Ideas of Mech's Modifications

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Packrat

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If you dropped the jump jets from a Javelin, you could replace one of the SRM-6s with an LRM-10 and add an extra ton of armor.

My 60 ton Enforcer, a Rifleman with large laser and AC10 Jump jets extra heat sinks and armour plus 2 Medium lasers. 4/6/4 movement
I have a almost identical mod. I skipped the JJs, though, opting for 12.5 tons of armor and 13 heat sinks.

Likewise, on my actual Enforcers I like removing the jump jets for an extra ton each of ammo and armor.
 

Zarcon

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Wait a second. Are Rifleman a part of this game at launch? Or are we just having fun throwing out ideas regardless? Just curious if I missed something big.
 

Barracooda

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Jump jets let you manoeuvre and face change for those pesky bugs. My idea came from having a fire lance/ support lance that needed close in protection but could still add something to the lances ranged combat role
 

Packrat

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Wait a second. Are Rifleman a part of this game at launch? Or are we just having fun throwing out ideas regardless? Just curious if I missed something big.
The Rifleman was never promised for the game, nor was the Javelin. Likewise, several of the modifications mentioned in this thread do not seem possible under HBS's customization system.

Just havin' fun.
 

GenTask

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If hardpoints stay somewhat similar to the ones seen in MWO, there are some pretty nice options for the KGC-0000. I really don't like the original loadout, because it is useless after 5-8 salvos.

closest to the original: drop the LRM15, add 2nd LL and 3 tons of ammo for the AC20s.

I'd prefer to downgrade AC20s to AC10s, LL to 4 MLs, max armor and make it 2 tons of ammo for each weapon. (2 AC10s + 4 tons, 4 MLs, 1 LRM15 + 2tons)

The Beast: 2 AC5s + 4 tons of ammo, 4 MLs, 3 SRM6s + 4 tons of ammo, 19 HS, max armor (that's a stunning 370dmg per alphastrike)
or
The oversized, jump-capable Orion: 1 AC10 + 2 tons, 4 MLs, 1 SRM6 + 1 ton, 1 LRM15 + 2 tons, 17 HS, 4 JJs, max armor (might be a decent allrounder)
or
The Dakkapult: AC5+2tons, 4 MLs, 3 LRM15s+6tons, 17 HS, standard armor


And yes. I do like MLs over AC20s.

Why not use a different Mech altogether instead of making the King Crab into Not a King Crab then. That's what I don't get.

The King Crab in its original configuration is what you would use to defend something rather than charging a frontline.
 

KhazadDhum

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Or if you plan on mods in the Jsons (which I definitely plan to do to make my faster spider) Upgrade the engine a couple of ratings, drop it down some weapons to a couple of medium lasers, jump jets, should be a really maneuverable design and damned hard to hit.
 

CarpeMortis

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So I had an idea for a HBK-4G refit, and it was bugging my so much I modded it into skirmish...

Remove all weapons but the AC.
remove 1 Heat Sink
Add 1t Ammo.
Add 4 jump jets.
Add 0.5t armor to the torsos


Slap a Pilot with Evasion and Breaching Shot in it, and watch the light mechs disintegrate!

You could conceivably skip the 3rd ton of ammo and leave the 3rd Heat sink in, but i have no idea how long an engagement in the campaign would be.
 

Deaghaidh

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Rhonda's Heavy Metal exists in MWO, so there is a model for that...speakers and all :D

lzdIqy2.jpg

One thing that bugs me, if Rhonda loved Elvis so much, why call her mech Heavy Metal? Why not The King, or Hound Dog?

On that note, I do hope we can give our mechs custom paint jobs, even if its as simple as setting the color scheme for our outfit.
 

KhazadDhum

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One thing that bugs me, if Rhonda loved Elvis so much, why call her mech Heavy Metal? Why not The King, or Hound Dog?

On that note, I do hope we can give our mechs custom paint jobs, even if its as simple as setting the color scheme for our outfit.
That's about all the custom paint we're going to be able to do from what I understand. There is going to be a general color scheme for your merc unit, and that will be applied to all your mechs based on their set color points on each mech. Apparently it will also apply to the Argo. (wonder if that also includes the leopard dropship you have too....)
 

Deaghaidh

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That's about all the custom paint we're going to be able to do from what I understand. There is going to be a general color scheme for your merc unit, and that will be applied to all your mechs based on their set color points on each mech. Apparently it will also apply to the Argo. (wonder if that also includes the leopard dropship you have too....)

That's certainly good enough for me. But if there was a latter release of a cheap doc that let me go completely nuts, set colors for individual mech s and put writing and decals on them, I would snatch that up right away.

Because it's a 90 ton mech; it is, quite literally, heavy metal.

