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Kitfox First Impressions Review


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#1 Tahribator

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Posted 15 August 2014 - 05:30 AM

Note: I formatted this for the forums, but it probably looks and reads better on my website. You can also read it there if you prefer.

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Cuteness overwhelming




If you've been eagerly waiting for Clan 'Mech releases for C-Bills like me, then you probably know the Clan lights are considered one of the worst 'Mechs of the package. You can even come to the same conclusion yourself by just looking at their most important statistic for a light: their speed. Clan lights are painfully slow at 97.2 KPH without and 106.9KPH with speed tweak. That's way outside what's considered "light terroritory" which changes from person to person, but I'd put it above 130 KPH. Most mediums with modest weaponry can easily reach above 100KPH(with a standard XL300) and can be rigged to reach 130KPH if you're really feeling like chasing lights with a skyscraper.

With the most negative stuff out of the way(unfortunately there are more to come), let's talk about the Kitfox. First, I really think this is the cutest 'Mech design ever. It looks completely harmless and friendly, and if you kill one on the battlefield then you should feel bad. Second, I must say I've been really impressed by this little bugger. Setting my expectations to an absolute minimum helped, but so did spending a healthy amount of time getting used to it.

The first thing I learned was that this is a "blob" 'Mech. When you split from your group and go on an adventure behind the enemy lines with your friendly IS light 'Mechs, expect to be left to die a horrible death as soon as you're discovered. The speed is just not enough to get away from dangerous situations. You've probably heard "Clan lights are actually mediums!" phrase before and that is indeed true. Your best bet is to stick to the main group and try to be the side kick of heavier 'Mechs. You can't afford to be noticed or primaried.

Before I move on, I want to draw your attention on another issue that this 'Mechs suffers; scaling. Take a look at these pictures('Mechs are to scale):

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Front profile comparison

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Side profile comparison(slightly angled)






Remember, Kitfox and Spider are 30 ton 'Mechs and the Jenner is a 35 ton 'Mech. What this comparison tells us is that the Kitfox is simply oversized for its tonnage. It's taller, wider in both directions and has bulkier legs and bulkier arms. It also tells us why Spiders are so annoying to kill, they're packing a lot of armor into a very small profile. Even the 35 ton Jenner is smaller than the Kitfox. This 'Mech is both oversized and slow, that's the worst combination you could have in a light 'Mech. Speed and profile are their best defenses and in this 'Mech you can't use them.

You feel this "oversized" issue with every hit you take. Laser scratches that you shrug off with Spiders and Firestarters take off your health in 5-10% chunks and it just melts under any kind of LRM fire. It's not uncommon to lose components without warning. Cheese whales will one shot you, other lights will eat you alive. If there's a "cookie" 'Mech in this game, it's not the Locust but it's the Kitfox.

Even so, this 'Mech is quite tanky for a light. Clan XL's allow you to lose one side of your 'Mech, a perk that IS lights don't enjoy. Being so bulky and big also means it's easier to consciously spread damage, just like the Thunderbolt(pretty much the only thing it's good for). Its hitboxes are not that bad too — when angled sides and arms block a lot of damage. If you put LRMs on your arms, they almost completely block your side profile. Its front hitboxes also have a balanced surface area, although CT area is a bit bigger than others(typical for a light 'Mech).

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The Kitfox hitboxes. Image taken from Sylvian Le Fabre's thread on official forums.


So far, not good. It's slow, it's big, it's squishy. Then why did I say I was impressed by this 'Mech?

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Building your Kitty

When you get into the Mechlab and start building for this 'Mech, you realize it's very versatile. There are a lot of awesome combinations you can pull off ranging from PPC snipers to pulseboats, ECM and triple AMS support to SRM facemelters, proper LRM boats to non-machine gun ballistic brawlers —something IS lights can only dream of. This 'Mech allows you to comfortably field and experiment with every Clan weapon other than the heaviest of their ACs(you can still mount them, but you won't have enough weight for backup weapons). This 'Mech reminds me a lot of my Timber Wolf, minus its amazing speed and survivability.

