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Mwo Intel Gathering: Battlemech Variants


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#81 Cmd Macross

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Posted 16 January 2021 - 01:46 PM

Dear PGI,

after 3 Houres of consulting the Sarna Database and multiple Techreadouts i´d like to come up with the fallowing sugestions:

1. Urbanmech IIc
2. Commando IIc
3. Granddragon
4. Supergriffin 60t
5. Thunderbolt IIc 70t
6. Locust IIc 25t
7. Blackhawk KU 60t (IS Omni- maby safe it for later)
8. Shadowhawk 2H (C)


For the beginning i concentrated on Mechs that are allready part of the Game. Not all of these Mechs justifiy their own pack of three Variants. But i like the Idea of the Urbanmech IIc as an Urbie Heromech (Same goes with the Supergriffin).

"What do they add" you ask?!

Mostly my Suggestions are Mechs that are somewhat in the game but use the Tech of an opposing Faction (Blackhawk KU = 60t Nova with IS Tech). I can see a lot of Players excited getting their Hands on a Shadowhawk with Clantech.
None of these Mech appear to be "Gamechangers" to me, but they add some new Flavors. I´m not shure if all these Mechs can be implemented without remodeling the Chassis, but i´d love to see every single one of them.

What I also like to see is an AC20 capable Zeus Posted Image


I´ll save Suggestions that include brand new Chassis (like the Phoenixhawk IIc or the Mackie) for later discussions!

Edited by Cmd Macross, 17 January 2021 - 06:08 AM.


#82 Lexandro Wolf

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Posted 16 January 2021 - 02:35 PM

I’m trying to write ones that are already in the game by default, and no one has written them before me (Dire Wolf C, Blood Asp E, Nova Cat F, Huntsman H, Urbanmech IIc, ect.).

First:

Fix weapon's stats! Range, damage, ect. (exp, ATM does not have minimum range!!!, the clan ER PPC's dmg is not 10/5, it is 15, some IS AC & Gauss have minimum range, ect).

Fix it the Dire Wolf weapon points in the torsos. This point are on the Mech' top, not inside in the torso.
Look: https://www.sarna.ne...ries_Daishi.jpg

After this, you could make the DIre Wolf hero: The Widowmaker!!!
This 'Mech has 1-1 ER PPCs and Large Pulse Lasers in the arms, a single UAC-20 in the RT, two ER Medium Lasers in the CT and one ER Small Laser in the head.

RA: 2 Energy
LA: 2 Energy
RT: 1 Ballistic
LT : N/A
CT: 2 Energy
H: 1 Energy

Dire Wolf H:
This config is a deadly mariagge of the Gauss and the Heavy Large Laser. Both arms have 1-1 Gauss Rifle and Heavy Large Laser, 1 Medium Pulse Laser in the RT, 1 Flamer in the head. This 'Mech has a Targeting Computer (7 tons) in the LT.

RA: 1 Ballistic, 1 Energy
LA: 1 Ballistic, 1 Energy
RT: 1 Energy
HD: 1 Energy


You can make the another Hero: The Wolfhound IIc.
This 'Mech looks like a normal Wolfhound, but it has a clan technology. It was Phelan Kell's unique 'Mech in the Clan Wolf.
You can make it easly. :)

This 'Mech has a single ER Large Laser in the RA, 3 Medium Pulse Laser in the torsos and one ER Medium Laser to back side, one ECM in the head, XL 210 engine.

H: ECM
RT: 1 Energy
CT: 2 Energy
LT: 1 Energy
RA: 1 Energy
LA: N/A

Nova Cat E:

This variant has 4 ATM-9 missile in the arms, and a single Large Pulse Laser in the CT.



Timber Wolf "Pryde":
This variant was Aidan Pryde's unique 'Mech on Tukayyid. And he died in it. The 'Mech carried 2 ER Large Lasers and 2 ER Medium Lasers in the arms and a single ER Small Laser in the CT, 1-1 LRM-20 each torsos, and 4 jump jets in the legs.

RA: 2 Energy
LA: 2 Energy
CT: 1 Energy
RT: 1 Missile
LT: 1 Missile
RL: 2 Jump Jets
LL: 2 Jump Jets

Annihilator C:
This 'Mech looks like a normal Annihilatos, but it has clan tech: 4 UAC-10, 4 ER Medium Laser and a standard 300 engine, Endo Steel.

