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Starting mech for House Steiner


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Poll: Assumption that there's other mechs than Atlas (737 member(s) have cast votes)

Starter mech for House Steiner (weight)

  1. Assault (109 votes [14.79%] - View)

    Percentage of vote: 14.79%

  2. Heavy (139 votes [18.86%] - View)

    Percentage of vote: 18.86%

  3. Medium (162 votes [21.98%] - View)

    Percentage of vote: 21.98%

  4. Light (118 votes [16.01%] - View)

    Percentage of vote: 16.01%

  5. Voted There's other mechs than an Atlas? (149 votes [20.22%] - View)

    Percentage of vote: 20.22%

  6. Overlord Class Dropship (60 votes [8.14%] - View)

    Percentage of vote: 8.14%

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#121 Sevronis

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Posted 23 April 2012 - 10:11 AM

I would merely expect to start with a light mech, much like any of the previous games. Seems logical in the way of leveling up.. you work your way up to a better mech.

#122 Karl Streiger

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Posted 24 April 2012 - 12:16 AM

Logical? I don't think that it is logical to start with a light. Because you did the same mistake the major part make - you think that there is a better mech.
But there isn't - you can upgrade a mech with better technology but thats it. You may say a Commando is worser than a HermesII - both move up to 100kph - but hermes have more weapons and better armor. But I expect the Commando to have a smaller shilouette and be more mobile together with a different armament you have a mech that would perform in a total different way to the HermesII

The mech you choose should only be influenced by your style and your tactics. And Lyran mech units have in the majority heavy mechs - but that doesn't mean that they are better - a mobile task force of Jenner or Spiders with optimal teamwork and tactics could beat a less mobile group with bad tactics and teamwork

Edited by Karl Streiger, 24 April 2012 - 12:18 AM.


#123 Bindusara

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Posted 24 April 2012 - 10:19 AM

View PostKarl Streiger, on 24 April 2012 - 12:16 AM, said:

a mobile task force of Jenner or Spiders with optimal teamwork and tactics could beat a less mobile group with bad tactics and teamwork


I wouldn't say that too loudly in the Steiner thread >.>; :wub:

#124 Th3Q

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Posted 24 April 2012 - 10:47 AM

I've run heavy mechs and light ones as well.
But lately been leaning towards the 65 ton Tenchi
and or the 50 ton helspawn ( think that's spelt rt) but
Have them jump capable for me (run jump an punch) lol

#125 Sassori

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Posted 24 April 2012 - 11:56 AM

I'm still a fan of 55 and 60 ton mechs. I just hope they get some chassis in the game I actually like. Right now... the /only/ chassis they've released that I am truly a fan of are the Catapult and the Awesome.

#126 Leonidas Rommel

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Posted 24 April 2012 - 12:36 PM

I think what will happen is that every new player will have so many points, much like the board game. And you will be able to use those points to purchase your first mechs (yes more than one). The number and type of mechs you get will be based on what equipment, weapons, and ammo you outfit each mech with. Of course, we will only be able to get the basic mech equipment and you will need more experience to fully outfit a mech, or upgrade to new technolgoies, or better heatsinks and equipment.

I think this system is logical considering some of the game modes such as Dropship that require you to use three mechs from your garage starting from day one.

I think real money will be used to buy garage space, certain unachievable technological upgrades, unique mech mods, character mods, and skins. But I think everyone will have the ability to select three mechs to start out with and outfit with whatever remaining points they have left.

#127 Sassori

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Posted 24 April 2012 - 12:50 PM

They've pretty much said that real money will not get you in game advantages like unachievable tech or unique weapons/mods. That would be the equivalent of pay to win, and they're not going that route.

I expect real money to maybe get you different variants or different chassis, other customization options like paint, skins, and the like.

#128 Exillian

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Posted 08 May 2012 - 03:19 PM

What?Theres a light mech?How come all I see are Atlases.

#129 beloc rosnak

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Posted 09 May 2012 - 04:29 AM

View Postrevanus, on 10 January 2012 - 11:48 PM, said:

Light Progression: Commando (with variants); Firestarter; Wolfhound

Medium Progression: Hatchetman (if possible); Griffon (variants cover a wide range of distances); Wolverine; Lynx

Heavy: Crossbow(fire support); Marauder(long)/Rifleman(short); Crusader(short)/Warhammer(long); Axeman(short)/Flashman(long);

Assault: Banshee, Battlemaster, Zeus, Atlas

the battlemaster is a 85 ton mech which puts it in the heavy class. (my mech of choice)

#130 Sporkosophy

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Posted 09 May 2012 - 06:32 AM

Assault mechs start at 80 tons.

#131 Karl Streiger

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Posted 09 May 2012 - 06:35 AM

but the battlemaster move and fight like a heavy heavy mech :(

#132 Sporkosophy

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Posted 09 May 2012 - 08:21 AM

True enough, iirc it could be replicated in the TT, minus a few IS points, at 75 tons. None of the 3025 4/6 assaults really function like an assault mech to be honest.

Besides, any proper Steiner knows that anything under 95 tons is battle armor.

#133 Wyzak

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Posted 09 May 2012 - 08:31 AM

Commando

#134 Jericho917

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Posted 11 May 2012 - 02:11 PM

A commando with parade colors... i wonder how long that will last?

#135 Arikiel

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Posted 12 May 2012 - 07:48 AM

I haven't been keeping up with developments but I would assume we start with Light Mechs and have to earn the right to pilot larger classes. While we do generally favor the biggest machines of destruction possible don't forget the Commando is Steiner built too. ;)

#136 Fetladral

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Posted 12 May 2012 - 08:09 AM

Atlas light mech obviously that thing goes fast at 54 kph and it only weighs 100 tons. Everyone knows Assault mechs weigh more than 100 tons.

(note this is sarcasm)

#137 Lighthorse 32

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Posted 12 May 2012 - 09:24 AM

I'd like to do a light or medium mech as a scout. However consider how a particular battle group plays. Is it worth it to have a scout if the other guys in the group don't exploit the situational awareness that a scout class mech can provide? In other words, you know where the enemy is early on, then what do you do with that information? Do you lay an ambush? divide and conquer? or carve the enemy team up by putting strategy into your attack plan (say, focus your fire on a lynch-pin mech of the enemy group)? If you're all about just going toe to toe, you need a group of nothing but heavies. If you got a fighting group that can use the 'talents' of different classes for real synergy, then a group mech class mix is good.

I'll be your Steiner scout! ;)

#138 AH Warhawk

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Posted 12 May 2012 - 09:38 AM

The Wolfhound should be an upgrade to the Commando, and be unlocked when most medium mechs are, becasue It is just that awesome!

#139 Fetladral

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Posted 12 May 2012 - 11:55 AM

Lyrans should be restricted to Assault mechs only since that's all they use. They sneer at anything less than 80 tons.

#140 Arbhall Sommers

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Posted 12 May 2012 - 12:35 PM

Id like to see at least 3-4 different light mechs. Classics like the Locust, and Wolf Hound. To start with, allowing the player to earn at least something. Later they could save for upgraded equipment and or mechs.
Advanced mechs like The Raven and Hollander would be sweet too.
After that, it should be a matter of grinding out the cash to buy into your next mech. Be it another light but a more advanced model, or another class of mech altogether. I would dispise this game is i had to grind all the way up to assaults. Some recruits go from pilot school to assault mechs in the stories, and that is how it should be. Also some of the best pilots in the IS are light mech pilots, who spent there careers in them.





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