So this is a versatile 'Mech, but how much? Let's take a look at its omnipods:

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Its flexibility is immediately apparent. If you want to max out each weapon type, you can go from 4xM to 3xB and 4xE, plus the odd hardpoint you get from other types. Even if you keep the ECM arm, you still have access to extra E and M hardpoints of your choice. You can also keep the S torso omnipods to have access to 2xB hardpoints with only a slight disadvantage to your torso twist.

The Kitfox has 14.5 tons of pod space with full armor and taking into account that the Clan weapons weigh a lot less than their IS counterparts, you can easily do heavy-hitting builds that leave even IS mediums in envy. This 'Mech can indeed be considered as a hybrid between IS lights and mediums, something the Blackjack has shown us there are a lot of potential for.

Unfortunately, arm hardpoints are quite low. Right arm hardpoints are slightly higher than left arm, but you still have to expose your whole upper torso and a bit of your legs to shoot. Torso ballistic hardpoints on the other hand, are mounted extremely high. There are some good choices like C-UAC5 or dual C-UAC2 that can capitalize on this advantage.


Playing with your Kitfox

Playing with the Kitfox is surprisingly fun once you first get demolished in your first a dozen or so matches. After trying to imitate IS light gameplay and getting totally dismantled, I tried playing it like a fast medium —sticking together with bigger 'Mechs and being their sidekicks. Always near them, but constantly poking at the enemy. I immediately realized how much this 'Mech gets ignored when it's standing near a more dangerous or juicy target, let's say a Dire Wolf or a Centurion. What people still don't realize is, the Kitfox packs a good amount of firepower that can quickly cripple a medium or a heavy. When ignored, you can quickly rack up damage and kills. If you also have ECM mounted, it's literally ghost mode as long as there are other 'Mechs nearby.

Being sneaky and opportunistic really pays of with this 'Mech. Unlike Commandos and Spiders which are seriously hurt by their tonnage and hardpoints(in Spider's case), going above 600 damage and a couple of kills are not uncommon. If most things goes right(or wrong in your team's case), you can even carry and get like 5+ kills and 800+ damage rounds with it, the potential is definitely there. The trick is to keep this 'Mech from getting primaried. As soon as someone decides "Ok, this Kitfox is going down." and actively hunts for you, you don't last long.

What to do with it

I think I still have a long way to go before I can say my builds feel "just right", but I've found a few builds that allowed me some exceptional results. Before presenting you some builds, I want to talk about which weapons seem to go better with this 'Mech.

Most people seem to just get ECM, load up 3xC-ERLL's and go perch on a hill with this thing. It works fine on maps like Alpine, but pretty much everywhere else it's a bad idea. At two seconds per beam, this type of gameplay exposes you a lot to return fire. I had more success with low "face time" weapons like pulse lasers, small lasers, SRM's and LBX'. I especially had a great time with the C-ERPPC, it gives you range and punch and allows you to take snapshots and go back immediately into cover. It's great at quickly killing 'Mechs with weak armor or open internals. Same goes to the C-LPL and C-MPL, they're easy to keep cool and still dump a lot of damage in short time. I haven't really tried LRM's since they're really not my thing(you have to devote too much tonnage to them, and if the enemy brings an ECM 'Mech, you're basically dead weight), but you could easily slap on 2xC-LRM15's, 5 tons of ammo and backup lasers. It's a 30 ton 'Mech that makes the 55 ton Trebuchet cry in that regard.

Alright here's a few builds that I found fun during last three days, but consider these as just suggestions rather than something optimized. All the omnipod switching craziness means most of the builds have a lot of room for improvement.

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This is a support build that is designed to sit inside your main group, give ECM cover, shoot down missiles and be all kinds of annoying for the inevitable LRM boats on the other team. ERPPC and 2xERSL are surprisingly easy to keep cool, allowing you to keep taking potshots with the ERPPC for a long time. I know a lot of you are thinking 3xAMS and 2.5 tons of ammo for it is waste of tonnage, but it actually feels nice helping your team out. You can easily remove them and replace SL's with ML's and use the rest on getting two more heatsinks.

