The 12 Release Mechs- A Rational Discussion.
#101
Posted 26 February 2012 - 01:50 PM
#102
Posted 27 February 2012 - 10:17 AM
#103
Posted 27 February 2012 - 10:45 AM
Medium: you seem to have forgotten to list the Crab. They were hard to come by until 3050 but I'm still hoping it makes an appearance.
Heavy: Orion....others are either unseen or I hate....such as the Jagermech.
Assault: Very likely going to see the Cyclops and the Awesome. Though I would love to see the Zeus as well.
#104
Posted 27 February 2012 - 11:09 AM
panther for light
(missing the shadowhawk) the crab as med laser boat
(missing the warhammer and marauder) the orion or maybe the crusader on the heavy side
(missing the marauderII and the stalker) logically would be the cyclopse or the awsome
#105
Posted 27 February 2012 - 11:18 AM
Rilenn, on 23 February 2012 - 09:03 PM, said:
I think this is funny both because people think Paul gets to choose anything, and secondly that he'd have a plan that involved
#106
Posted 27 February 2012 - 11:56 AM
light = locust, because it's a fast and slim design = scout
medium = phoenix hawk, because we need some speed within the mediums
heavy = thunderbolt, because it's an all-rounder
assault = battlemaster and awesome, brain and muscle. and they are basically the only ones I see standing up to an atlas^^
Edited by Nathanel Ghent, 27 February 2012 - 11:56 AM.
#107
Posted 27 February 2012 - 12:16 PM
They can't fill them all with only 12 mechs, but that would leave 20 and 30 ton, 55 ton, 70 and 75, and 80-95.
Personal preference? I'm not thrilled with the 30 tonners in general, but I'm thinking Wasp. Griffin, Warhamer (which appears unlikely, so) Orion, Awesome and Rattlebastard.
#108
Posted 27 February 2012 - 02:00 PM
Light:
Flea
Thorn
Mongoose
Javelin
Spider
Urbanmech
Firestarter
Panther
Raven
Wolfhound
Medium:
Cicada
Hermes II
Hermes III
Sentinel
Vulcan
Whitworth
Blackjack
Vindicator
Wyvern
Crab
Enforcer
Trebuchet
Dervish
Kintaro
Heavy:
Champion
Grand Dragon
Lancelot
Quickdraw
Exterminator
Jagermech
Caesar
Cataphract
Grasshoper
Black Knight
Orion
Assault:
Awesome
Charger
Hatamoto-chi
Striker
Thug
Victor
Zues
Katana
Stalker
Cyclops
Mauler
Banshee
Edited by =Outlaw=, 27 February 2012 - 02:43 PM.
#109
Posted 27 February 2012 - 02:09 PM
#110
Posted 27 February 2012 - 02:23 PM
Medium (want>)Wolverine (Predict>) Trebuchet
Heavy (want>) Marauder / (Predict>) T-bolt
Assault (want>) Battlemaster / Zues (Predict>) Zeus / Victor
Edited by Vexgrave Lars, 27 February 2012 - 02:23 PM.
#111
Posted 27 February 2012 - 03:54 PM
Zakatak, on 24 February 2012 - 01:59 PM, said:
Not so happy about that term "chickenwalkers", but yes, far too many "tinman" mechs.
Though I do love the Marauder, I hate feeding lawyers a free ride on anything.
#113
Posted 27 February 2012 - 04:42 PM
Skygrunt, on 26 February 2012 - 05:38 AM, said:
sure but the twin ppc model is way cooler and better
I don't know if I'd say it's better. The -2S can hit harder, but even with 10 DHS it runs too hot to make full use of having twin PPCs. The -3S has better heat management, but it's built to be a skirmisher and harasser, not a true front-line 'Mech. IMHO, neither are 'good', they're both fairly average designs.
#114
Posted 27 February 2012 - 05:39 PM
For the light mech, I'm going with the Spider. It is the most mobile mech around before the clan invasion, although it is a little weak on firepower. It has a number of variants, just like the Commando and Jenner. Despite it's canon rarity, it's quite an iconic light mech, having been around since the first edition of the 3025 TRO.
For the medium mech, I suspect the Trebuchet. While it is a 50 tonner, just like the Centurion and Hunchback, it's also very flexible with a variety of configurations and a slight speed advantage. It's also quite common in the canon.
For the heavy mech, I'd be surprised if they added anything but the Orion. The 60 and 65 tonne classes are covered already. In the 70 and 75 tonne classes, the Orion is the most iconic, with a number of variants and widespread usage throughout the Inner Sphere.
The two assault mechs are probably the hardest to call. There are some excellent options between the Awesome, Zeus, Stalker, Cyclops and Banshee 3S. I'm going to say the Cyclops probably won't be in because it's basically an Atlas with less of everything that moves slightly faster. The Banshee 3S has similar problems. In terms of role, the Awesome and Zeus are similar, so I'd assume only one of those two and the Stalker. I'll go out on a limb and call the Awesome as the better choice!
So:
Light = Commando, Spider, Jenner.
Medium = Centurion, Hunchback, Trebuchet.
