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#21
Posted 23 April 2012 - 09:48 AM
Various publications such as Operational Turning Points: Falcon Incursion identifies the unit that attacked Glengarry in 3056 as part of the Free Skye movement as the 10th Skye Rangers, despite the fact they were wearing the colors of the Fourth Skye Guards.
#23
Posted 23 April 2012 - 10:22 AM
Ghost, on 23 April 2012 - 08:19 AM, said:
I actually did a match in this once and it performs like a dream. Of course with the way the MechLab is set up you won't be trading out an ERPPC hardpoint for a Gauss Rifle anytime soon....
...but then if you are modifying the original 6S not the 6T or 9T variant..... Hmmmmmm....
#24
Posted 23 April 2012 - 10:39 AM
#25
Posted 23 April 2012 - 11:08 AM
GrimJim, on 23 April 2012 - 10:22 AM, said:
I actually did a match in this once and it performs like a dream. Of course with the way the MechLab is set up you won't be trading out an ERPPC hardpoint for a Gauss Rifle anytime soon....
Everyone here is forgetting that the devs said that there can be additional unused hardpoints on mechs:
http://mwomercs.com/...post__p__207312
Quote
Also, regarding some of the other confusion in here about how one weapon gets replaced with two or more, I'll give you this example. Just because a stock Hunchback 4G, fresh out of the Technical Readouts, only has a single Medium Laser in each arm, that doesn't mean that it only has one energy hardpoint in each arm. It could have two energy hardpoints in each arm, allowing the player to put in extra weapons. The default loadout just isn't using all the hardpoints, because it's already at its weight limit. The number of hardpoints are related to the default loadout, but they aren't a one for one copy.
#26
Posted 23 April 2012 - 11:18 AM
#27
Posted 23 April 2012 - 12:08 PM
#28
Posted 23 April 2012 - 12:11 PM
#29
Posted 23 April 2012 - 12:27 PM
#30
Posted 23 April 2012 - 12:42 PM
#31
Posted 23 April 2012 - 12:56 PM
#32
Posted 24 April 2012 - 12:28 AM
The Zeus however is one of the mechs that would get problems with the hardpoint system.
Hope we see more Zeus -with and without X in the future
Edited by Karl Streiger, 24 April 2012 - 12:29 AM.
#33
Posted 24 April 2012 - 03:58 AM
I can't wait to see the Flying Debris Edition!
/spaz
PS: Am I the only one who finds the MW4 Zeus to be the best looking prior to MWO?
Edited by Aethon, 24 April 2012 - 04:05 AM.
#34
Posted 24 April 2012 - 01:04 PM
#35
Posted 24 April 2012 - 03:00 PM
I mean sure the gauss is technically a ballistic weapon, but the projectile is fired using magnetic fields, which require enormous amounts of electrical power to generate... not unlike the amount of power required to fire a charged particle beam. I don't see why a they couldn't use the same type of hard point.
#36
Posted 24 April 2012 - 08:42 PM
Christopher Dayson, on 24 April 2012 - 01:04 PM, said:
The original Zeus had a terrible main weapon system (AC/5) and very little ammunition for its support weapon (LRM-15), which sort of made it a mediocre design. Switching the AC/5 out for a PPC was a step in the right direction, and the ZEU-6T is one of my favorite 3025-era designs, though I'm still not a fan of the LRM system being used. Like I showed in my custom design I posted, I'd rather have seen the Zeus get that inconsistant LRM rack pulled off in favor of a second ER PPC, but that would make it just like every other double PPC 'Mech out there like the Thug, Warhammer, Marauder -- though the Zeus didn't get an XL engine so internally its a bit more robust then some of the other dual PPC 'Mechs out there, the majority of which received such XL engines and most retained the dismal level of armoring their 3025 era models had.
#37
Posted 24 April 2012 - 10:13 PM
InnerSphereNews, on 23 April 2012 - 08:00 AM, said:
ZEU-9S - The -9S was an upgrade using Star League technology, adding double heat sinks and eleven tons of Ferro-Fibrous armor. It carried as its main weapon an Defiance 1001 ER PPC. This was backed up for long-range combat by a Coventry Star Fire LRM-15 launcher and a Cyclops XII ER Large Laser. For close combat, the -9S carried two Defiance P3M Medium Pulse Lasers.
#38
Posted 24 April 2012 - 11:33 PM
DocBach, on 24 April 2012 - 08:42 PM, said:
The lack of ammunition is the only draw back - when everybody think that your Zeus isn't a thread it becomes one. You have good range brackets so that you can fire at every range with good effect.
You can't overheat and even the large and medium laser are acceptable at short range - well some light mechs are armed better - but they lack more long range and can overheat. Next the feet of a Zeus is always a pleasure.
Next the Zeus is in general (without the Zeus-X) a die hard fighter - its awesome to see a mech firing a alpha strike after another.
Oh and i really hope i get a ballistic mount instead of a energy mount.
Edited by Karl Streiger, 24 April 2012 - 11:35 PM.
#39
Posted 25 April 2012 - 12:44 AM
Ghost, on 23 April 2012 - 08:19 AM, said:
He should have kept the LRM-15 and pad the armor instead.
Oh well his call
#40
Posted 25 April 2012 - 07:39 AM
Karl Streiger, on 24 April 2012 - 11:33 PM, said:
Oh and i really hope i get a ballistic mount instead of a energy mount.
The way that the MechLab is described as working, sounds like there might be a ZEU-6S and ZEU-9S Zeus configuration you'd buy as a base chassis that woul have hardpoints for either or, depending on which one you bought. Great thing about the Zeus is until the 3060's all of the configurations kept the standard fusion engines, so they are very affordable compared to a lot of other contemporary designs - if the c-bill cost system from the board game is kept, and c-bills are the currency used in MWO, the Zeus should be very affordable for an Assault 'Mech.
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