RA: 1 Ballistic, 1 Energy
LA: 1 Ballistic, 1 Energy
RT: 1 Ballistic
LT: 1 Ballistic
CT: 2 Energy

Annihilator C2:
It is The Annihilator: 4 Gauss Rifles, 1 ER PPCs, 1 ER Small Laser, standard 200 engine, Endo Steel...and clan tech of course. :)

RA: 1 Ballistic
LA: 1 Ballistic
RT: 1 Ballistic
LT: 1 Ballistic
CT: 1 Energy
HD: 1 Energy

Battlemaster BLR-4S:
This is an interesting variant, because it is also producted by the Clan Jade Falcon.
One Gauss Rilfe in the RA, 2 Small Pulse Laser in the LA, 1-1 Medium Laser and 2-2 ER Medium Laser in each side torsos ans one SRM-6 with Artemis IV FCS in the LT. Light 340 engine, Ferro Fibrous armour.

RA: 1 Ballistic
LA: 2 Energy
RT: 3 Energy
LT: 3 Energy, 1 Missile

Awesome AWS-9Q:
4 regular PPC, 1 Small Laser, 1 ECM, standard 240 engine.

RA: 1 Energy
LA: 1 Energy
RT: 1 Energy
LT: 1 Energy
HD: 1 Energy
CT: ECM

Marauder MAD-7D:
One of my favourite. Arms have 1-1 ER Large and ER Medium Lasers, RT has a RAC-5 with 2 tons ammo, LT has a Targeting Computer (6 tons) and the CT has ECM. XL 300 engine.

RA: 2 Energy
LA: 2 Energy
RT: 1 Ballistic

Marauder MAD-9S:
Arms have 1-1 ER PPC and ER Medium Lasers, 1 Flamer in the Head RT has a LB-10-X AC with 2 tons ammo, LT has a Beagle Active Probe and the CT has ECM. Light 300 engine, Endo Steel.

RA: 2 Energy
LA: 2 Energy
RT: 1 Ballistic
HD: 1 Energy

Bushwacker BSW-L1:
Simple, but good. One ER Large Laser in the CT, one LB-20-X AC with 3 tons ammo in the RA. Light 275 Engine, Endo Steel.

RA: 1 Ballistic
CT: 1 Energy

Hunchback HBK-5SG:
Gauss Rifle, 2 Medium Pulse Laser, Stealth...and jump. I want it! :) (Light 200 engine, Endo Steel)

RA: 1 Energy
LA: 1 Energy
RT: 1 Ballistic
CT: ECM
RT: 2x Jump Jets
LT: 2x Jump Jets

Locust IIc:
I dont know, why it is not in the game yet...see the variants:
1: 8 ER Small Laser in the arms, 1 Medium Pulse Laser in the CT.
2: 4 Streak SRM-2 in the arms, 1 ER MEdium Laser in the CT.
3: 2 Small Pulse in the arms, 1 ER Large Laser in the CT.
4: 6 Heavy Small Laser in the arms, 1 ER Medium Laser in the CT and +2 Double Heat Sinks.
5: 2 ATM-3 in the arms, 1 ER Medium Laser in the CT.

All version have Endo Steel, Ferro Fibrous Armour and standard 200 engine.

Commando IIc:
1 SRM-6 in the CT and it has 3 SRM-4 (RA, RT, LT), 2 tons SRM ammo. LA has 2 ER Medium Lasers. Standard 150 engine, Endo Steel.

I left one more important thing at the end. Enable critical transfer of weapons. The bottom line is that certain weapons can "extend" to adjacent locations. If this works, it can be, for example, with a King Crab 2 LB-20-X AC.

After this, I have two more 'Mechs:

Atlas AS7-S2:
It is one of the best Assault 'Mech in the board game: 1 Heavy Gauss, 2 ER Large Laser, LRM-15 with Artemis IVFCS, ECM. Light 300 engine. Each torso has C.A.S.E. system. The Heavy Gauss Rifle is in the RT, and 2 crit in the CT.

RA: 1 Energy
LA: 1 Energy
RT: 1 Ballistic
LT: 1 Missile, 1 ECM

Hunchback HBK-5S:
The flying LB-20-X-AC (4 tons ammo in the LT) with 2 Medium Pulse and 1 Small Laser, 4 Jump Jets, standard 200 light engine, Endo Steel,LT has C.A.S.E. system. The LB-20-X AC is in the RT, and in the RA (1 crit).

