Superheavy?

Thread in 'MechWarrior Online' started by Remover of Obstacles, Nov 22, 2018.

  1. There are valid concerns with PGI's ability to code Solaris FFA or quad-legged mechs, but do you think they would introduce superheavy mechs?

    I would be interested.

    What superheavies (cannon or constructed) would you like to see?

    I would be interested (willing to open wallet) for something like this.

    H 1xEnergy
    CT ECM
    LT 2x Missile
    RT 2x Missile
    LA 1xBallistic, 1xEnergy
    RA 1xBallistic, 1xEnergy
    [​IMG]
    Can anyone that has played tabletop check the math here?
     
  2. Excalibaard

    Excalibaard 101 010 Staff Member

    5,278
    1,110
    269
    I think Superheavies might upset people, but it'd be interesting at least. IMHO they should work out a way to have it take up 2 player slots to offset the pod space, but then again, Annihilator speeds are useless in QP. Might take the full 15 minutes to get to the center of the map.

    With the speed of the escort mech, maybe that could be a (functional!) superheavy?
     
  3. Agreed, probably not functional and better suited to a campaign mode type game.
     
  4. Shock

    Shock Patron of the Underdog Staff Member

    877
    358
    171
    Replace Escort mode with a player run superheavy and maybe you've got something
     
    CarloArmato likes this.
  5. Killed by a piranha in less than 3 seconds.
     
  6. Excalibaard

    Excalibaard 101 010 Staff Member

    5,278
    1,110
    269
    Remove random component crits, have MGs and LBX and such deal extra structure damage instead. Regular structure health damage determines the damage to internal components based on mounting order.
    Unfun and invisible game mechanic of a piranha slightly grazing your open side torso/leg fixed, superheavy made viable escort mech.
     
  7. Ch_R0me

    Ch_R0me Benefactor

    287
    60
    43
top-fast
top-fast
top-fast
top-fast