Heavy = Dragon, Catapult, Orion.
Assault = Awesome, Stalker, Atlas.
#115
Posted 28 February 2012 - 02:10 AM
Quote
This discussion is limited to 12 mechs for a good reason- because we know for certain that there will be 12 mechs as per the mech 1-12 one per month unveillings. There may be more mechs, but that is unknown.
#116
Posted 28 February 2012 - 03:09 AM
Longsword, on 28 February 2012 - 02:10 AM, said:
This discussion is limited to 12 mechs for a good reason- because we know for certain that there will be 12 mechs as per the mech 1-12 one per month unveillings. There may be more mechs, but that is unknown.
I'm starting to think that we may get a reseen DLC at some point in the future (Christmas?).
Also, 12 seems like a good starting number to me.
#117
Posted 28 February 2012 - 03:13 AM
#118
Posted 28 February 2012 - 03:23 AM
deamon001, on 28 February 2012 - 03:13 AM, said:
I suppose that the Mauler is popular enough to be included.
But the same could be said for the Hatamoto-chi and Zeus.
Edited by Stormwolf, 28 February 2012 - 03:23 AM.
#119
Posted 28 February 2012 - 03:27 AM
#120
Posted 28 February 2012 - 03:55 AM
The Awesome sports good armour, speed, and firepower, only really lacking in a wide range of electronics. It can move forward to block bullets if needed, keep speed with both current mediums, meaning it can react quickly (for an assault) and be where it needs to be when it needs to be there. As an Assault in MW:O, it would fit in great with the role warfare.
The Cyclops gives us a command 'Mech famous for it's role as a support rather than a line combat machine. It's default scheme is quite short ranged, but most upgrades recognise it's lower armour and equip it with additional ranged weaponry, usually replacing the standard AC-20 with a gauss rifle in nearly every new variant I remember off hand. Coupled with the Atlas in it's brawling mode, the Awesome in it's support mode, the Cyclops just fits. It's even directly in the middle tonnage at 90 tonnes, directly between the Atlas and Awesome. It has a stock speed of 64.8km/h the same as the Awesome, making them a very efficient tag team to lead a command lance. It's also famous for it's range of electronics (In MechCommander 2, it was one of only a handful of 'mechs that sported the advanced sensor package - and the heaviest other 'mech mounting it was a medium IIRC). It also has a distinctive profile, allowing for easy recognition on the field (Useful to friends and foes) and will help showcase the wide variety of designs out there as well as ease learning of the profiles for new players unused to all this 'actual tactics' stuff (Is my elitism showing? I think it's showing).
For heavies, I'm going to take a shot in the dark and say the Jaegermech. It's got a wide variety of weaponry in it's variants (If quite AC based - no complaints from me! Bring the dakka), widely used by the Federated Suns, and contrasts nicely with the Capellan Catapult and Draconis Dragon. It also fits the current theme of the heavies as being quite specialized. The Dragon is fairly lightly armed for a heavy in it's stock configs, but very fast with decent armour - an excellent 'mech to follow your scouts in and cover them, without being able to mount enough electronics or firepower to replace the function. The Catapult is obviously an indirect fire support 'Mech, with decent speed and jumpjets allowing it to relocate from any trouble. The Jaegermech is lightly armoured for a Heavy, and has the same speed bracket as the Catapult, Hunchback, Centurion, Cyclops and Awesome (Notice a pattern? Moving in formation and coordinating speed brackets is hard, keeping them together at launch will help people set up) but it mounts 2 AC/2s and 2 AC/5s - both weapons are fast firing, long ranged, and cause rocking. With the staggered fire rates of the two AC types, a Jagermech can drastically reduce an enemy's ability to fight back - backed with say, a Cyclops, Awesome and Hunchback, you have a brutal, very capable lance with few problems in moving together. It's advanced tracking computer will help for clearing annoying scouts with high speeds jinking about. On an unrelated note, I wouldn't be surprised if a Jagermech/Rifleman(Should it appear) specific pilot perk would be locking the torso to an enemy 'Mech.
For the mediums, I don't know where my money would go - the medium circuit for me doesn't begin until about halfway through the clan invasion - All hail the Hellhound and Bushwacker! I wouldn't be surprised to see a Sha-Ya for a more scouting based medium.
For lights, it's going to be the Urbie. We all know it is, and I don't know why we delude ourselves. If it isn't there at the start, it will have an entire release dedicated to it - search your feelings, you know it to be true. With all the fan love/hate it's simply guaranteed. If it's in at launch we shall merely have an Urbie...if it's released later, we'll see entire maps dedicated to it where multi story bins spot the landscape, filled with pillboxes similar to the British fortifications built to defend vs Operation Sea Lion. Urbie only game modes. Urbieball. The madness will never end.
Frankly, I pray for the Flea. Noone takes it seriously, but it's fast, manoeuvrable and has a very slim and short profile. It can hide easily and stalk enemy formations and dodge all incoming fire - plus if you actually kill anything, you just took out a 'Mech. In a Flea. Boom, instant bragging rights. Plus, I want the all Urbie patch.
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