Hi I'm new here and I'm wondering from the video on Mechlab that was posted it seems that each mech can be customised as the play sees fit within as long as they comply to the weight and slot limit.
Does this mean I can buy 1 variant of a mech and just change its mods to be so it's exactly the same as a different variant?
If so is the only reason for buy a different variant is so you don't have to buy as much equipment to get it as you want? or am I talking rubbish and don't know anything? Please enlighten me.
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Is there any real difference mech variences?
Started by Trayan, Aug 04 2012 12:57 AM
6 replies to this topic
#1
Posted 04 August 2012 - 12:57 AM
#2
Posted 04 August 2012 - 01:04 AM
Variants are meant to have different hard points so you won't be able to have the exact same loadout that is possible from one variant to another.
#3
Posted 04 August 2012 - 01:14 AM
i cant tell you details but YES there are gameplay changeing diffrents in the diffrent variants. some are better for Brawling and others better for support etc.
#4
Posted 04 August 2012 - 01:25 AM
first off, it depends.
go here http://mwowiki.org/i...title=Main_Page
look around at the mechs. some are vastly different loadouts, such as the Hunchback whos right torso hardpoints will completely change between most models.
4j=missles (2lrm10)
4p=lasers (6 of them!) <the dubbed Swayback has 8medium lasers and 1 small laser
4sp=an srm6 in teh left AND right torso
just to name a few, and just as an example of one of the mechs.
now, within the hardpoint restrictions (missle, laser, or balistic) you can do whatever you want.
with the 4j you could swap out the long range missles for short range missles, and the arm mounted lasers for different energy type wepons.
other prime examples are the catapult, awesome, jagermech, and raven.
hope thats clear enough.
go here http://mwowiki.org/i...title=Main_Page
look around at the mechs. some are vastly different loadouts, such as the Hunchback whos right torso hardpoints will completely change between most models.
4j=missles (2lrm10)
4p=lasers (6 of them!) <the dubbed Swayback has 8medium lasers and 1 small laser
4sp=an srm6 in teh left AND right torso
just to name a few, and just as an example of one of the mechs.
now, within the hardpoint restrictions (missle, laser, or balistic) you can do whatever you want.
with the 4j you could swap out the long range missles for short range missles, and the arm mounted lasers for different energy type wepons.
other prime examples are the catapult, awesome, jagermech, and raven.
hope thats clear enough.
Edited by El Death Smurf, 04 August 2012 - 01:31 AM.
#5
Posted 04 August 2012 - 02:56 AM
Oto Kanon, on 04 August 2012 - 01:04 AM, said:
Variants are meant to have different hard points so you won't be able to have the exact same loadout that is possible from one variant to another.
To build on this, you can have the same weapon loadout with some variants, but sometimes the hardpoints will be in different locations. For instance an energy hard-point(s) might move from a torso out to the arms or some other similar variation. But by the large, most variants will not be able to house the same weapon loadouts.
#6
Posted 04 August 2012 - 06:34 AM
Thanks guys that was informative. Didnt think that the variants would have such a large difference in hardpoints but then that just should my lack of knowledge of the game. Thanks again for helping a noob out.
#7
Posted 04 August 2012 - 06:45 AM
There are strict hardpoint limits, if a mech has 6 energy hardpoint you can put any energy weapons you want there, but never a missile or ballistic weapon. If a mech has a hardpoint on an arm, you can't move that hardpoint to a different location, it's stuck there.
So, variants with different type/number/position of hardpoints become important. One version of a Jenner has a missile hardpoint, and the other does not.
Also, mechs of different weights will be able to load more (or less) armor, weapons, etc, and lighter mechs will move faster than a largr mech with the same size engine.
Also, some mechs have arms and some do not. some mechs have big heads and some do not. some mechs can jump, and the rest can't.
There are lots of restrictions but also lots of options, and you will want to have several different mechs for doing different things.
So, variants with different type/number/position of hardpoints become important. One version of a Jenner has a missile hardpoint, and the other does not.
Also, mechs of different weights will be able to load more (or less) armor, weapons, etc, and lighter mechs will move faster than a largr mech with the same size engine.
Also, some mechs have arms and some do not. some mechs have big heads and some do not. some mechs can jump, and the rest can't.
There are lots of restrictions but also lots of options, and you will want to have several different mechs for doing different things.
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