RA: 1 Energy
LA: 1 Energy
RT: 1 Ballistic
HD: 1 Energy
RL: 2 Jump Jets
LL: 2 Jump Jets

Thank you for reading through, if you are interested in further suggestions, then you will know my email address. :)

Edited by Lexandro Wolf, 16 January 2021 - 02:38 PM.


#83 Bridgebuilderbongo

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Posted 16 January 2021 - 03:15 PM

It would be nice to some randomness in the maps. If I remember correctly, the quick-play feature does this in MW5. That might help to actually give the scouts a job...find a defensible location.

A capture the flag variant might be fun as a variant to incursion, 5 flag captures wins. Turret count doubled and randomized with the type laser or ballistic, maybe missiles too. Automatic respawn after a 20 sec penalty so it doesn't turn into just a death match and flag captures give big c-bill bonus and xp to incentivize. Once a mech has the flag the location is visible on all the maps. Not sure....just spit-balling.

I think for domination the yellow circle should be randomized to the left or right as well as the center to change up the tactics a bit.

On incursion, Wall mounted turrets that help to engage out into the main engagement area not just the inner cordon. I like the idea of vehicles in the inner cordon.

small defense emplacements might add some interesting game play on bigger maps. At the start of the game they can be neutral and captured to add firepower. think of three small neutral bases across the centerline of a medium to large map. Each base will have either an air control tower, radar, or jammer. at the corners there can be turrets on each corner to make it more difficult to take.

Hopefully there is something in there that makes sense or doable.

#84 ccrider

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Posted 16 January 2021 - 03:40 PM

AS7 -A because an Atlas with D level armor quirks and 6 srm 6's would be a goddam blast to roll around in.

#85 xAndy199

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Posted 16 January 2021 - 03:40 PM

View PostM5000, on 16 January 2021 - 10:43 AM, said:

Hey all, been playing since just after beta, just never post on the forums, but I figured this is important enough to make me come out of my hole. Love this game and definitely want to take part in this discussion.

I honestly want only a single variant to be added to the game, and it is something I have wanted since I bought my first CPLT-K2 for my first mech when I started the game:

An arm-ballistics Catapult, possibly with ECM. The Catapult CPLT-B2.

Imagine this:
Give it a single ballistic slot in each arm, give it an energy in each side torso, and two energy in the CT. ECM would go in one of the side torsos. No Jump Jets. No AMS hardpoint. Basically a slightly inverted K2 with an ECM hardpoint. Give it the same engine cap as the K2 as well.

For quirks, give it the same durability quirks as all the Catapults and perhaps give it a slight help on heat and range. This might even need to be cinched down to ballistics heat and range only. ECM makes it already very powerful. Or, perhaps the only weapon quirk it gets is something very specific like UAC/10 heat gen or cooldown.

By now, I expect that I have angered at least a small portion of the community to even think of suggesting such a slap in the face to the traditional ethos of the Catapult, but, I assure you that I have put more thought into this build than I perhaps have put into anything else in the last few months.

Some questions may be arising as well, here is what I believe might be floating around in the minds of whoever is reading this, and some that I have already been asked when discussing this idea in the past with other players:

Isn't this just a Jagermech with extra steps?
Perhaps it is. However, the Catapult in my opinion is a much prettier mech with a similar role albeit typically with different weaponry types. It also adds what I believe is the final missing puzzle piece to an extremely strong and versatile platform to begin with. Besides, the Jagermech will do most of these builds better. Something does not always have to have purpose to be considered fun or good. After all, the community will absolutely find any good build there is to find on a mech.

