New Mech Pack - Grand Summoner
#1
Posted 22 October 2024 - 01:44 PM
#2
Posted 22 October 2024 - 03:53 PM
#3
Posted 22 October 2024 - 05:01 PM
#4
Posted 22 October 2024 - 05:05 PM
Anyone that thinks the IS is PGI's favorite is completely out of their mind.
Edited by Khalcruth, 22 October 2024 - 05:06 PM.
#5
Posted 22 October 2024 - 05:28 PM
#6
Posted 22 October 2024 - 05:50 PM
simon1812, on 22 October 2024 - 05:28 PM, said:
it is a lore-compatible mech (aside from the hero), the Summoner is the Thor, this is the Thor-II. I think the masc and jumpiness will be an asset.
#7
Posted 22 October 2024 - 06:38 PM
Pondafarr, on 22 October 2024 - 05:50 PM, said:
I would have retouched the overall appearance at least, but if everybody its ok with it...and the tag price, then I guess it must be fine.
#8
Posted 22 October 2024 - 08:24 PM
no event for this mech ?
and is this a "buy" to be qualified for
"Eligibility Conditions
- Have purchased, during the Eligibility period, any Clan Pack, Clan Hero, or Clan Reinforcement Variant from the Premium Packages Pages
- Unqualified
COM-IIC(L)"
Edited by johnnyq666, 22 October 2024 - 08:25 PM.
#9
Posted 22 October 2024 - 09:07 PM
Don't get me wrong, no one is more excited than I am that for the first time ever, one of the Dark Age mech designs created by Wizkids has made it into an official MechWarrior game as something other than a mod.
However, please do literally anything to make it look like the Thor II. You already have the correct left arm model, at least just mirror it and put it on the right side, for goodness' sake. The entire reason the Thor II got turned into a different mech from the original Summoner was because people noticed it looked so different from it. But this is virtually identical to the Summoner visually. I know that kind of work is in short supply for the MWO team, but if even that much was out of reach then you should have considered the Thor II out of reach.
#10
Posted 23 October 2024 - 12:17 AM
simon1812, on 22 October 2024 - 05:28 PM, said:
More hardpoints because it has no hard-mounted jump jets.
#11
Posted 23 October 2024 - 05:05 AM
#12
Posted 23 October 2024 - 05:36 AM
CSJ Edward, on 23 October 2024 - 12:17 AM, said:
More hardpoints because it has no hard-mounted jump jets.
that's cool but even so, it sounds just like another variant for the summoner (like lets say...the grand dragon is to the dragon?), it could be even a legendary mech rather, so I question whether making the "summoner II" its own mech group (4 variants right? ) apart from the original summoner's group is even justified considering how much effort was put into it...whats visually different from the original summoner? those things (spatulas?) in the arms?
hell should I be surprise if PGI grabs the old blood asp's model and simply renames it the haupmann and introduce it to the game??.... should they? suuuuure they should of course!! but at least put some makeup on it before doing that. and then go ahead and hang that $20-40 price tag.
#13
Posted 23 October 2024 - 09:36 AM
simon1812, on 22 October 2024 - 05:28 PM, said:
It also has endo steel
#14
Posted 23 October 2024 - 11:52 AM
#15
Posted 23 October 2024 - 12:02 PM
I assume since there are no improved JJ in MWO you would have to use regular JJ if you want them. Also, the "simple but effective" loadout would basically hit like a wet noodle in MWO, since Clan weapons are so horribly nerfed in MWO, it would basically just be a less-effective Summoner Prime.
Edited by CSJ Edward, 23 October 2024 - 12:03 PM.
#16
Posted 23 October 2024 - 12:12 PM
When I was conceptualizing the Grand Summoner, I wanted a 70 tonner that wasn't slow (NCT), fragile (SNS), or pod space limited (SMN). Using ES to bring the Grand Summoner to life seemed the right approach. However, due to variants with no JJ (e.g., B, C) there was the possibility of building one with just 1 CT JJ which would've made it far superior to the original SMN and maybe even the Timby (same pod space, better hitboxes and survival).
So, the initial decision was to only make non-JJ Grand Summoners as a mobility "cost" of having ground speed, survival, and firepower. Part way through the design process, we discussed using the -E variant's iJJ as a way to provide the option of jumps but force trade offs for that (balance) because each one weighs 2 tons and take 2 crit slots..
If you take one -E torso (4 iJJ, 8 tons and 8 crit slots) you net out 0.5 tons ahead of the original SMN but also 15 crit slots less (7 from ES and 8 from the iJJ). I consciously didn't hardpoint inflate the P/B/C variants so you do have the tonnage to mount big guns as opposed to boating many small ones. This felt like a proper tradeoff in terms of PvP balance.
Tbf, the Talon hero variant is a complete homebrew that did get unique hardpoints with a bit of inflation, but it was meant to entirely showcase the newer weapons from the most recent weapons pass.
#17
Posted 23 October 2024 - 08:46 PM
https://www.sarna.ne...ki/Supercharger
Edited by simon1812, 23 October 2024 - 08:46 PM.
#18
Posted 23 October 2024 - 10:21 PM
simon1812, on 23 October 2024 - 08:46 PM, said:
https://www.sarna.ne...ki/Supercharger
I works like MASC in the game, but if you use it along with MASC you go even faster, with a greater chance of destroying your engine.
#19
Posted 24 October 2024 - 12:13 AM
CSJ Edward, on 23 October 2024 - 10:21 PM, said:
I works like MASC in the game, but if you use it along with MASC you go even faster, with a greater chance of destroying your engine.
No. The super charger gives you more top speed (like masc) but no extra acceleration (unlike masc).
#20
Posted 24 October 2024 - 06:12 AM
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