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Mwo Intel Gathering: Battlemech Variants


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#261 Quave

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Posted 20 January 2021 - 02:48 PM

MAD-IIC-F
Upgrades: MASC + JJs, no AMS/ECM
HardPoints: 3 or 4 Energy (RA/LA), 2 Ballistics(CT) , 2 Missile (RT/LT).
OR 2 Ballistics (RT/LT), 4 Missile (RA/LA).

First Hardpoint and general reason for MASC:
Always enjoyed the MAD-IIC for pushes/pokes, and would be interesting for a variant with MASC. The Ballistics on CT aren't really needed but I thought it would be fun to have 2 mgs on the CT during a push. Having the energy points on the arms makes it harder for the MAD-IIC to poke and the Ballistics on the CT means you cant put any AC/UACs on to poke not making it too op. The hardpoints doesnt give it much firepower vs the others so maybe the energy or missile points could be replaced with ballistics. This was sort of based off the MAD-IIC-D with much less firepower traded for speed to lead charges as a meat shield.

Second hardpoint:
Makes the mech into a poke variant with missile hardpoints, making it effective and medium to very short range however may be a little op (MASC with uac/20 is like the jaeger mech but better).

Edited by Quave, 20 January 2021 - 03:12 PM.


#262 Damnedtroll

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Posted 20 January 2021 - 03:16 PM

BL-9-KNT One of the so-called "Clanbuster'' it have an Hatchet ! we need some Hatchet !

Edited by Damnedtroll, 20 January 2021 - 03:17 PM.


#263 Zulu211

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Posted 20 January 2021 - 04:24 PM

Reads 14 pages of ideas...

Refers back to OP where variants of EXISTING CHASSIS are requested...

Asks for a Firemoth that launches Urbanmech IIC from a shoulder mounted hard point and proceeds to complain that PGI isn’t listening to player base.

#264 Jack Shayu Walker

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Posted 20 January 2021 - 05:09 PM

Shadow Cat C - All this mech needs for hardpoints are the ones it requires for its loadout, that is:
Left Arm: 1E, 1M (Stock: ErMed, ATM6)
Left Torso: 1E (Stock: ErMed)
Right Torso: 1M (Stock: NARC)
Right Arm: 1E, 1M (Stock: ErMed, ATM6)

This would add a 4th possible energy hardpoint to the Shadow Cat. And while I understand a fear of hardpoint creep, the shadow cat is one of the most hardpoint anemic mechs in the game, and the ability to carry a 4th energy weapon would make for some really fun off-meta builds.

Battlemaster 1Gb - This is a version of the Battlemaster that's rarely seen, but it has a lot of unique character that sets it apart from current Battlemaster offerings!

For one it gives you the opportunity to do a bit of unique geo work on the left arm (we haven't seen a variant with unique geometry in a while) which wouldn't be hard, all you'd have to do is mirror the right arm across to the left. Reason being that this is a totally symmetrical variant of the battlemaster, sporting an ERPPC in each arm, 2 Medium Lasers in the side torsos, and perhaps most uniquely, it would involve adding an energy hardpoint for a Large Pulse Laser right into the center torso! Who doesn't want a zombie Battlemaster!? AmIright?

Anyway for hardpoints I'd suggest the following:
Right Arm: 1E
Right Torso: 3E, 1AMS
Center Torso: 1E
Left Torso: 3E
Left Arm: 1E


Both of these. Pretty pretty pretty please with a cherry on top!

#265 Jugger Grimrod

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Posted 20 January 2021 - 05:58 PM

View PostTK Romero, on 19 January 2021 - 05:39 PM, said:

I'd rather buy one chassis and unlock different variants to switch between by 'mastering' the mech. Switching variants takes time by playing X amount of matches and/or X amount of hours. Played matches could also knock off time by X amount as well. Players can then buy a favored mech so they always have at the ready.


Back to the days of the "Rule of Three" again? No thanks. I have no need to buy and Master three separate mechs just to get enjoyment out of the one variant that actually has any value.