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Look at all those weapons! C-LPL allows for range, 2xERSL and 1xStreak4 pumps damage at close range and MG's annoy your enemies and do crits. Plus, you get a lot of mobility from those five jumpjets. This build is impossible to do bad with.

I've been recently running this medium range variation and having good results as well.

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This one is all about close range DPS and is really good at pumping damage. The downside is if there's a blob vs blob standoff, you can't poke as much compared to other builds above.

I can post a lot more, but I'll probably do it in another post. These are just a taste of the things you can do with this 'mech.

Note: Since Kitfox CT omnipods don't have any hardpoints, these builds are completely interchangable between variants. You can safely sell your unwanted variants to preserve mechbays after you elite them.

Conclusion

It's still unknown whether PGI will introduce lights which will be on-par with IS lights when it comes to survivability and speed. In all other weight classes, Clan 'Mechs pretty much dominate IS counterparts in current balance. It might simply be a design decision to keep IS lights superior and the possible introduction of MASC could make Clan lights more viable in classic light roles in the future.

Despite their disadvantages, Clan lights can still find their niche by capitalizing on the sheer versatility and firepower of the Clan weaponry. Kitfox is incredible in this regard, you can use it in various roles very effectively. If you want to enter the world of Clans, the Kitfox is a great starter 'Mech.



Addendum: Some Kitfox tips and build of the week — The tourney Kitfox

I was eliting my first Kitfox on Friday evening when I realized I was almost in top 15 Clan lights in the tournament. Since I was so close, I thought "Why not give it a try?" and kept playing with my Kitty for the rest of the evening. In total, I gave it about 5 hours Friday and Saturday combined. As at the time of writing, I'm sitting on the 6th place with my highest being 4th. I will not try any further because the more points you get, the more you have to play to get that "perfect" game. It's just not worth grinding 10+ hours unless you really want that bragging right. I learned this lesson the hard way during previous tournaments.

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Welp.



Spending so much time with a single 'Mech is a great way of iterating builds while learning its characteristics. After a bunch of crazy builds and tactics, I'm finally at a stage where I'm comfortably pulling good damage and at least a few kills. Combine that with a really good round, it's not hard to push for the top spots. I'm currently sitting at the 6th spot(at the time of writing), but I really bring myself to grind for the top spot anymore. Also, the Adder is a better contender for the top spot simply because it has higher E hardpoints and can bring two more heatsinks without dangerously underarmoring itself.

Before I move on with the build, here is a Kitfox "What have I learned?" list.
  • If you're going to bring the C arm with ECM and AMS hardpoints, only take one of them. I realized that bringing 3xAMS+2-3 tons of ammo is a waste when you have ECM. The reasoning is simple, when your ECM is working, there are no LRMs flying near you and your AMS just sits idle. The only times you need an ECM+3xAMS combination is when you have an ECM above you or when you're NARCed. Being NARCed in a light is very rare and you should notice enemy UAV's immediately anyway. That makes triple AMS pretty redundant. I guess if you really feel like wasting enemy ammo, you can forgo ECM and only use AMS slots with AMS modules to make them better LRM chewers. This is mostly a "COME AT ME LURM BOATS!" gamestyle rather than a sensible one though.
  • Never not mount ECM!(an EVE saying which I like) At a cost of one arm hardpoint and 1 ton, it's really worth it. What it does is, as I wrote in the review, it makes your 'Mech practically invisible. Especially when you're stationary. Being unnoticed is what allows this 'Mech to do damage.
  • Low arm hardpoints really really hurt this 'Mech. It's hard to use this 'Mech as a harasser on the move, so you're mostly just peeking in and out from cover in straight lines to shoot. The Adder gets away with it, because some of its E hardpoints are cockpit level, but the Kitfox usually gets bad damage trades because of this. Luckily the Kitfox also comes with very high mounted torso ballistic hardpoints. They allow you to dump free(no return fire) damage with no heat. I think this is the very next best thing about the Kitfox; it can abuse its high mounted B hardpoints comfortably.
  • Spread out your weapons. If you have an AC on one side, put at least two lasers/missiles on the other side. You'll lose arms/sides a lot, don't get disarmed easily.
  • Mount the Seismic module as soon as you master it and have that extra module slot. While firing you're mostly stationary and if you do the AC and laser combo like me, you'll be inevitably tunnel visioned. I can't count the times the Seismic saved my Kitfox from sneaky Jenners and light hunters.
Alright, so what did I use to get that 6th place? Here it is:


