

Clan Omnipods
#1
Posted 16 February 2024 - 03:01 PM
#2
Posted 16 February 2024 - 03:07 PM
Edited by 1453 R, 16 February 2024 - 03:07 PM.
#3
Posted 16 February 2024 - 03:24 PM


Edited by OtterPlant, 16 February 2024 - 03:25 PM.
#4
Posted 16 February 2024 - 05:03 PM
#5
Posted 16 February 2024 - 05:07 PM
So you could take or leave JJ's mostly.
So, it wasn't really abused except with 1-2 variants of very few Clan mechs, and it wasn't as horrible as people make it out to be.
It actually made many interesting builds possible and variety makes for alot better gameplay overall IMHO.
Mechs didn't need ridiculous quirk buffs nearly as much, but balance was definitely leaning towards clan mechs being too powerful vs the state of IS mechs at the time.
And as you can't force the playerbase to play lore accurate Clan vs IS tactics, such as Clan war doctrine and generally using squads of 5 (Star) in a lance. Alot had to be changed for balance.
I think it was a poor choice to nerf all mechs because one or two were problems.
Although in Battletech LORE, legitimately Omnipods did have locked equipment for role deployment, build costs, repair costs, and all of the little background aspects that MWO does not translate from the TableTop rules.
Edited by Cyborne Elemental, 18 February 2024 - 08:04 AM.
#6
Posted 17 February 2024 - 03:30 AM
https://mwomercs.com...-20february2024
https://mwomercs.com...auldron-changes
Executioner EXE-B-C(LGD) gets: unique set of 2x ballistic arms; 1xJJ in each leg
Thank you MWO for listening to our suggestion for 1xJJ in each leg!

#7
Posted 17 February 2024 - 03:42 AM
#8
Posted 17 February 2024 - 05:32 AM
Like...why. Just use the ramps. if you're not gonna invest in enough jump capacity to JUMP, why invest in jump capacity at all? Not gonna lie, slicing half the jump capacity off the Sovereign makes it less appealing to buy, not more. Bleh.
#9
Posted 17 February 2024 - 06:04 AM
similar to that of the Viper Scaleshot Legendary Mech.
2x unique ballistic hardpoint arms (total 4x ballistic hardpoints!)
1x JJ per leg (total 2x JJ)
So one can swap in one or two Executioner legs from other variants (each with 2xJJ per leg) and still enjoy SO6 bonus.
Ditto for 2x unique ballistic hardpoint arms (total 4x ballistic hardpoints!); one can swap these in and still enjoy SO6 bonus!
Edited by w0qj, 17 February 2024 - 06:04 AM.
#10
Posted 17 February 2024 - 08:54 AM
1453 R, on 17 February 2024 - 05:32 AM, said:
Like...why. Just use the ramps. if you're not gonna invest in enough jump capacity to JUMP, why invest in jump capacity at all? Not gonna lie, slicing half the jump capacity off the Sovereign makes it less appealing to buy, not more. Bleh.
It makes massive difference to get up from some "ramps" on some maps without JJs or with 1JJ, specially fatties also poptarting doesn't need many JJs either depending from how tall cover you are using.
#11
Posted 17 February 2024 - 09:43 AM
#12
Posted 17 February 2024 - 12:54 PM

That 1 jump I have on my Blood Asp is absolute live saver, I dont need to fly around and I dont even have build for that, but the amount of tiny steps, ledges and bumps you can just hop on, instead of spending 5 minutes walking around with your 0.5km/h speed.

Putting more of them would not really give any more advantage and would eat even more of already precious tonnage limit.
You cant really hop 50 meters into air like spider with assault mech unless you spend 50 tons on jump jets. And if you do, you are just going to explode faster.

#13
Posted 17 February 2024 - 01:28 PM
My correction: assaults can't jump quickly. But they can jump. If you build for jets, you can easily access locations of the map nobody is ever expecting to see a DWF-C, or a BlAsp, or a Victor, or whatever else you have that actually gets more than half a meter of altitude. Back when the Warden pack first dropped, I lodged my full-jet, full thrust/burntime skilled Gaussvomit DWF-C in places no one had ever before seen a Dire Whale and got kills nobody would've called. The jets are a positioning and navigation tool, not a combat system. They give you ways to utilize the map that 'Mechs with no jump capacity (and I include One-Jetters in the 'no jump capacity' category) simply cannot match.
#14
Posted 17 February 2024 - 01:54 PM

I am not saying its bad but unhittable 2 meters tall mech flying through air at 150km/h gets more out of it than building slowly levitating into place with even less cover.

Edited by torsie, 17 February 2024 - 01:54 PM.
#15
Posted 17 February 2024 - 04:00 PM
I prefer the EXEC with full Jets, even though it is tonnage you could put elsewhere, MASC + full Jump Jets = No stupid map slope or object is going to stop me from getting to where I want to go.
#16
Posted 17 February 2024 - 05:40 PM
Good hunting,
CFC Conky
Edited by CFC Conky, 17 February 2024 - 05:40 PM.
#17
Posted 17 February 2024 - 06:20 PM
Sure there'd be new issues, and there'd have to be a lot of balance work done on how such a system would operate, but let's be real - if pushing 'Jump' meant the 'Mech took off like a Tremors Assblaster, it would be way more fun. Heh.
#18
Posted 18 February 2024 - 10:04 AM

I was thinking about different thing. What if you had simple math: to move XYtons up XYmeters you need XY thrust. Then you have several class of jump jets, each providing more thrust for more tons.
This way if you just need help with walking upstairs or slowing down fall you can put on one Class 1 jump jet and be done. And light mechs could reach orbit if they want by sacrificing some other things and puting on some big Class 20 jump jet for 20 tons.

I might be wrong, but I didnt see any mech that could equip different classes of jump jets, so why have them separated, instead of "universal" that simply has different stats. Or something like assault jump jets, since you cant put them on light mechs anyway.

#19
Posted 18 February 2024 - 09:09 PM
1453 R, on 17 February 2024 - 06:20 PM, said:
Sure there'd be new issues, and there'd have to be a lot of balance work done on how such a system would operate, but let's be real - if pushing 'Jump' meant the 'Mech took off like a Tremors Assblaster, it would be way more fun. Heh.
We have that -- try a Viper or Spider sometime :v
#20
Posted 19 February 2024 - 06:19 AM
Vipers (and Spiders) are swift, sure. They have good thrust and enough juice to actually use jump jets to their (MWO) fullest, but their movement isn't explosive. I'm talking push the button and you are hurled violently into the sky, cockpit shaking the whole time, with a boom and a roar. Less Halo-esque floaty nonsense and more TF2 Rocket Jump.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users