As a faction, the Periphery is woefully under-represented. The Corsair is the only frankenmech we have, and there should be so many more! I propose the Wolfman to be our next kit-bashed entry into MWO.
From a design standpoint it fits between the Blackjack and the Rifleman; a double-arm mount ballistic in the high-end Medium rating. It has great variability potential; with two different engine sizes to start from, and even different arm styles if you want to make it truly horrendous!
And from a purely economic standpoint you are creating a new mech from established models (I hope!), so the actual development cost is lowered. It also gives you the chance to create more apocryphal lore designs!
https://www.sarna.ne...ogy_BattleMech)
What do you think, sirs?
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5 replies to this topic
#1
Posted 24 January 2023 - 10:25 PM
#2
Posted 24 January 2023 - 10:44 PM
I don't think this is a good idea.
Pros: Periphery lore (neat, but doesn't bring anything whatsoever to MWO gameplay)
Faster than a stock rifleman
Cons: A Jagermech Firebrand is just as fast and does everything else better and already exists in the game.
No Variants (MWO's sales model requires viable variants to work, the same reason we have no Hollander)
As for development, it will save in some areas, but I suspect actually lose out on others, depending on which way you try to go about it. Let alone the extra headaches and pitfalls that come with deviating from the pipeline (Looking at you, second set of Corsairs arms that I thought was a cool idea to make, and then it turned into the biggest headache ever). I thought about this a lot when trying to figure out if the Firemoth was something I could do on my own, and it really only went from wholely daunting to very daunting.
Also, I'm not trying to stop you, or discourage you, only stating my opinion. Love the 'Mechs you love, we all do it.
Pros: Periphery lore (neat, but doesn't bring anything whatsoever to MWO gameplay)
Faster than a stock rifleman
Cons: A Jagermech Firebrand is just as fast and does everything else better and already exists in the game.
No Variants (MWO's sales model requires viable variants to work, the same reason we have no Hollander)
As for development, it will save in some areas, but I suspect actually lose out on others, depending on which way you try to go about it. Let alone the extra headaches and pitfalls that come with deviating from the pipeline (Looking at you, second set of Corsairs arms that I thought was a cool idea to make, and then it turned into the biggest headache ever). I thought about this a lot when trying to figure out if the Firemoth was something I could do on my own, and it really only went from wholely daunting to very daunting.
Also, I'm not trying to stop you, or discourage you, only stating my opinion. Love the 'Mechs you love, we all do it.
Edited by confracto, 24 January 2023 - 10:46 PM.
#3
Posted 25 January 2023 - 01:02 PM
#4
Posted 25 January 2023 - 04:30 PM
rvn4x is poor dude's hollander.
#5
Posted 25 January 2023 - 06:17 PM
JediPanther, on 25 January 2023 - 04:30 PM, said:
rvn4x is poor dude's hollander.
Actually, there are 2 firestarters that are closer with side torso ballistic hardpoints. the FS9-H and Ember.
As well, all 3 of these feature more hardpoints than a Hollander would and higher engine caps.
The only thing that would make a Hollander viable against these is giga-quirking it.
Also one of the Assassin variants has perfect side torso ballistic mount just for something like this. Like someone knew Hollanders would never be a thing and made something else work the best they could
#6
Posted 25 January 2023 - 09:01 PM
confracto, on 24 January 2023 - 10:44 PM, said:
Cons: A Jagermech Firebrand is just as fast and does everything else better and already exists in the game.
No Variants (MWO's sales model requires viable variants to work, the same reason we have no Hollander)
As for development, it will save in some areas, but I suspect actually lose out on others, depending on which way you try to go about it. Let alone the extra headaches and pitfalls that come with deviating from the pipeline (Looking at you, second set of Corsairs arms that I thought was a cool idea to make, and then it turned into the biggest headache ever). I thought about this a lot when trying to figure out if the Firemoth was something I could do on my own, and it really only went from wholely daunting to very daunting.
No Variants (MWO's sales model requires viable variants to work, the same reason we have no Hollander)
As for development, it will save in some areas, but I suspect actually lose out on others, depending on which way you try to go about it. Let alone the extra headaches and pitfalls that come with deviating from the pipeline (Looking at you, second set of Corsairs arms that I thought was a cool idea to make, and then it turned into the biggest headache ever). I thought about this a lot when trying to figure out if the Firemoth was something I could do on my own, and it really only went from wholely daunting to very daunting.
Ah, but a Firebrand is ten tons heavier! Comparing Heavies to Mediums is comparing hammers to... smaller hammers. And I see the Variant issue as one of pure opportunity, just like the Corsair! Each iteration of the Wolfman is a different desperate attempt to keep a mech on the field.
I do see a use for it in MWO; It fits on the tonnage continuum that the Blackjack, Uziel (one variant anyway), Rifleman, and Jager occcupy. Gun arms with no elbows!
Also thank you so much for fighting that fight with the Corsair arms! That machine is silly in the best ways! (yeah, the development angle is based on zero knowledge of actual rigging and animation)
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