#266 Deadead

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Posted 20 January 2021 - 09:29 PM

panther 16k.
We've gotten a rando 2 ballistic option on a 35 tonner that can't use it due to tonnage issues, but somehow missed the cannon variant with missile hardpoints on it's *arm* so you can fit something bigger then 2 measly SRM2s on it.

Show panthers some love, give us the 16k.

#267 ccrider

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Posted 21 January 2021 - 01:17 AM

Everything for 14 pages is wrong. 1 guy got it right like 9 pages ago;

Atlas A. Gimme my 6 srm Atlas with armor quirks. 5 srm 4s on one side, lb10x and srm 6 on the other and I'll happily just splat around MWO till it shuts down.

#268 Elizander

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Posted 21 January 2021 - 04:07 AM

You can also take note of which inferior variants are not owned by a majority of your paying players and upgrade them with better hard points and quirks. This is an even lower hanging fruit than making a new one. Much lower if you just do a quirk pass. Combine it with a release of an (S) version with 30% more c-bills.

Also phase out Champion mechs and just have a consolidated bonus of 30% C-bills and 30% XP on all hero and special mechs.

Edited by Elizander, 21 January 2021 - 04:08 AM.


#269 LordNothing

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Posted 21 January 2021 - 05:37 AM

View PostElizander, on 21 January 2021 - 04:07 AM, said:

You can also take note of which inferior variants are not owned by a majority of your paying players and upgrade them with better hard points and quirks. This is an even lower hanging fruit than making a new one. Much lower if you just do a quirk pass. Combine it with a release of an (S) version with 30% more c-bills.

Also phase out Champion mechs and just have a consolidated bonus of 30% C-bills and 30% XP on all hero and special mechs.


im cool with this. the 30% xp is useless once the mech is mastered. i mean you can use it to grind gxp slightly faster, but thats become a second line currency now that gsp is flying around everywhere. its faster to wait for events than to grind it (fp also has this problem with its rewards system).

you could also add a new bonus or items that lets you grind mc, all be it slowly. paid content only.

#270 Alphawolf

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Posted 21 January 2021 - 07:16 AM

UrbanMech UM-R68- The Beagle Active Probe, ECM, TAG variant. Weapons are 1 subnose PPC, small laser, and a small pulse laser. Suppose to have advanced jump jets so let it carry a total of 7 jump jets. Give it 5 energy hard points and a quirk for -10 jump jet heat. Armor bonus same as the other variants or little less. Maximum engine 180. Any other quirks maybe -5% energy heat and +5% range.

#271 TubbyToast

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Posted 21 January 2021 - 08:04 AM

Timberwolf with 315xl

#272 Butter Boy

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Posted 21 January 2021 - 08:09 AM

I'd just like to echo others saying that more optimized hardpoint loadouts on lesser used or weaker chassis are going to be of better benefit to more people. Bonus if these lead to multiple 'optimal' loadouts that people can spend time min-maxing to their preference. PGI has shown they are capable of this with the sunspider and roughneck mechs. The variants dont need to have existed in lore- make them for this game based on how people play. Quirks for lesser used weapon systems would be less popular but might encourage people to play out of their normal habits. And on a personal preference- AMS on everything and more masc variants would be fun.

#273 Swamp Ass MkII

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Posted 21 January 2021 - 08:10 AM

Timer Wolf
A: Configured specifically for long range, direct fire combat, the A configuration of the Timber Wolfis armed with a pair of ER PPC's. These give the Timber Wolf the capability of stripping nearly two tons of armor off of an enemy 'Mech at extreme ranges. For close combat, the A configuration has three Medium Pulse Lasers, an ER Small Laser, and a Streak SRM-6 to find any weak points in an enemy's armor. Less missile hardpoints than the TBR-D.[/color]

Used by The Society's MechWarriors, this version of the Timber Wolf carries twin ATM 9 missile launchers with four tons of ammunition. Each arm carries an ER Large Laser and an ER Medium Pulse Laser. To maximize its battlefield utility it also carries a NovaCEWS in the center torso.[/color]

