light on hardpoints, I've suggested putting 2 AMS per side torso to also assist with this issue, also so clans have a mech that competes with the Corsair as a 100 ton AMS boat. I'd suggest adding AMS range +5% as an 8-piece quirk along with whatever else is deemed appropriate.)

Warhawk Alt. Config. D

Center Torso 1E
Right Torso 2E
Right Arm 1B
Left Arm 1M

(This would allow for the Warhawk to finally put energy weapons in the side torso, plus the base variant is another CT energy variant to boot. The Warhawk could finally become the energy boat it's always dreamed of being. Maybe more people would actually use it.)

Warhawk Alt. Config. F

Center Torso 1M
Right Torso 1B
Right Arm 1E
Left Arm 1E 1M

(On the same not this would allow the Warhawk to put a ballistic weapon in the right troso. Both this variant and the above would allow for a lot more build flexibility with the Warhawk and make it less reliant on arm weapons.)

So lasty I have more pitches for my already novel of a post. None are cannon as they are for a mech that isn't, the mighty Sun Spider. It's a sexy mech and I'd like to see a few more options for it to increase it's flexibility. I'd like to see more than just missile boats. I also think it's a shame it has an open CT slot but doesn't utilize it in any meaningful way.

Sun Spider Alt. Config. E

Center Torso 1AMS (1 Laser AMS)
Right Torso 2E (2 ER Medium Lasers, 1 DHS)
Left Torso 2E (2 ER Medium Lasers, 1 DHS)
Right Arm 1B 1E (1 LBX-10 with 1 ton of ammo, 1 ER Medium Laser)
Left Arm 1B 1E (1 LBX-10 with 1 ton of ammo, 1 ER Medium Laser)

(I feel that the sun spider could really use the option to take dual energy side torsos. As it is it's rather lacking in energy hardpoints. This would bring the total available up to 8 when combined with the Manul hero mech, or at least up to 6 for F2P players. The AMS CT would also allow for the use of either 3 AMS when combined with the ML Right Torso and the B Left Torso or 2 AMS and an ECM when combined with the D Left Torso.)

Sun Spider Alt. Config. F

Center Torso 1E (1 Medium Pulse)
Right Torso 1M (1 Narc with 2 tons of ammo, 1 Clan Active Probe 2 Fixed JJ)
Left Torso 1E (1 Large Pulse, 1 DHS, 2 Fixed JJ)
Right Arm 1E 1M (1 Medium Pulse, 1 SSRM6 with 1.5 tons of ammo)
Left Arm 1E 1M (1 Medium Pulse, 1 SSRM6 with 1.5 tons of ammo)

(So for starters I think an energy CT Hardpoint would be a welcome addition to the SNS. Overall the hardpoints exist across other variants otherwise. The main draw here is the addition of jump jets, I know I'm probably asking for a bit more than usual here as the SNS doesn't have jump jet vents on the model. I do however see spots on the back where I believe they could be placed faily easily. However I understand if this one is a bit to far out there.

Alternatively if the JJs are just a flat no go the arm MPLs could be swapped out for large lasers. It would be nice to at least see the CT Energy.)

Sun Spider Alt. Config. G

Center Torso 1B (1 HMG)
Right Torso 2B (2 HMG with 2.5 tons of ammo)
Left Torso 2B (2 HMG with 2 tons of ammo)
Right Arm 2B (2 UAC 2 With 2 tons of ammo)
Left Arm 2B (2 UAC 2 With 2 tons of ammo)

(While I don't really think the SNS is the best at ballistic boating, I do see value in allowing for either 5 machine guns in the torsos or for allowing quad ballistics in the arms. This would add potential for either 5 MGs with the use of missile/energy weapons to allow for easy crits once you get past the armor, or the use of quad arm ballistics with an ECM, dual AMS, or energy/missile side torsos.)

Thanks for reading, sorry for the length.

Edited by Brithus, 18 January 2021 - 04:46 AM.


#194 Hauptmann Keg Steiner

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Posted 18 January 2021 - 04:49 AM

Bored and can't sleep, so more variants that might be worth a look:


Cyclops:
  • Cyclops CP-11-B: 1M CT, 1B RT, 1B + 1M LT, 1E each arm. Could enable dual heavy autocannon/gauss Cyclops builds for c-bills. To keep it distinct from the Sleipnir, the ballistic hardpoints could be kept to 1 per torso, and maybe add more missiles instead. It also has a slower stock engine than the Cyclops variants in MWO, so it could have a lower max engine cap as well.
  • Cyclops CP-11-H: 1B RT, 4(!)M LT, 1M + 1E each arm. One missile short of the CP-10-Q, but it has a ballistic hardpoint for variety, as well as mounting missiles in the arms, a first for MWO Cyclopes. Also would be the only MWO Cyclops with no CT hardpoint.