I get the pun, it's just odd that she would have a quirky interest in one kind of 20th century music and then name her mech after a different kind, rather than something rooted in Elvis. Though for intimidation heavy metal is better than Elvis.
 

GenTask

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So I had an idea for a HBK-4G refit, and it was bugging my so much I modded it into skirmish...

Remove all weapons but the AC.
remove 1 Heat Sink
Add 1t Ammo.
Add 4 jump jets.
Add 0.5t armor to the torsos


Slap a Pilot with Evasion and Breaching Shot in it, and watch the light mechs disintegrate!

You could conceivably skip the 3rd ton of ammo and leave the 3rd Heat sink in, but i have no idea how long an engagement in the campaign would be.

Personally, I think any of these would do the job better if you absolutely want an AC/20 jumping Mech:

Highlander HGN-733C
Pillager PLG-1N
Victor VTR-9B

The Victor B is even the same speed as a Hunchback, it just has less armor.

Or just use the AC/10 and Jumpjets on these:

Crockett CRK-5003-0
Enforcer ENF-4R
Hammerhands HMH-3D
Hatchetman HCT-3F
Highlander HGN-733
Icarus II ICR-1S
Phoenix PX-4R
 

CarpeMortis

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Personally, I think any of these would do the job better if you absolutely want an AC/20 jumping Mech:

Highlander HGN-733C
Pillager PLG-1N
Victor VTR-9B

The Victor B is even the same speed as a Hunchback, it just has less armor.

You probably aren't going to find any of those assaults early in the campaign when you would be facing the light mechs that this thing absolutely wrecks.


Or just use the AC/10 and Jumpjets on these:

Crockett CRK-5003-0
Enforcer ENF-4R
Hammerhands HMH-3D
Hatchetman HCT-3F
Highlander HGN-733
Icarus II ICR-1S
Phoenix PX-4R

The key to this plan is pairing a jumping single weapon mech with the Evasion and Breaching Shot skills.

The single weapon is a result of the Breaching Shot skill. The skill only activates when a single weapon is fired. You COULD do it with na AC 10 or a PPC, or even a SRM6, but NOTHING comes close to the damage of an AC20. If i'm going to have a single weapon fire, I want it to do the most damage I can. The drawback is range, that's where the JJ and Evasion come in. I can jump 4 and get one more pip of evasion, making it extremely hard for the enemy to hit me without concentrating fire. If you an jump into cover, even better.

Now you could do this with a heavy or assault and bring more weapons, but on a medium, which I'll wager is easier to get your hands on early, i'd argue that tonnage it better spent on Armor.
 

44th MAC|Bonsai

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Why not use a different Mech altogether instead of making the King Crab into Not a King Crab then. That's what I don't get.

The King Crab in its original configuration is what you would use to defend something rather than charging a frontline.

That's what my first alternative loadout was for. I was testing it ingame and was kinda annoyed that I had this big, powerful Dakka, but always ran out of ammo before the match was over. So I tried removing something to have more ammo, or downgrade to AC10s, which in my eyes is still true to the mechs core identity.
Than I got a bit obsessed in optimization and messed around alot, no longer considering what makes the King the King. Some loadouts turned out to be pretty effective. The Beast really is a beast, but I ended up removing 2 SRM6s for an LRM15 to make it a more balanced combination of ranges, not a devestating brawler with some LR weapons.

Why not use a different Mech? Why would I? I like the design, I like the hardpoint layout, and there really is no assaultmech in HBS:BT that fills the role my other loudouts fill. The Atlas would kinda work, too, but changes would be similarily drastic, so nothing gained by doing that. I expect myself to be forced to drastically change loadouts throughout the campaign, so i tend to test out different loadouts and see what weapons and combinations are effective.

There actually are variants i tried hard to optimize, and I failed. The ON1-K is virtually the perfect allrounder in my opinion. Sure, you can change details, but it's never really that much "better" and fails at being as versatile as the ON1-K is. The HBK-4G is a tough cookie. The CPLT-C1 just lacks a little ammo. The AWS-8Q is the perfect PPC boat (although I find PPCs to be largely underwhelming and rip them out of most my mechs)

Weapons I consider highly useful: AC5, SL, ML, SRM4+6, LRM15
Mostly useful: LL, AC10, LRM10+20
Circumstantial: PPC (if you have free tonnage and are limited by hardpoints, but generaIly I prefer LLs because no min range and more damage per heat), LRM5 (if you have another LRM, if not: kick it out), AC20 (great weapon actually, I just prefer other short range weapons), flamer (really dislike the 3 ammo limit), SRM2 (if you have at least another SRM launcher its ok)
Useless: AC2 (If it was ultra...), MG (why would i put ammo on my mech if i can mount a SL, crit bonus not worth it IMHO)