Rusted Warfare - RTS

Rusted Warfare - RTS

Commander Tech
Glaive  [developer] 16 Nov, 2023 @ 4:20pm
Unit Suggestions and Requests
Since I figure they are gonna come in before too long, post the units (or factions) you would like to see.
Keep in mind the Battletech lore era that this mod takes place in is around the late Jihad/Early Republic Era. Please try and keep suggestions to stuff that would show up during that time frame.
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Showing 1-10 of 10 comments
Otikash 21 Nov, 2023 @ 7:17am 
If Inner Sphere factions happen, maybe the Word of Blake with the Celestial-series omnimechs?

For clans I'd really like to see the Ghost Bears.
Glaive  [developer] 21 Nov, 2023 @ 7:30am 
Yea WoB is probably my number 1 pick for the first IS faction, so their Celestial-series mechs would definitely be included with them. I want to do early Republic of the Sphere and Draconis Combine (they both get some Clan mechs so makes it easier :P ). I wouldn't mind doing Davion and Steiner too, but they would come later I think.

For Clans, Ghost Bear and Wolf are the next two on the list, though Wolf will probably happen first just because more of what is already in the mod is used by them iirc.
Last edited by Glaive; 18 Jun, 2024 @ 7:00am
Hope I'm not too late to the party but I recently just discovered this battletech mod and I love it so far. Some of the units I would like to see, especially if you add Ghost Bear mechs are:

Rifleman IIC:

Adding this mech should not be hard since you have the Glass Spider as a template. All you would have to do is remove the extended cockpit from the sprite, size down the radar dish slightly and make it slightly larger as it is 65 tons. Maybe extend the gun barrels (or make them blockier) as well. The Prime is the main one I want to see in your mod, but there are many variations to choose from. 1 through 4 would be good variations to have.

Firemoth:

Incredibly fast speedy 20 ton machine. Not much armor but speed is life for the mech. Many great variations to choose from but the H, D, C and Prime would be good choices.

Bane:

A huge 100 ton fire support mech. The Prime, 2, 3, 4 all add great variety to a very unique fire support platform.

Warhammer IIC:

Since I suggested the Rifleman IIC, it would feel weird to not include the Warhammer IIC since you have the Marauder IIC. The Prime, 2, 3, 4, 5 and 6 have some fun stuff to offer.

Grendel:

A Mech that is rarely seen in any official games. A versatile rugged medium omnimech. The Prime through E variants could work well in your mod.
Last edited by The Strength Of 10,000 Babies; 16 Jun @ 4:24pm
Glaive  [developer] 16 Jun @ 6:05pm 
Glad you are enjoying the mod! You aren't too late, thanks for the suggestions! Though I will say that progress on this has slowed considerably due to how busy my life has gotten. I still do hope to get an update out before too long. Granted it's been over a year, so I guess it would be better for me to say it'll come out when it comes out (sorry for the crazy wait!)

In regards to your suggestions:

-Rifleman IIC: This is very high on my list of next heavy mechs to add (though might not come with the next update, as there are already quite a few new units coming, and I'm trying to avoid more delays). Almost every faction in the mod has a variant that they produce of this, so it would spice up the entire mod. Overall should be an excellent addition.

-Firemoth: This one is a bit lower on my list (Arctic Cheetah for the Nova Cats would come first, most likely). The Firemoth would definitely be added if/when I add Clan Ghost Bear.

-Bane: I gotta admit, I'm a bit scared to add this mech just because of how insane it can be (especially the 3). However I will definitely keep it in mind, it's a pretty classic assault mech for the Clans, and the Jade Falcons even make a fancy variant of it.

-Warhammer IIC: This mech is also on my to-do list, though admittedly not as high up there. Many of the variants use ATM launchers, which I still need to implement in the mod. The one bummer about the Warhammer IIC is that many variants are only produced by Clan Diamond Shark (who I don't plan to add for awhile), though still used by most/all factions. It is also produced by Snow Raven to some extent, so it would still fit in the mod reasonably well I think.