The Nova CEWS is a bit rougish. It is in fact designed as an active probe, and ECM. Would be nice to have that capability in the Tiber Wolf, ie: Mad Cat


Pryde (Hero): A non-standard alternate configuration of the Timber Wolf, this configuration was famously used by Star Colonel Aiden Pryde. The primary long range weapons are a pair of ER Large Lasers which are backed up by a pair of LRM-20's for long range combat. For close combat, two ER Medium Lasers are carried as well as an ER Small Laser. The Pryde Configuration also mounts four Jump Jets making it highly maneuverable. (Basically a prime with JJ's...)

Bounty Hunter: The first custom configuration used by the infamous Bounty Hunter of the time of the initial Clan Invasion, it mounted a Large Pulse Laser and a Medium Pulse Laser in each arm. It also had a Medium Pulse Laser in both the left and right torso with a Clan Light TAG in the center torso. A Light Active Probe, ECM Suite, and a Targeting Computer provided stealth and increased accuracy. (This is a TBR I would love to see)

Maddog (Vulture MkII)
B: The most noted feature of the B configuration is the addition of four Jump Jets in the legs, allowing greater flexibility during fire-support missions. Its weaponry and equipment includes a pair of side-torso mounted LRM-20s, arm-mounted ER Large Lasers, and a pair of ER Medium Lasers in the center torso. Two additional Double Heat Sinks help in managing heat levels.

Maddog (Vulture)
D: This variant uses a pair of ATM 12's that are powerful at all ranges. It also uses paired ER Medium Lasers Medium Pulse Lasers, and ER Small Lasers. An extra heat sink helps to keep heat levels under some control. Yes, I know a D exists, however, the MDD-D in MWO is more like a MDD-B, and the above is the correct configuration of the MDD-D.

Ok, that's all I feel like posting at the moment. Time to go shoot ****, or die trying...

Edited by Swamp Ass MkII, 21 January 2021 - 08:25 AM.


#274 Enamillion89

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Posted 21 January 2021 - 08:22 AM

**Please add these variants to the already existing mechs**!!
  
Medium:
CN9-D9
(This Variant is the only Centurion variant that comes equipped with Jumpjets)
CN9-D3D
(This Centurion come with MASC, and run at speeds of up to 129.6 kph
Heavy:
Thunderbolt (could you please lengthen the stubby legs on the Thunderbolt design?
They look alot like chunky tree stumps. Almost as if That mech were "forced" to a certain height).
NCT-F. (With ECM+ Jump-Jets)
This Nova Cat Variant would be a fantastic addition to the Nova Cat variants because the mech itself is rather wide and bulky. Having ECM and possible STEALTH armor would give it some form of survival .
Assault:
ZEU-6Y
This Zeus Variant has high shoulder mounted weapons, instead of the energy weapons located in the torso, they placed the energy weapons over the right shoulder. This would give an older variant a possible way to fight to the top.
KDK-V1(clan)
This variant has 2 missile launchers LRM-20, 1 Type X "Short Bow" launcher LRM-10, 1 Clan Mk. VIII ER PPC and replaces the 8 Medium Lasers with 8 series I ER Small Lasers. This variant also adds jump jets to the design, allowing the 'Mech to jump over 90 meters.
  ** Personal Request**
   If possible, Please add more IIc mechs, and Totem mechs of the clans. (like the Cave Lion, Sphinx, the Raptor II, Ghost and the Hatchetman *there are so many variants for the Hatchetman..
one last request, Centurion Omni-mech*).

View PostUPnADAM, on 16 January 2021 - 09:37 AM, said:

PLEASE PLEASE PLEASE make a good zues variant.

The Zeus I reccomended has 2 shoulder mounted weapons (alot like the Blood Asp).

Edited by Enamillion89, 22 January 2021 - 09:08 AM.