Feature creep! Hardpoint creep! OP!
I really don't think it's overpowered. The Catapult is a fairly fragile mech. Perhaps a 3/5 on the tankiness scale. Ballistic weapons require face time. This will suffer the same drawbacks as the K2 and Jester, and frankly, any Cat that decides to NOT run LRMs. Perhaps you believe the ECM will counter a lot of this, and you might be right, but keep in mind that this variant would not be allowed to carry the same ballistics loads as the existing two ballistic Cats. The C2 and K2, if they are running ballistics, are usually running large, heavy ballistics that take up the whole torso. Think single HGR, dual LB20, dual AC20, etc. Otherwise, they're running the smallest of the small ballistics like MGs or 2-class ballistics. Those builds are self-nerfing by simply having the ballistics lower in the torso mountpoints. If you were to give the Cat arm ballistics, that immediately eliminates HGR and LB20. You could possibly squeeze dual UAC20 or dual AC20 but the tonnage remaining after doing so forces a small engine and sub-optimal ammo. You see, on the K2 and C2, to run big ballistics builds, the arms usually are stripped to get tonnage. On the B2, you would be forced to run arm armor to keep your guns. The absolute heaviest thing I could see being practical on such a mech is dual gauss, but even then only barely, and you'd likely have to sacrifice the ECM to make it viable ammo-wise, unless you wanted to be very slow, which, at that point, go run a Thanatos 5S. If you wanted to go even further. And besides, the Achilles' heel of ANY Catapult (and any experienced player will know this) is the big, easy to hit arms. It also would lack any JJ capability removing the ability of this to supersede anything as a poptart mech.

This is not even close to something that should exist in-universe!
This is again where I disagree. The Catapult is historically somewhat of a ragtag mech that is made to work in a role because, well, that's what's available. Who's to say a band of mercs didn't toss some ACs onto a broken K2 arm and call it macaroni? One of the primary rules of building a Catapult is that there are no rules! You are only limited by what you can stick on the thing! The Catapult has no shame. It has no predisposition. It is whatever you make it, and I think this variant would perfectly cap off the already well-rounded stable with the pinnacle of this whole philosophy.

We already got a new Catapult when MW5 came out!
Yes, and I want another, and if you pitched this idea to the average player, they probably would too. The Catapult is a beloved mech by many, it's iconic in lore, and would be the perfect platform to expand on and have it fill nearly any role somewhat competently. We all love the Catapult, especially when it's not running LRM builds. As a pilot, it's simple and easy to drive with easy to understand hardpoints and hitboxes, as an enemy it's fearful for the weapons load it can bring, but still possible to kill as we know where the weapons are stored. It's been around, it's a mech we all understand, and I think it's deserving of being one of the most versatile IS platforms in the game. This build would simply magnify that to what I believe would be the pinnacle of the Catapult.

In short, I envision this as an optimized version of the dual 10-class ballistic build that many players are running on the K2 these days. Give them ECM for the tradeoff of making their main, good-hardpointed weapons easy-ish to knock off. This build would take the Catapult platform to its logical conclusion and give us a truly versatile chassis for any role imaginable. There would be a Catapult for anyone, and a Catapult for everyone.


I'd add a hardpoint for SRMs in the CT, would be funny.

I have a K2 with UAC/10s in the side torsos, I call it the "Assault Gun", so this would basically be the same thing with better short-range capabilities due to the improved "gun depression". It's a videogame, therefore I welcome meme builds and something like downgrading to AC/5s while beefing up the "backup" weapons, like a large laser and the aforementioned 1 missile hardpoint.

Edited by xAndy199, 16 January 2021 - 03:53 PM.


#86 reddeadeye

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Posted 16 January 2021 - 03:43 PM

I would suggest the Bounty Hunter Timberwolf:
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. BV (1.0) = 2,393 BV (2.0) = 2,829
https://www.sarna.ne...r_Wolf_(Mad_Cat)#cite_note-BDTBH-29-24

It would breathe new life into the chassis. I would have preferred a Linebacker with ECM, but such a vehicle doesn't exist.
The ECM could go into either torso:

#87 Bowelhacker

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Posted 16 January 2021 - 03:48 PM

It's really kind of sad to see threads like this so full of enthusiasm and bursting with ideas, only to know that PGI isn't likely to do **** about any of it.

#88 Nelos Kniven

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Posted 16 January 2021 - 03:49 PM

I would love to see most things that have been suggested already. Probably my top three favorites would be the "Suburbanmech" which is an all energy Urbie, the Grand Dragon, and the Atlas with ballistics in both torsos.

The one thing I would like to add would be a variant of Gargoyle with MASC. I'd probably make it left torso mounted, so you have to choose between that and extra hardpoints, then for the loadout put a right arm 2x SRM6 and left arm LB10X AC. 2 tons of ammo for the SRMs and 2 tons for the LBXAC, plus either a CT small laser or an extra half ton of armor past stock.

