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Mwo Intel Gathering: Battlemech Variants


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#41 Bishop Steiner

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Posted 16 January 2021 - 06:40 AM

View Post6yxapb, on 16 January 2021 - 06:25 AM, said:

I want to see adequate mech model of daishi(make it looks not like a ugly barn), madcat mk2(make normal arms) - watch, how they look at MW4, models from mw4 way better.



Lol. Yeah. Not what's being asked.

Also pretty sure the Devs here have watched and played MW4 mate.

View PostKnight Solaire of Astora, on 16 January 2021 - 03:50 AM, said:

Posted Image this is better then Posted Image

please change the hard points of the dragon back to where it originally was this mech is basically worthless it only has arm weapons so if it loses its arm its a stick and its hardpoints are so low you cant peak vertically. this is one of those mechs that i was super excited to buy then started using it and got immediately sad and sold it matches afterwards. These are the experiences that drive Away new players and veterans away from what could be a great mech.

for the variant DRG-2YDragon] Yorioshi hero or champion variant



....

so the torso lasers and CT missiles aren't weapons?

#42 dario03

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Posted 16 January 2021 - 06:45 AM

View PostDustfire, on 16 January 2021 - 04:27 AM, said:

Existing Chassis:

UM-R90 Suburbanmech, it would be an entirely energy-based Urbanmech with a PPC replacing the autocannon mount in the right arm, a medium laser in each side torso, and a small laser in the left arm.

I know it wasn't asked, but I would love to see this mech added to MWO.

Firefly, it would serve a better purpose over the Jenner in being a stepping stone between the 20 tonner Locust / Flea and the 40 Tonner Cicada.


Other Urbie options.

R-50
Armless variant, just no arms at all. Maybe make it so that armor and structure is spread through the rest of the mech, making it the most tanky Urbie or give it a quirk where it has 0.5t more weight to use. Would also be the only Urbie with a ballistic torso hardpoint. Downside could be low hardpoint count, like 1-2B RT, 1-2E CT, 1-2E LT for 5 total.

R-80
ECM Urbie.

Oh and IIC variants :)

Edited by dario03, 16 January 2021 - 06:48 AM.


#43 Chillidoge

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Posted 16 January 2021 - 06:50 AM

New variants can get lost, how about some quality of life improvements for the game that I can barely get a match in nowadays?

How about you give us the ability to:

- queue for multiple game modes
- not have our screen blocked by a spinning circle while waiting to join a match
- have up to 4 man teams queue in group as well as quick
- have bots fill empty slots in matches

Failing that, how about we get some love on the below:

- can we get a fix for the years-old region select menu breaking after a match bug?
- any news on the crash on drop bug? Is it ever going to be addressed or fixed? If not fixable, can we get a confirmation?

Finally, I think this excerpt really says a lot about what to expect from PGI:

"Sell us on it, so we can sell it to the team!"
Yes, so you can then sell it on to us at inflated prices.

Until we get some actual development happening in this game, you aren't seeing much of my wallet.

#44 DrRockets

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Posted 16 January 2021 - 07:07 AM

These are the only ones I can really can think of atm are a Hellbringer-j and Maddog-j With 4 fixed JJ's in the legs like the ones from mechcommander gold.

#45 Pikachar

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Posted 16 January 2021 - 07:13 AM

AWS-9Q - ECM Awesome. It's essentially the 8Q but with ECM.
Hardpoints: I'd say swap out one of the energy slots in the left torso for the ECM slot. Also, probably boost the engine capacity to that of the 9M so that it can make use of it's "deceptively" large hit box with that torso twist.
WHY: It's an awesome. It's literally the most awesome mech of the game. Also it would bring some use back to it since nobody's "really" used these things since the Beta. On top of that, it was introduced in 3057, which we're just a tad past now.
Also, Recon Awesome