#275 Remover of Obstacles

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Posted 21 January 2021 - 08:53 AM

Dire Wolf Alt. Config. C The C configuration is configured to be highly mobile and flexible. The Dire Wolf C can jump up to ninety meters. The primary weapons carried are a pair of ER PPCs. These are supported by two new ATM 6 launchers which are capable of firing missiles that are intended for short, intermediate, and long ranges. The C configuration also carries four Medium Pulse Lasers and a single shot Streak SRM-4 launcher. The direct fire weapons are all linked to a Targeting Computer, increasing their lethality, and the C configuration is protected from enemy electronic warfare equipment with an ECM Suite. More and more DWFs are sitting unused since the Kodiak, Blood Asp, and Mad Cat MK II came along. Dire Wolf has pretty much been reduced to being used as a AC2/LBX2 boat with the Hero Variant. It is prey to lights and mediums with its poor agility, bad hit boxes, and armor density (armor points per surface area of hit boxes) of dollar store tissue paper. ECM would give it a chance to survive the being of the match and open up options for viable builds.
PGI customers will actually be interested in the DWF-C.

#276 Tongo Rad

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Posted 21 January 2021 - 09:45 AM

More Commando! This mech is the most fun to play, and it would be great to see variations in terms of hardpoints and ballistic weapons.

Stealth versions of the Vulcan and Firestarter would be fun to play and challenging enemies to fight.

A Firestarter with improved handling of flamers. One that can withstand its own heat generation, and carry a meaningful weapon that does damage and, therefore, generates points.

Edited by Tongo Rad, 21 January 2021 - 09:46 AM.


#277 Jack Shayu Walker

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Posted 21 January 2021 - 10:29 AM

Hey! While I'm suggesting new variants for the shadow cat that provide more hardpoints, the new IlKhan loadouts by catalyst have given us the...

Shadow Cat D: The Shadowcat D makes big contributions to the Shadowcat's hardpoint options. Only add this monster to the game if you want to start seeing a lot more Shadowcats, fair warning. First we've got a left arm with 2 energy hardpoints, easy peasy to model--just take the 1B1E right arm model and swap the ballistic for the classic energy mount the shadow cat used to have before the 1B1E variant came out, then mirror it over to the left side.

Second, and this is the big one, the shadowcat D's left torso contains both 2 energy and 2 ballistic hardpoints! Should be pretty easy to model, just replace one of the triple ballistic left torsos ballistic hardpoints with an energy hardpoint (probably the top one) and add the classic right torso peak energy hardpoint to the left side. Not a bad trade for ECM right?

Stock Hardpoints:
Right arm: 1E (ER Large)
Right torso: 1M (Streak-6)
Left torso: 2E, 2B (Medium Pulse, ER Small, 2 cMGs
Left arm: 2E (2 Medium Pulse)

Pretty Pretty PleasE?

#278 Swamp Ass MkII

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Posted 21 January 2021 - 11:27 AM

Sitting here thing about it... One of the mechs that needs a new variant to make it better suited as it almost sucks as is, is the Black Lanner.

Remove the missile hardpoints in the ST's, replace with Energy, and/or ballistic. I would love to run this thing around like it's a damn PIR, or something.
Quirking for MG"s rate of fire would be nice, as all the BL's have laser and missile CD's as is. Would be nice to have one set for MG's, or HMG's.

#279 Zimm Kotare

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Posted 21 January 2021 - 11:40 AM

View PostJack Shayu Walker, on 21 January 2021 - 10:29 AM, said:

Stock Hardpoints:
Right arm: 1E (ER Large)
Right torso: 1M (Streak-6)
Left torso: 2E, 2B (Medium Pulse, ER Small, 2 cMGs
Left arm: 2E (2 Medium Pulse)

Pretty Pretty PleasE?


You're my new favourite person.

#280 Jack Shayu Walker

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Posted 21 January 2021 - 01:32 PM

View PostZimm Kotare, on 21 January 2021 - 11:40 AM, said:

You're my new favourite person.

Posted Image

Another Scat enthusiast I see.





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