The JagerMech is really short of variants with only 4:
  • JagerMech JM6-H: 3M each side torso, 1B + 1E each arm. Would enable heavier missile builds, although in terms of hardpoints it might make the JM6-A obsolete.
  • JagerMech JM7-F: 1B each arm. Unique in having 2E in the CT, as well as a LT-mounted ECM, but is 5 tons heavier than the standard JagerMechs. Could be replaced by a 65-ton PGI derivative.

The Archer's tied with the Jager for low numbers of variants:
  • Archer ARC-7L: 1E HD, 1E CT, 1M each side torso, ECM LA. Stealth Armor by default. C-bill alternative to the Tempest, and would be the first MWO Archer with Jump Jets. Slower stock engine and potential engine cap can keep it from steamrolling the Tempest, as well as the harder-to-inflate hardpoints.
  • Ballistic and/or pure energy Archers: Neither of these exist that I can see, but there's only so many ways to shuffle missiles and lasers. Autocannons or laser batteries protected by the Archer's big doors would be neat for a PGI exclusive.

Rifleman:
  • Rifleman RFL-7M: A Rifleman with an ECM (CT) would be new, but the larger than usual amount of hardpoints (7E and 2B) might push other Riflemen out of work.
  • Rifleman RFL-6X: Nothing exciting hardpoint-wise (1E each side torso, 1B + 1E each arm), but a Rifleman with a faster stock engine (and potentially higher engine cap) could be fun.
  • Rifleman RFL-3N Sneed: A FrankenMech that would be a nightmare to model properly, but even a vanilla model Rifleman based off the same hardpoints would give the chassis a missile option.
  • 6-ballistic Rifleman: Would have to be a PGI creation; I can't pinpoint one offhand, and the best candidates for one (given how PGI models weapons, ones with pure ballistic arms) have future tech in them that would need to be stripped out (like the RFL-3Cr or RFL-6D).

Executioner:
  • Executioner T/Gladiator T/EXE-T: Fresh off the ilClan Recognition Guides, the real winner here is the LT, with 2B and an ECM. Also features 1B LA and 2E RA. Edit: scratch that, I didn't notice it had ER Pulse Lasers. I suppose PGI could replace them with regular (Large) Pulse Lasers though.)

Edited by Hauptmann Keg Steiner, 18 January 2021 - 05:51 AM.


#195 Cyrilis

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Posted 18 January 2021 - 05:42 AM

UM-AIV

no ore comment needed...

#196 Papa Varken

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Posted 18 January 2021 - 05:48 AM

How about fixing the Banshee - it was a great peaking mech until the hardpoints were moved to the waist, now pretty much a useless chassis because its speed and size makes it unviable, in the main, for pretty much anything now. Four or five erLL at shoulder height made it something to take to the battle . . . .

#197 MookieDog

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Posted 18 January 2021 - 07:01 AM

View PostRunecarver, on 18 January 2021 - 04:14 AM, said:



Hellbringer HBR-J.
Its got 2x jump jets in both legs, and 1x jump jet and an AMS hardpoint in the center torso. This would enable a lot of builds to determine just how many jump jets they want to invest in, and would also add a great amount of support utility to the chassis with the center torso AMS hardpoint being able to couple with the prime head pods AMS hardpoint.






No God.. please no.. Hellbringer with jumpjets? Might as well give it a MASC so it can do everything.

#198 tingod

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Posted 18 January 2021 - 07:10 AM

tingod hero - kingcrab tig1 with 1B LA, 1B LT, 1 B RA, 1 B RT. make 4x 10ac great again, quirk ballistic cool down + velocity + extra ammo.

:D

#199 Snowhawk

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Posted 18 January 2021 - 08:46 AM

I always liked the look of the Clan Huntsman. With its omnipods this mech is very flexible and has Jump Jets and high mounted weapons. But I always thinked that there is something missing.... an ECM-variant. According to Sarna.net there is a Huntsman with ECM... I have found the following description:

Huntsman Alt. Config. H:
A powerful reconnaissance unit, the Huntsman H carries an Active Probe and an ECM Suite. It also mounts a pair of ER Large Lasers, a Heavy Small Laser, and four Heavy Medium Lasers that are all tied to an advanced Targeting Computer. Six additional double heat sinks strain to keep heat levels manageable...

In the moment the clans don't have a ECM Mech in the 50t category, this variant can help to close this gap.

#200 Gigastrike

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Posted 18 January 2021 - 09:49 AM

I've wanted the Dragon-1G forever. At this moment, it's all I can think to want.

The Dragon needs PPC quirks for variety.

Give it like two energy hardpoints in one arm (either left for consistency with others or right because bigger gun location, doesn't matter), one energy hardpoint in each side torso, and one missile hardpoint in the center.

Edit: It seems the Dragon-5K (Grand Dragon) has basically the same hardpoint distribution, but that is arguable a new mech.

Edited by Gigastrike, 18 January 2021 - 09:58 AM.






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