#89 FupDup

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Posted 16 January 2021 - 03:51 PM

I missed a Linebacker variant earlier:

LBK-F: 1 missile per arm, 2 missiles in left torso, 1 missile in CT, 1 energy in right torso. Basically it lets you boat more missiles on the Linebacker. Only issue is swapping out the Improved One-Shot Narc Launcher with something else (can't use regular Narc because that's 0.5 tons heavier and needs ammo too).

View PostGr Armpit, on 16 January 2021 - 03:49 PM, said:

The one thing I would like to add would be a variant of Gargoyle with MASC. I'd probably make it left torso mounted, so you have to choose between that and extra hardpoints, then for the loadout put a right arm 2x SRM6 and left arm LB10X AC. 2 tons of ammo for the SRMs and 2 tons for the LBXAC, plus either a CT small laser or an extra half ton of armor past stock.

Omnimechs can only use MASC if it is hardwired into the base chassis. Since the other Gargles variants lack it, no future variant can ever equip it.

#90 FupDup

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Posted 16 January 2021 - 03:56 PM

Oh, and the Mist Lynx MLX-P: 4 energy per arm. Lets the MLX do something other than MG spam.

MLX-H: 1 missile and 1 AMS in the left arm, 3 energy in the right arm. Also increases the laser capabilities of the MLX but not nearly to the same extent as the MLX-P.

MLX-F: 4 energy per arm and ECM in the right torso. Lets the MLX spam lasers instead of MGs and also lets it use ECM without crippling its firepower.

MLX-E: 1 missile in the left arm and 4 energy in the right arm. Another laser spam variant but only on one arm.


TL;DR: The MLX-F would be the best choice for MWO addition by far.

Edited by FupDup, 16 January 2021 - 03:59 PM.


#91 FupDup

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Posted 16 January 2021 - 04:02 PM

Stormcrow SCR-E: 1 missile and 1 energy per arm, 2 energy per side torso. The SCR is a mech that has kind of fallen out of favor so this gives it a nice little jolt of power without getting too crazy.

#92 Pit Wolf

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Posted 16 January 2021 - 04:03 PM

When it comes to variants of existing mechs, there's one variant that popped into my head:

Huntsman H - ECM, AP, TC, 7 Energy points, 6 external DHS

#93 Here comes BarHaid from 3025

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Posted 16 January 2021 - 04:05 PM

Another vote for the “Grand” Dragon upgrade 3025 era, as well as the full line of official Grand Dragons.
Also the Challenger variant of the Charger.

Oh! Bring on the Wolfman too!!
Thanks!

Edited by Here comes BarHaid from 3025, 16 January 2021 - 04:22 PM.


#94 xAndy199

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Posted 16 January 2021 - 04:06 PM

View PostBowelhacker, on 16 January 2021 - 03:48 PM, said:

It's really kind of sad to see threads like this so full of enthusiasm and bursting with ideas, only to know that PGI isn't likely to do **** about any of it.


View Postreddeadeye, on 16 January 2021 - 03:43 PM, said:

I would suggest the Bounty Hunter Timberwolf:
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. BV (1.0) = 2,393 BV (2.0) = 2,829
https://www.sarna.ne...r_Wolf_(Mad_Cat)#cite_note-BDTBH-29-24

It would breathe new life into the chassis. I would have preferred a Linebacker with ECM, but such a vehicle doesn't exist.
The ECM could go into either torso:


I would prefer Sarna purism not to hold MWO and PGI back, especially since MWO/5 are what actually keeps any blood flowing into the universe. Slapping an "apocryphal" label on everything from MechWarrior games and threatening to delete the information from Sarna completely is kind of a disgrace on the purists' part. Same thing here as with Cyberpunk 2077 - that game may have had a controversial launch, whatever the objective merits (haven't played it myself), but Cyberpunk as a universe will now get attention from talented graphical artists if nothing else. In this spirit, MWO's art style that tries to 'sensibilize' the mechs' appearance is an upgrade for the BattleTech universe as a whole.

What I don't like is that this whole thread will get dominated by purists lecturing everyone about what hardpoint combos and extra equipment is permissible or not (as if hardpoint limitations existed in the original board game). Some are already doing just that.
Thus I fear this thread will devolve into a landfill of no use for PGI.

