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KhazadDhum

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Oy Rhodium, you're in for a long time before that mod comes out, the Thunderbolt has 21 variants alone. (some of course can't happen in this game as they're clan refits so the tech isn't there, and a couple are Star League era with SL tech, so they wouldn't be possible either) That's still a LOT of variants. Good thing we have a mechlab, oh wait, a lot of those won't work either since we have hardpoints, and they're not possible....at all.
Carry on then.
 

Pachira

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Oy Rhodium, you're in for a long time before that mod comes out, the Thunderbolt has 21 variants alone. (some of course can't happen in this game as they're clan refits so the tech isn't there, and a couple are Star League era with SL tech, so they wouldn't be possible either) That's still a LOT of variants. Good thing we have a mechlab, oh wait, a lot of those won't work either since we have hardpoints, and they're not possible....at all.
Carry on then.

The trick is to mod the hardpoints, I assume that they'd be moddable in the files as well. Then you can have anything you want.

Changing a value for the hardpoints shouldn't be very hard since you'd just be changing a few numbers I assume. I haven't seen any of the json files so I don't know exactly how it all is written out in this game's code.
 

KhazadDhum

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Oh I know you can change the hardpoint layout, just that that adds a lot more time to making those variants. Some people seem to think hardpoints are inviolate, so to make some of these variants would be the equivalent of turning them into omnimechs. It's all a matter of how you perceive what a hardpoint actually is. Are they something the base chassis has? or are they specific to each variant? Some say that each variant is it's own chassis. I'm of the mind that everything is a base chassis, and each variant is just that, a variant of that chassis.
Would have been much simpler if they'd have just stuck with the old school rules of mod them however you want with the equivalent time and cost factor. (not omnitechnology, since it can't be done in the field in a few hours at no cost)
 

Rebeldad

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I just watched a vid with two of them. Anaro sunfire isnt well known yet but he played well from what I could see. He did mostly pvp matches from what I can see.
 

Bubbasan

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That's from the backer beta, everyone else is talking about availability in the SP campaign which was not part of the backer beta.
 

GenTask

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UrbanMechs... rare? That ain't correct. An UM-R60L is rare, however I think they got it wrong for the UM-R60 if HBS thinks its rare. All of the major Houses have large stockpiles of them, but only assign them to militias or garrisons. The Capellans, however, do field them in front-line defensive units.

Just to check I did some random rolls from the Random Assignment Tables by creating a lance of 4 Lights (Also note that when using a RAT, and you land on specific Mechs like the Urban (depending on the Faction), you can reroll if you are assembling A or B rated units, but I am assuming here I am taking what I can get for a Second-Line Unit):

** = Second-Line Unit for Specific Factions
Salvage = Means Re-Roll on listed Factions RAT

Liao
STG-3G Stinger
STG-3G Stinger
LCT-3V Locust
UM-R60 UrbanMech**

Kurita
FS9-H Firestarter
FS9-H Firestarter
SDR-5V Spider
PNT-9R Panther

Davion
JVN-10F Javelin
STG-3G Stinger
WSP-1D Wasp
Salvage: Liao (ReRoll = LCT-1V Locust)

Marik
UM-R60 Urbanmech**
UM-R60 Urbanmech**
UM-R60 Urbanmech**

LCT-1E Locust

Steiner
LCT-1S Locust
WSP-1A Wasp
COM-2D Commando
COM-2D Commando

Mercenary
WSP-1A Wasp
STG-3G Stinger
WSP-1A Wasp
UM-R60 Urbanmech

Canopus
MON-67 Mongoose
LCT-1V Locust
WSP-1A Wasp
MON-67 Mongoose

Outworlds Alliance
WSP-1A Wasp
LCT-1V Locust
SDR-5V Spider
UM-R60 Urbanmech

Taurian Concordat
LCT-1V Locust
LCT-1V Locust
STG-3R Stinger
WSP-1A Wasp

Note: For Mercs and Minor Powers, Urbans do not get reroll opportunities, they use what they can get.
 

Ozymandious

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They are highly specialized and very difficult to use properly. The high rairity may be to insulate new players from what comes across at first glance as a super slow under gunned trash mech. When you get to know what your doing, you can get them and use them well as cheep defensive units for low skull contracts or something.
 

GenTask

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They are highly specialized and very difficult to use properly. The high rairity may be to insulate new players from what comes across at first glance as a super slow under gunned trash mech. When you get to know what your doing, you can get them and use them well as cheep defensive units for low skull contracts or something.

This would go against good gameplay design then. A cheap unit for defense that is so rare you may not get it until well into mid-late game hard missions? Now that's a head scratcher.

It should be in large quantities for purchase in the early-game, otherwise just don't purchase it. If its the other way around, then the gameplay design assumes a player is so dense they can't figure out what an Urban is for based on its description.
 

kvetcha

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It's also possible that they're just not particularly common in the four or five Periphery systems we've actually seen.

It's way too early to be concerned. There are a lot of mechs we haven't yet seen.
 

TripleStrengthMisnomer

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We're overthinking this.....They were common until people started headshotting them and dumping coffee cups and banana peels into the torso cavity......
 

Cyttorak001

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Spartakus

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The UrbanMech isn't rare at all, according to Xotl's faction allocation tables. I already posted RATs for the factions here:
https://forum.paradoxplaza.com/forum/index.php?threads/faction-rats-for-random-encounters.1074374/
Common according to a RAT based on the MUL does not mean common in HBS:BATTLETECH. And the apparent lack of Urbies in the latter is something I find weird.
Now granted, a single Urbie is not something you put into a lance with different light mechs if you want the AI to keep the lance more or less together.
But I would certainly expect it to be presented as a base defender accompanied by something with a similar movement profile. Like Turrets.
 

Cyttorak001

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Common according to a RAT based on the MUL does not mean common in HBS:BATTLETECH. And the apparent lack of Urbies in the latter is something I find weird.
Now granted, a single Urbie is not something you put into a lance with different light mechs if you want the AI to keep the lance more or less together.
But I would certainly expect it to be presented as a base defender accompanied by something with a similar movement profile. Like Turrets.
The MUL doesn't indicate frequency, in any sense I've ever seen. All of Xotl's work was sussed out of the TRO fluff.
I agree that Urbies should be more common, especially for static defense.
 

TaurianMerc

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Urbie's are bad mechs. They are popular only as a meta joke.
I'm hoping @Wissenschaft has the sense to run for his life to the nearest bunker, before the Nuka Urbies are deployed!
Those weirdos in the Urbie cult are even more passionate than us right thinking Quad lovers :p