AWS-11R - Essentially the 9Q, but with a Light Gauss Rifle instead of some PPCs, and some other goodies.
Hardpoints: Swap out the Right Torso energy slots of the 9Q with Ballistic slots.
Why: Well, ballistic Awesome. Much like there are kind of "off" variants with the types of weapons usually mounted on them, the awesome hasn't had one of those and it could add some variety to what people do with them.
Note: I'm unsure as to what technology will ever make it into the game (supercharger, PPCs with capacitors, etc...). This mech comes with capacitor-PPCs as well as a Supercharger. If there's no intention to put those in the game (for whatever reason) reasonable substitutes could work (MASC, Light-PPC maybe?) It would still give the flavor of something new and... Awesome.

Posted Image

Edited by Pikachar, 16 January 2021 - 07:21 AM.


#46 Wildkard0201

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Posted 16 January 2021 - 07:24 AM

Not really on topic, but why aren't there better filters for finding a mech? say I want something with ECM, ams and jump jets. I have to look through each mech. Why can't I search for a light mech with those attributes and get a list of them, so I can easily buy that mech, or realize that it doesn't exist.

thanks!

#47 VonBruinwald

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Posted 16 January 2021 - 07:29 AM

View Postdario03, on 16 January 2021 - 06:45 AM, said:

Oh and IIC variants Posted Image


Good point, make it a "hero" variant. Urbie with clantech, but classify it as an IS mech for FW Posted Image

#48 Zulu211

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Posted 16 January 2021 - 07:45 AM

OK, if we're sticking to Lore; put a real version of the Bounty Hunter in. The Bounty Hunter II was a Timberwolf FFS.

If we're NOT sticking to Canon, ballistic arms in a Marauder. (see what I did there?)

This covers a lot of ground. The Marauder is a popular chassis, it would be a unique variant, it would be incredibly easy to do.

In summation, The Marauder is a very popular mech and there are lots of variants that aren't in game as of yet.

Black Marauder hero?

#49 Ricashbringer

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Posted 16 January 2021 - 07:58 AM

I would like to see Inner Sphere and Clan variants of the Jenner with either ECM or ballistic hard points. Being limited to energy weapons and missiles limits some of it's abilities in comparison to other light mechs, resulting in it being less popular on the battlefield except for die hards like myself.

#50 TheCaptainJZ

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Posted 16 January 2021 - 07:58 AM

Let's show some love to the original 8 chassis:

Commando (currently all variants have 4 hardpoints)
COM-4H -- 6 M 2 E. Will get way more hardpoints than existing Commandos, so give it a lower engine cap. However, the bloated hardpoints aren't a game breaker because you can't utilize them all because of tonnage, unless you go with oneshot-rocket launchers.
COM-7B -- 2 M 4 E and JJ. This would hands-down be the best variant, so don't add AMS and lower the engine cap.
COM-7X -- 2 M 3 E, though this could be entirely different since it's not cannonical.
COM-8S -- 2 M 2 E. MASC?

Please add a hardpoint to existing models as well or add quirks. The arm hitboxes are really big with weapons, so the Death's Knell definitely could use more armor there.

Jenner
JR7-F Jenner Smith (rename this?) 6 E, 2 in each arm, one in each side torso, no JJ. This is kinda a nerf so add ECM or something unique?
The other Jenners on Sarna weren't really anything we couldn't already build.
-------
JR7-"Kneecapper" 4 B 2 E. Two machine guns in each arm with a ton of ammo each, 2 Med Pulse lasers in CT, JJ, and XL 300.
-------

Hunchback
HBK-5H - 2E, 1B, 3M
HBK-5P - 8E, ECM
HBK-5S - 3E, 1B, JJ. I'd make this 3E, 2B, JJ.
HBK-7S - 2E, 2M, ECM, plus 300 XL. The fewer hardpoints should balance it against the rest of the line.