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The loadout looks quite modest with 3xERMLs until you notice the C-UAC5 with three tons of ammo. C-UAC5 does a great job at giving you range and suppression while 3xERML's usually deliver the killing blow. This build also comes equipped with ECM for stealth and freedom of movement and also has a single jumpjet to help you get around the map. This build doesn't have additional heatsinks, but then again heat management is very easy because you can spam C-UAC5 to keep your DPS up.

The gameplay is simple and revolves around your C-UAC5. Find yourself a nice hull down position near your teammates, move forward slightly, dump a few bursts of C-UAC5 depending on how quickly the target becomes aware of you, and move back into cover. If you think you can get a kill, bring those lasers to bear. The suppression effect is really handy because it forces the enemy almost immediately into cover. Do not pop back up from the same position again if you were spotted, displace slightly and try again. Greed really kills with this 'Mech. It plays like a Raven-3L, except that you're much more dependent on your teammates.

I had success at close quarters with this build as well. Other lights can't take repeated UAC bursts and 21 damage ERML alphas. Still, I wouldn't recommend attempting to brawl bigger 'Mechs unless you're sure you can kill or disarm them in a few seconds. This 'Mech is pretty much the definition of squishy.

Here's a round from my stream on Saturday. I think it showcases the tactics and gameplay of this build really well:

http://www.twitch.tv...bator/c/4923798

Edited by Tahribator, 30 September 2014 - 09:02 AM.


#2 OznerpaG

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Posted 15 August 2014 - 06:51 AM

kitfox is ok, but it takes an incredible amount of work to bring it's effectiveness up to par with most other mechs - tedious is a good way to describe it. i leveled them and did ok with them, but i can't say i enjoyed it

actually played played a game last night with 2 cERLLas/ECM - horrible loadout, each shot felt like it took 10min to unleash and i ended up wasting 25-50% of each shot ducking back to cover before the beam was done

since it was the first clan mech i piloted/leveled (i figured i wouldn't go back to it when finished, and i was pretty much right) i tried a LOT of configs. best loadout when leveling was cERMLas/ECM/cLRM20/TAG

http://mwo.smurfy-ne...6070ebe4445e09b

don't think of cLRMs as LRMs, think of them as guided ACs that shoot straight to the target's gut and that can fire over obstacles (which is good since the arms are so freaking low). also this makes it easier to escort the heavies as you can stay back and still get some shots off. also painting targets with TAG gets you extra cash/XP, which takes a little of the leveling tediousness away

Edited by JagdFlanker, 15 August 2014 - 06:53 AM.


#3 FindersWeepers

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Posted 15 August 2014 - 12:11 PM

I had a lot of success with a 4xLRM10 build, I was a fast support mech, you can either alpha them or chainfire them, which shreds distracted enemies you can keep at range.

#4 InspectorG

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Posted 15 August 2014 - 07:53 PM

I got the Kitfox package and have some time in the seat. So my advice.

Play like a IS medium that has little armor left

3erMl, ECM, Uac5, JJ - i find the LL to be too hot and TOO MUCH FACE TIME!

Others have explained it like being an 'option' weapon from Gradius/Lifeforce on the old NES.

Hang right behind heavies/assaults, when they shoot at something, wait for the return fire to end, pop out-shoot-pop back behind. EZPZ

SRM24 Kitfox.
You need carbonite balls and ninja patience but ive gotten 700-900 damage/3-4 kill games doing this, and im an average pilot at best.
You wait till after mid match, when enemies are missing armor, you blast them from about 80m away with a 48 damage alpha that they dont expect from such a little mech. Hiding around corners works too. Dont get upset if you get trampled though, its a risky build.
You CAN go off real sneaky like and whale hunt. But if the whale/atlas has friends, your chance of survival drops sharply.
Dont let him see you aproach, get right behind him ~40m. Core and let him see you jump over his corpse.