#95 Audacious Aubergine

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Posted 16 January 2021 - 04:21 PM

Someone remind me, have they already put the SLDF variants for relevant chassis into the game yet?

#96 Sereglach

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Posted 16 January 2021 - 04:22 PM

Just a few IS ones off the top of my head that I'd particularly like to see. Honestly, there aren't a lot of missing variants that can't be replicated via variants we already have. I'm sure there's more than I'm listing, but these are the most glaring ones that came to mind. Sadly, some of these will be made more viable with tech we don't have in game, but should still be serviceable with decent quirks, nonetheless.

Commando:
COM-1C - 2B in RA, 2E in LA, 1 AMS in RT. This adds a ballistic variant to the venerable Commando, the only 25t chassis the IS currently has. There are very few ballistic chassis among these weight classes, anyway. The Commando is already pretty heavily quirked, and this chassis would be no different with limited hardpoint space. However, it could become a pretty respectable variant if we ever got Mech Rifles, and a RAC/2 would be nice on it.

Urbanmech:
UM-R80 - 2E in RA, 1 AMS in RT, 2E + 1ECM in LT, 2E in LA. A pure energy Urbanmech that comes stock with BAP and ECM. Keep the weapon hardpoints light and allow the mech to utilize heavier weapons and extreme quirks for it's size, as flavored with the chassis. "Improved" Jump Jets are easily implemented as just giving it 4 JJ stock.

Firestarter:
FS9-P - 2E in RA, 1M + 2E + 1AMS in RT, 1M + 2E in LT, 2E in LA. For a Firestarter, it is a stark contrast to the rest of the traditional variants in the lineup. It has missile hardpoints and no CT energy hardpoints. While it'd be amazing if we had inferno rounds to use with this variant (typical loadout in lore), it's still a unique version of the mech that we don't have in game.

Phoenix Hawk:
PHX-4L - 2E + 2B in RA, 1ECM in RT, 1 AMS in LT, 2E + 2B in LA. This is a more "jack of all" type Phoenix Hawk with jumping, ECM, Stealth Armor Stock, and a modest amount of hardpoints for some variety in energy and ballistic builds.

PHX-3D - 2E + 1AMS in RA, 1AMS in RT, 1AMS in LT, 2E + 1AMS in LA. The Phoenix Hawk was one of the few IS mechs that had a lot of variants mounting AMS stock. Why not take one of the earliest variants to do so and load it up with AMS hardpoints for something truly unique within the IS . . . a 4AMS nimble jumping mech to provide a mobile AMS umbrella for their team? In compensation, the weapon hardpoints are kept light.

King Crab:
KGC-010 - 2B in RA, 1E + 1M in RT, 1AMS in CT, 1E + 1M in LT, 2B in LA. This is something we just don't really have, a symmetrical King Crab. It's a great variant with a solid default payload. Give it some flexibility for ballistics in the arms, but you can keep the hardpoints more restricted in the torsos if necessary just to facilitate ease of MWO dynamic weapon appearances. Also, we don't have the tech for a KGC-009, but this allows a similar hardpoint layout . . . just no ECM or arm mounted energy hardpoints.

KGC-009 - As cited above, the tech isn't there, but I'm still throwing this out for PGI to create a "009P" variant to get something unique within MWO for the KGC if they don't want to do the 010.

#97 FupDup

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Posted 16 January 2021 - 04:32 PM

Blood Asp BAS-E: 2 missiles per arm, 2 energy per side torso, 2 JJs per leg.

This variant is a triple-whammy that lets the Blasp use JJs without affecting its torso weapons, have an additional energy weapon in the right torso (you only get 1E there right now and you have to pay for the hero to do it), and boat more missiles via the arm hardpoints.

Edited by FupDup, 16 January 2021 - 04:35 PM.


#98 3RoyalStar1

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Posted 16 January 2021 - 05:07 PM

Yeah blood asp E sounds cool

#99 Hawk819

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Posted 16 January 2021 - 05:10 PM

Forgot to say, Hellbringer C

LA- ERs Large and 2 Small Lasers
RT - LB-x AC/20
LT - 2 ER Mediums
RA - ATM 6

#100 Betrax

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Posted 16 January 2021 - 05:36 PM

Gaijin pls buy it pgi XD

Edited by Betrax, 16 January 2021 - 05:39 PM.






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