Centurion
CN9-D3D/D4D 2 B, 2E, 1M, MASC. Basically the same as the -D but with MASC. The D4D has a smaller engine. I choose to drop an M hardpoint as a sacrifice. You can make it go really really fast, but have no weapons, or not so fast and use MASC.

To make the Centurion better, I'd like to see it resized skinnier. All the pictures I've seen have it tall and skinny, not short and wide.

Dragon
DRG-N 2B, 1E, 1M. Could go 4B, 2 in each arm.
DRG-2Y 5E, 1M
DRG-1G Grand Dragon 4E, 2M
DRG-7K 4E, 1M, MASC

Catapult
CPLT-H2 3E 8M. Meant for rocket launchers, could look like a frankenmech. Not sure what the layout would be but you could do a couple things like use the PPC arm on one side and the Missile arm on the other. Could also have both as missile launchers but add a PPC barrel to one side. Maybe have 3 missile hardpoints in one arm and 2 in each torso, then put 1 energy in the other arm and 1 in each torso, or the center torso.
CPLT-K2K 6E. Drops the Ballistic hardpoints for energy and add an extra energy hardpoint in each arm.

I'll skip the 2 assaults since I usually don't play them. I didn't layout the exact hardpoints based on what data I found on Sarna, look there to see how to build it.

Just throwing some ideas out there. The Jenner variant I created there just gets back to it's role/title back in the day where it was backstabbing Atlases. Could be a Hero mech called "Backstabber," "Kneecapper," or "Ankle-biter"

@PGI, do you want us to provide exact configurations for proposed variants??

Edited by TheCaptainJZ, 16 January 2021 - 08:09 AM.


#51 TheCaptainJZ

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Posted 16 January 2021 - 08:02 AM

View PostWildkard0201, on 16 January 2021 - 07:24 AM, said:

Not really on topic, but why aren't there better filters for finding a mech? say I want something with ECM, ams and jump jets. I have to look through each mech. Why can't I search for a light mech with those attributes and get a list of them, so I can easily buy that mech, or realize that it doesn't exist.

thanks!

And tonnage! Why can't we sort by tonnage? Not really so important here, but playing MechCommander, that is the sort order used so that's what I'm familiar with.

#52 Orwolf

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Posted 16 January 2021 - 08:18 AM

Here is what I think is the best Mech Variant, and the one that is needed most.
The NEW PLAYER Mech.
During this months Vlog what was mentioned was what current player have bought, mech bays and bundles. Then Clanners needing love, followed by creating, problems with creating new content and patches.
Part of the road map and a good part of what the marketing depart needs to work on, more then selling current players mechs and content, is attracting new players. Understood that this is a niche market but I honestly believe the future of our game is the most important mech...the one with a pilot wearing a brand new [color=#4D5156]Neurohelmet in it.[/color]


[color=#4D5156]Just a thought[/color]

#53 Hawk819

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Posted 16 January 2021 - 08:30 AM

View Posttrajan331, on 16 January 2021 - 01:13 AM, said:



Linebacker-I and H(One with 6B slots and the other with JJ's)




Linebacker H is already in the game. However, I do share your views.

I would love to see all the E and H variants in the game, along with the following:

Dire Wolf C

FIRE MOTH. How many times do we have to keep asking for this `Mech? The Damned Flea is in the game, and so far, there has been no problems. Oh, yeah ALL FIRE MOTH VARIANTS. Sorry for the caps. I just can't stress it enough!

And by variants I mean: A, B, C, D, E, H, and K

Mad Dog D, and F (Though we don't have the HAG weapon system) the OmniPods would be addition.

Plus any other variants we never got when the Clans came into the game.

Seriously, I would love to see all the missing variants to fill in the gaps left over from the release. As well as the E/H variants and other variants that contain Heavy Lasers and MG's and a Machine Gun Array!

#54 xAndy199

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Posted 16 January 2021 - 08:52 AM

This'll be very apocryphal going by Sarna standards, but I think a variant of the Bushwacker that would break up the dual side torso autocannon meta would be nice.