-Grendel: As much as I want to add this mech, it's mainly produced by Diamond Shark, so it's presence in the mod would be a bit limited currently. It may still eventually make it into the mod, but probably not before things like the Shadow Cat (for the Nova Cats).
Fair enough. Looking forward to the Rifleman IIC! Hope it's in the next update since it's my favorite mech from Mechwarrior 2, which is the game that got me into the franchise. Would mean a whole lot to me but I'll be patient :) Keep up the great work!
Glaive  [developer] 16 Jun @ 10:35pm 
Thinking about your suggestions a bit more, the Warhammer IIC might be worth prioritizing a bit higher than I originally said. There aren't as many standard assault mechs available in the mod as I'd like, it would definitely add a bit more variety to endgame.
At first I didn't realize that the tech base in your mod was 3050 clan invasion era. So that would have changed my original list of mech suggestions, lol. Revising what I have posted, I think these mechs would have made more sense considering the available clans and tech base in your mod that bring something unique to the table:

Incubus/Vixen:

A very unique light mech that has two variations before the Jihad. Many versatile weapon platforms on each variation. Fast, decently armored and would look cool from a top down view. Also a Jade Falcon base mech so it fits your available factions.

Stormcrow:

An amazing clan Omnimech. So many variants from AC20 brawling to long range LRM variations. Great armor, good heatsinking and many tech variations that fit with your mod. It's easily one of my favorite clan Omnimechs and I think would work well.

Rifleman IIC:

I still stand with this selection. It's going to be slow, but great fire support for slower assaults and has the range to contest ground and air units. From what I understand it can alpha strike 4 on tabletop, reduce one of the cLPL's to 3 then go back to 4 without heat penalty. Jump jets also offset the limited mobility. I forgot to add it should have a cBAP and a quirk for AA targeting and tracking since it has the same fire control system as the Glass Spider, Bane, Jagermech and IS Rifleman. That is the Garret D2J fire control system.

Kingfisher:

My other suggestion after the Warhammer IIC would be this mech. The biggest issue I see with the Warhammer IIC is that it's a PPC boat much like the Marauder IIC. The Kingfisher is a Snow Raven mech, so variants A through D would fit your 3050 tech tree and offers much versatility in clan weaponry. Plus it's an Omnimech so it has that going for it.

So there's two Battlemechs and two Omnimechs that would be appropriate for your factions and your current tech tree. Let me know what you think. I'll be definitely monitoring this mod and look forward to your future updates!
Glaive  [developer] 18 Jun @ 7:49pm 
The mod isn't based around 3050, but Early Republic Era, specifically 3085 to 3095. With that said I think your suggestions still fit well.

-Incubus: Definitely a good option, though I'm a bit sad none of its variants get cAP (one of my focuses lately has been to add more AP units to give early game a bit more variety). However I will definitely keep the Incubus in mind, as it would add some much needed variety in the "true light mech" category of units (imo the Kit Fox and Adder play a bit more like pocket mediums).

-Stormcrow: This is actually already in the mod! though admittedly with too few configurations in the current public version of the mod. I've added many more configs to the Stormcrow in the coming update. In testing it has proven to easily be one of the best (if not THE best) medium mechs in the mod.

-Rifleman IIC: Still high on my list heh. Something I plan to change in the update is to allow some heavy mechs to be available at the start (this will be enabled by selecting higher starting credit amounts in the match options). With that in mind, the Rifleman IIC would be very nice to have, as it would be great for early anti-pirate duties with the cAP. You are right that it would get an AA targeting quirk. In the mod, currently only the Glass Spider and Deimos have that quirk, so a third mech chassis to choose from the the AA role would be very welcome.

-Kingfisher: I feel like you peeked at my notes heh, this is at the very top of my list to add. Along with giving Snow Raven another assault mech option, the Kingfisher also would fill a hole in Clan Stone Lion's roster (currently the Stone Lion fully upgraded omnimech factory doesn't have an assault mech option at all).

Thanks again for the suggestions!
Got a question then I'll stop bothering you, lol. Any ETA when the mod will be updated?
Glaive  [developer] 3 Jul @ 5:39pm 
Not entirely sure sadly. Live has been very busy these past couple months, and so I've only been able to chip away at this once in awhile. If things slow down then I can get back into the swing of developing this. Once that happens I don't think it will be too much longer.
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