Dont let others ***** about you not bringing ECM. Reply thusly: "Why didnt you bring your Atlas Dc or Cicada?" Silence will follow.

#5 Modo44

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Posted 15 August 2014 - 08:32 PM

Yes, Clan weapons. It is not great for capping, but as the light supporting the main blob, it can do serious damage.

#6 Escef

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Posted 15 August 2014 - 11:31 PM

My best results have been with ECM, ERML, 2xLRM15, 2 jets, and 5 tons of LRM ammo. Stick near the LRM boats to protect them from counter-battery fire, enough missiles to meaningfully contribute to the LRM mission, and the laser and Clan LRMs are useful closer in if the poop hits the fan.

#7 Bigbacon

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Posted 16 August 2014 - 02:00 PM

am I one of the few that run without ECM?

what is amazing now though is the amount of these on the field now that they can be bought with bills and the amount of ECM cover is astounding now.

#8 Escef

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Posted 16 August 2014 - 06:35 PM

View PostBigbacon, on 16 August 2014 - 02:00 PM, said:

am I one of the few that run without ECM?

No, but it's uncommon. And some players apparently don't know that they have to buy the Kit Fox C arm pod to get ECM.

#9 Brizna

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Posted 17 August 2014 - 01:49 AM

Very good guide mate and I wholeheartedly agree except for one thing.

Quote

Right arm also doesn't come with arm actuators(and you can't enable them) so the arm motion range isn't that great either.


It's only the S right arm that can't have arm actuators, the other variants can, another thing is wether they actuar fit or not, in the C arm between the energy weapon, ECM and AMS space gets tight pretty fast unless you store AMS ammo somewhere else, and I don't like that.

Edited by Brizna, 17 August 2014 - 01:49 AM.


#10 Tahribator

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Posted 17 August 2014 - 01:58 AM

View PostBrizna, on 17 August 2014 - 01:49 AM, said:

Very good guide mate and I wholeheartedly agree except for one thing.

It's only the S right arm that can't have arm actuators, the other variants can, another thing is wether they actuar fit or not, in the C arm between the energy weapon, ECM and AMS space gets tight pretty fast unless you store AMS ammo somewhere else, and I don't like that.


Thanks! Somebody else pointed at the same thing on Reddit and I corrected it on my website, but looks like I forgot to update the thread here.

#11 OznerpaG

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Posted 17 August 2014 - 07:21 AM

View PostSep, on 15 August 2014 - 12:11 PM, said:

I had a lot of success with a 4xLRM10 build, I was a fast support mech, you can either alpha them or chainfire them, which shreds distracted enemies you can keep at range.


keep in mind cLRM tubes mean nothing - since the missiles stream out at launch, putting a cLRM20 in a 10 tube launcher shouldn't make any difference and it will save you a crucial 1t over dual cLRM10s

#12 STEF_

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Posted 17 August 2014 - 10:57 AM

The only way I enjoyed it was with 2 er-ppc and ecm. But only after leveling it.
I agree with Jadgflanker, it's quite tedious.

I would like to give a try with 4lmr10... it seems interesting.
It's always usefull to read guide like this one.
Thanks all.

#13 Tiamat of the Sea

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Posted 17 August 2014 - 11:20 AM

View PostTahribator, on 15 August 2014 - 05:30 AM, said:

It's still unknown whether PGI will introduce lights which will be on-par with IS lights when it comes to survivability and speed. In all other weight classes, Clan 'Mechs pretty much dominate IS counterparts in current balance. It might simply be a design decision to keep IS lights superior and the possible introduction of MASC could make Clan lights more viable in classic light roles in the future.


I'ma clear something up for you here.

If PGI continues with the Clans (which they kind of have to), there will be fast Clan lights. There are... issues, though.

3050 lights for Clans come in two flavors we haven't seen yet.

The fastest- the Fire Moth (Dasher) requires MASC. Until that's in, it's not going to happen. This is also the Clan 20-tonner. Plus, the MASC kicks its speed up to 200+kph, so that's a potential issue as well.