What I mean is a variant that drops the side torso ballistic hardpoints in place of energy hardpoints.

The basic idea is to have one energy slot each for LT, RT and CT.

Then either twin ballistic slots in the right arm (a ballistic analogue to the P2) and the rest standard,
or a ballistic brace in the left arm like a ballistic analogue to the High Roller, and add the missing missile hardpoint on the right torso.

The point is to permit Bushwacker builds that retain strong energy weapon damage output as sticks.


Example (base build and min-maxed mods):

Variant - "twin ballistic right arm":
base loadout - AC/10 and HMG (RA 1 ton ammo each), 2x LRM5 (LA, LT) (1 ton of ammo), 3x medium pulse laser (LT, CT, RT)
mod 1 - 2x AC/2 (RA, 2.5 tons of ammo), MRM10 (LA) (1 ton of ammo) or 2x SRM2 (LA, LT), 2x medium laser (LT, RT), large laser (CT), light engine 250
mod 2 - 2x heavy PPC (LT, RT), large laser (CT), extralight 300, 12 double heatsinks

These builds can be played with the P2 or the High Roller, but then those energy weapons are stuck in very vulnerable arms.

The "ballistic left arm brace" alternative would support basically the same builds


The Bushwacker is an otherwise versatile mech, well-performing in good hands and very forgiving for newcomers. I think the chassis deserves a variant that encourages competitive builds other than twin AC/10 or twin RAC/5.

#55 BogartTheStingy

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Posted 16 January 2021 - 09:24 AM

Alt. Config. G
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.

Edited by BogartTheStingy, 16 January 2021 - 02:11 PM.


#56 Carl Hell

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Posted 16 January 2021 - 09:25 AM

this may be a bit more than cosmetic, but is imho also a low hanging fruit:
please enable IS omni-mechs ... there is a lore IS-nova, where you can even take the existing model and make it a bit bigger...

#57 SedentaryScorpi

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Posted 16 January 2021 - 09:25 AM

For this I'll just be going through each weight class and taking a look at 'mech classes without too many variants to show for them, and trying to see what I can come up with for them.

Light 'Mechs

The Spider! A solid 'mech known for it's astounding speed output and maneuverability- the 'mech only has 5 variants, all hailing from the 5th edition of the model. After scouring the wiki, I've come up with the SDR-7K. Although introduced a bit later than other models, I don't think it's so late as to not being possible.

The SDR-7K most notably provides an ECM hardpoint, and on the stock model- carries just two medium pulse lasers. While this does seem to fill the same role as the 5D, the ambiguity of the 7K could allow for ballistic hardpoints where it's missing laser ones, giving an ECM ballistic variation.
4-JJ
RT- 1E, 1 ECM
LT- 1E, 1 AMS
LA- 1B
RA- 1B

The beloved Raven is most notably known for it's ECM-mounted variant in the Turn-Based Strategy Battletech game. Or at least, that's how I first heard of it. The Ravens we have now don't have really any capability for longer range fire support, but this variant does have that capacity.

The RVN-3M sports more missile hardpoints in order to equip an LRM-15 in its' stock variant, and some quirks could cement it into this role. There aren't many fire support light 'mechs in the game, they're mostly all harassers, so this could be an interesting and unique addition.
LA- 2 E
LT- 2 M
RT- 1 M, 1 AMS
RA- 1 E



Medium 'Mechs.

I have never once seen a Kintaro in a quick play match. I just haven't. It's a, sadly, irrelevant 'mech with not much love from the playerbase. I think adding some much needed versatility to the 'mech would give it a much-needed revitalization.

The KTO-K is a lesser-known variant of the Kintaro which is built for a brawling and skirmishing role. The most significant addition to this variant is Jump Jets, which obviously increase the maneuverability of the 'mech quite a bit. It's an upgrade to the KTO-20, and the stock variant removes the LRM and Large Laser to upgrade the SRMs to Streak SRM-6s. Additionally, it comes with 3 ER Medium Lasers. This would provide what I believe would be an honestly fun experience with the Kintaro.