Less fast, but still swift, is the Mist Lynx (Koshi). That one hits 118 kph and always has jump jets- so that's definitely got potential. Definitely one to expect, even if it only has 8.75 tons of pod space.


But either way- aside from some debatably valid messing with variants (Really really didn't need a Timber Wolf variant created just to give the dang thing jump jets. Really didn't.) PGI isn't making design decisions about the Omnis other than how to count the hardpoints and how to put the visuals together.

#14 Escef

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Posted 17 August 2014 - 11:34 AM

View PostQuickdraw Crobat, on 17 August 2014 - 11:20 AM, said:

(Really really didn't need a Timber Wolf variant created just to give the dang thing jump jets. Really didn't.)

The Timber Wolf S was first published in the "First Strike" Battletech supplement, around 1996. PGI didn't create it, FASA did. And it was listed as a popular configuration for urban combat.

#15 Tiamat of the Sea

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Posted 17 August 2014 - 11:38 AM

....huh. Learn new things. That explains why I can't find it in any of the books I have, though. Thanks, Esc.




edit: Still don't think we needed it. Could just as easily have had the A, B, or D. Summoner's already a jumping heavy.

Edited by Quickdraw Crobat, 17 August 2014 - 11:40 AM.


#16 Escef

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Posted 17 August 2014 - 11:56 AM

View PostQuickdraw Crobat, on 17 August 2014 - 11:38 AM, said:

edit: Still don't think we needed it. Could just as easily have had the A, B, or D. Summoner's already a jumping heavy.

There's been conjecture that there's a planned Aiden Pride Hero somewhere down the line. Aiden's Timby had jets, and the only Timby with jets being a hero would trigger screams and wails of P2W... Mind you, this is purely conjecture. Also, the S variants were republished in TRO3050 Upgrade (along with the Heavy Laser, HAG, and ATM configs of the original 17 omnis).

#17 Tiamat of the Sea

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Posted 17 August 2014 - 12:40 PM

View PostEscef, on 17 August 2014 - 11:56 AM, said:

Also, the S variants were republished in TRO3050 Upgrade (along with the ___________, ___, and ___ configs of the original 17 omnis).


I'm sorry, you were suddenly talking in this weird language. It sounded like Level 3 to me. Don't worry about it though, I'm sure it'll clear up eventually.

#18 Escef

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Posted 17 August 2014 - 01:35 PM

View PostQuickdraw Crobat, on 17 August 2014 - 12:40 PM, said:


I'm sorry, you were suddenly talking in this weird language. It sounded like Level 3 to me. Don't worry about it though, I'm sure it'll clear up eventually.

Yeah, I know, some folks can't stand the late clan invasion stuff. And I'm not going to get into what happens in the timeline after that, you may go blind while looking at the page. (I understand. I don't agree, but I understand.)

#19 Tiamat of the Sea

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Posted 17 August 2014 - 02:59 PM

Like I said, it'll clear up eventually. Most of the books I had for ages didn't go past 3060. What used to be 'Level 3 tech'- at one point, mind, the classifications changed so often it's crazy- was a pretty wide spread of things, some of which are just crazy. I'm still adjusting, to be honest- though I have picked up a few books since Catalyst was given the printing/ruleswriting rights by WizKids.

I'm still not sure I'm okay with a lot of the balance issues the game has, tabletop Clans included- and I've been playing since 1993.

Edited by Quickdraw Crobat, 17 August 2014 - 02:59 PM.


#20 Escef

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Posted 17 August 2014 - 09:28 PM

View PostQuickdraw Crobat, on 17 August 2014 - 02:59 PM, said:

I'm still not sure I'm okay with a lot of the balance issues the game has, tabletop Clans included- and I've been playing since 1993.

If it makes you feel any better, none of the later clan tech is considered better than the clan ERPPC, LPL, or LRMs. Hell, the ATM (Advanced Tactical Missile) is considered inferior to the Inner Sphere MML (Multi-Missile Launcher, comes in 3, 5, 7, and 9 packs, bulky, not too tonnage efficient, but can hot-swap between LRMs and SRMs).





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