4-JJ
LA- 2 E
LT- 3 M
RT- 1 E, 1M
RA- 1E

I've also seen little use of the Vindicator as well, and it only has 5 variants to be obtained.

The VND-4L is a later edition of the Vindicator which comes with a Guardian ECM and Stealth Armor. The stock variant has an ER PPC, an LRM-5, and two medium lasers- one ER and one Pulse. It also has double heat sinks. Giving the Vindicator an ECM variant would allow it to transition into the sort of 'lone wolf sniper' variant its' design so eagerly wants it to do.
4-JJ
LA- 1E
LT- 1 M, 1 ECM
RT- 1 M, 2E
RA- 1 E

Heavy 'Mechs.

The Dragon has many issues keeping it from greatness, most notably its' awful central torso hitbox and vulnerable arms carrying the only solid weapon hardpoints on it.

The DRG-2Y, Yoroshi's personal battlemech during the Third Succession War Invasion of Galtor III is unique in that it removes all ballistic hardpoints of the other variants to give it only energy and missile hardpoints, this could provide an interesting long range sniper/fire support Dragon and solve the issue of it's hitboxes by just keeping the whole thing out of harm's way entirely. With some fancy quirks, it could be a force to be reckoned with.
LA- 2 E
LT- 1 E
CT- 1 M
RT- 1 E, 1 M
RA- 2 E

The Archer, while it's used plenty often, only has 4 variants. I think some sort of ballistic variant, although it doesn't exist in lore, with torso-mounted ballistic weapons either replacing or joining the missiles- just moving the missiles to the arms- could be pretty interesting, especially if it had quirks to sport.
LA- 1 M, 1 E
LT- 1 B
RT- 1 B
RA- 1 M, 1 E

Assault 'Mechs

Assaults, in my opinion, are in a pretty good spot in Mechwarrior Online at the moment. Almost all of them are viable, and they all have pretty unique roles and fill spot nicely in a trio of Lances. So these suggestions are mostly just that, suggestions based on what I think would be cool.

The King Crab. It's my favorite 'mech in the game, and while the KGC-005 is what many people are asking for, I personally think another variant would provide a much more unique role and perspective to the 'mech that the playerbase would enjoy.

The KGC-008 is a long-range fire support mech with a pair of Autocannon 2s and two Heavy PPCs located in the arms. Two Torso-mounted ER Medium Lasers are mounted as well, and the design keeps its' LRM-15. The unique part about this 'mech is it's also designed to support its' allies, with a Guardian ECM suite located in it's Torso as well. The maneuverability of this 'mech is nothing to be scoffed at either, as the thing can even equip Jump Jets, which would be the first of the King Crabs to do so.
4-JJ
LA- 1E, 1B
LT- 4 E, 1 AMS
RT- 1M 1 ECM
RA- 1E, 1B

Lastly, simply due to lack of representation, the Charger makes this list too. it's a very unique and beautiful assault mech known for it's namesake.

The CGR-2A2 is a variant of the Charger which sports a medium laser and five rocket launcher 10s, which means it has at least five missile hardpoints. This definitely gives the variant a unique role within it's model
LA- 1 E
LT- 2 M
RT- 3 M
RA- 1 E

Although this list is ALL Inner Sphere 'mechs, I think the existing clan 'mechs are all in a good spot, and rather than adding new variants of clan 'mechs they should just start adding entirely new clan 'mechs to the game, if possible.

And although you're not looking for entirely new models of 'mechs, I personally am a huge fan of quadrupedal 'mechs, and I do think the Scorpion, SCP, and the Goliath, GOL, would be nice additions and a good introduction to the world of quadrupedal 'mechs in Battletech, represented in MWO. Just a suggestion. Thanks for reading!

Edited by SedentaryScorpi, 20 January 2021 - 12:30 PM.


#58 UPnADAM

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Posted 16 January 2021 - 09:37 AM

PLEASE PLEASE PLEASE make a good zues variant.

#59 Gas Guzzler

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Posted 16 January 2021 - 09:44 AM

Wow, fun!

Okay here goes:

Marauder II - MAD-5C (this can be done on more than 1 variant)
LA: 2E
RT: 3B
RA: 2E

This hardpoint layout matches the MAD-3R and MAD-IIC-A. It would be be great to have a version of this in the 100 ton version, as the 3B in one torso gives you some nice options (3 RAC2, 3 AC5, 3 UAC2) with good ballistic convergence.

Marauder II - MAD-3P (made up variant)
LA: 2E
LT: 1B
RT: 2B
RA: 2E

This is like the other one but moves one ballistic hardpoint to the other torso. While this does allow you to do dual heavy gauss, that isn't that special since other chassis that will do the same thing. I am more interested in the ability to do something like 3 UAC5s in the torsos, like you can do in the MAD-IIC-A, in a Marauder-based chassis.

Highlander - HGN-694

RA: 2B
RT: 2E
LT: 2B

But no Jumpjets. Obviously this opens up some great loadout options (ballistics in two different spots for instance), but sacrifices jump jets.

HGN-738

RA: 2E
RT: 2B
CT: 1M
LT: 1M
LA: 1E
H: 1E

Retains 3 JJs. This variant adds a lot! Torso ballistic instead of arm, 4E hardpoints, honestly this one adds a lot!

#60 FupDup

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Posted 16 January 2021 - 09:52 AM

Adder ADR-E: 1 missile per arm, 2 energy per side torso. Gives more firepower to a sub-par mech that hasn't gotten any attention in a while.

Mad Dog MDD-D: 2 energy per arm, 1 missile per side torso, 2 energy in center torso. Lets players enjoy 2 CT lasers without needing to pay for the hero mech.

Huntsman HMN-H: ECM in the left leg (yes, really), 3 energy in the left arm, and 4 energy in the right arm. Admittedly the Huntsman is already a good mech so I suppose other variants should be higher priority, but it's still worth mentioning.

Cougar COU-F: 4 ballistics per arm, 3 JJs in left torso, 2 JJs and 1 missile in right torso, 1 energy in the head. Gives more hardpoints to one of the weakest mechs in the game and possibly allows it to pose some level of threat.

Summoner SMN-Q: 1 energy per arm, 3 missiles and 1 energy in the left torso, 3 missiles in the right torso, and 1 energy in the center torso. Gives a unique energy CT that the Summoner lineup lacks and also allows mega missile boating.

Summoner SMN-G: Same as SMN-Q but without the left torso energy. Same reasoning as above.

Hellbringer HBR-H: 1 energy per arm, 4 energy and 1 missile in the left torso, and 1 ballistic in the right torso. Yeah, this is definitely a power creep variant but it's worth a mention.

Warhawk WHK-D: 1 missile in left arm, 1 energy in center torso, 2 energy in right torso, 1 ballistic in right arm. Gives more options to a mech that is fairly specialized as it is.

Warhawk WHK-F: 1 energy and 1 missile in the left arm, 1 missile in the center torso, 1 ballistic in the right torso, and 1 energy in the right arm. Another way to add more options for the WHK.

Dire Wolf DWF-C: 1 energy and 1 missile in each arm, 1 JJ and 3 energy in the left torso, 1 JJ and ECM in the center torso, 1 missile in the head, 1 JJ and 1 energy in the right torso. Gives ECM to the Dire Whale. Another power creep variant.

Viper VPR-F: 4 ballistics per arm, 1 energy in each torso section. Makes the Viper into an anklebiter from hell.


Those are all of the Omni variants that I know of so far. I might get to listing regular Battlemech variants later if I feel like it.





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