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Timber Wolf Theory: Why It May Be Borked With Problems


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#61 80sGlamRockSensation David Bowie

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Posted 09 January 2013 - 04:50 PM

View PostKmieciu, on 09 January 2013 - 06:14 AM, said:

I bet people will swap ERPPC with Clan Gauss rifles that weigh only 12 tons and take LRM20s (5 tons each)


LOL, what people are going to do is abuse the fact the LRM raw damage in this game is borked, swap out the PPC for CLRM20's and just run around with 6 of those.

CLRM's DO NOT have a minimum range. Say Hello to a 216 point alpha (thats 6 CLRM20's) point blank.

GG

#62 Khobai

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Posted 09 January 2013 - 04:54 PM

Quote

Obviously, making them side torso significantly increases the vulnerability of the mech, and as pointed out you have the odd situation of being shot in the missile launcher somehow blowing out your engines.


Except that doesnt happen on clan mechs. destroying a single side torso doesnt destroy the clan XL engine. You have to destroy BOTH side torsos to destroy a clan XL engine.

Quote

CLRM's DO NOT have a minimum range. Say Hello to a 216 point alpha (thats 6 CLRM20's) point blank.


Youre assuming there will even be a clan mech that has 6 missile hardpoints

#63 Adrienne Vorton

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Posted 09 January 2013 - 04:58 PM

View PostKmieciu, on 09 January 2013 - 06:02 AM, said:

Yeah, but in order to destroy a clan XL engine you`ll need to take down BOTH side torsos :-)

Yep, the Timber Wolf is going to be an underdog. Especially variant D. Two Clan ERPPC (30 damage) with 4 Streak SRM-6. It has the combined firepower of 2 Streak Cats and 1 K2....

say it in short: it´s basically an IS assault mech with 84 kph movement and will take a "heavy slot" in the MM :( ^^


View PostKhobai, on 09 January 2013 - 04:54 PM, said:

You have to destroy BOTH side torsos to destroy a clan XL engine.


i´d go for the legs in that case ^^ or plain and simple the CT

BUT maybe PGI is smart enough to make it something like that: side torso destroyed, means losing 33% speed and maneuverability + a huge ammount of basic heat generated that cannot be disipated because of the loss of a huge part of the engine and a huge leak in the cooling system... ...at least the mech still works, when an IS would already be dead

Edited by Adrienne Vorton, 09 January 2013 - 05:04 PM.


#64 Lokust Davion

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Posted 09 January 2013 - 05:10 PM

View PostHrungnir, on 09 January 2013 - 05:53 AM, said:

As per TT they are part of the side torsos


those ears are side torsos? so if you blow off the ear you blow off the arm as well? that sucks.

#65 Tennex

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Posted 09 January 2013 - 05:10 PM

they are goign to have to have a "ear" mounted weapon indicator anyway, for things like the Blood asp

#66 Deadoon

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Posted 09 January 2013 - 05:19 PM

View PostKhobai, on 09 January 2013 - 04:54 PM, said:


Except that doesnt happen on clan mechs. destroying a single side torso doesnt destroy the clan XL engine. You have to destroy BOTH side torsos to destroy a clan XL engine.



Youre assuming there will even be a clan mech that has 6 missile hardpoints

Omni mechs have limitations based on slots used, the weapons and equipment take so much pod space, aka non allocated space. Hardpoints don't exist for omni mechs.

Technically the prime config of the madcat is just that, the "standard" config.
http://battletech.ho...TimberWolf.html

It has a total of 33 slots of pod space available, and a max of 31.5 tons of equipment. So even then a 6 lrm 20 mad cat only can hold 1 ton of ammo and an er small laser or 2 micro lasers.

People do tend to forget that omni mechs cannot change a few pieces, the armor, structure and the engine, those are all locked unless you convert it into a battlemech.

Edited by Deadoon, 09 January 2013 - 05:35 PM.


#67 Khobai

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Posted 09 January 2013 - 05:39 PM

Quote

Omni mechs have limitations based on slots used, the weapons and equipment take so much pod space, aka non allocated space. Hardpoints don't exist for omni mechs.


Again youre making assumptions without any facts to back it up. The truth is you dont know that because PGI hasnt said anything to that effect.

#68 Khobai

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Posted 09 January 2013 - 05:48 PM

Quote

Omni mechs have limitations based on slots used, the weapons and equipment take so much pod space, aka non allocated space. Hardpoints don't exist for omni mechs.


Again youre making assumptions without any facts to back it up. The truth is you dont know that because PGI hasnt said anything to that effect.

#69 Deadoon

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Posted 09 January 2013 - 06:32 PM

View PostKhobai, on 09 January 2013 - 05:48 PM, said:


Again youre making assumptions without any facts to back it up. The truth is you dont know that because PGI hasnt said anything to that effect.

Yep let's ignore the fact that i was stating the exact definition of an omnimech. Pgi allows us to modify our mechs far more than tt allows refits, if they make omnimechs work exactly like in tt, they would be balanced with battlemechs level of customization in mwo.

And lets overlook the entire rest of the post and my explanation of several things.

#70 DocBach

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Posted 09 January 2013 - 07:15 PM

View PostDeadoon, on 09 January 2013 - 06:32 PM, said:

Yep let's ignore the fact that i was stating the exact definition of an omnimech. Pgi allows us to modify our mechs far more than tt allows refits, if they make omnimechs work exactly like in tt, they would be balanced with battlemechs level of customization in mwo.

And lets overlook the entire rest of the post and my explanation of several things.


What they need to do to balance OmniMechs is to count any pieces of equipment over the base configuration as "Pod" hardpoints - all equipment from weapons to heat sinks can be added as a Pod.

#71 Ashnod

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Posted 09 January 2013 - 07:20 PM

View PostRoland, on 09 January 2013 - 06:21 AM, said:

This.

In past MW games, missile racks have usually been modeled as "Special" armor sections. Essentially auxillary panels.


Yep.. just like in MW3

View PostSayyid, on 09 January 2013 - 06:13 AM, said:

Here is what is going to happen if the clans ever show up.

The Madcat, is going to be a easy to hit cockpit mech just like the fluff states and it is going to lose its side torsos pretty easy.

The Vulcher will be the king of the clan heavies because of the thin front view.

I hate the clans and quite honestly would be completely happy if they just rollback the game to 3025.

View PostSayyid, on 09 January 2013 - 06:13 AM, said:

Here is what is going to happen if the clans ever show up.

The Madcat, is going to be a easy to hit cockpit mech just like the fluff states and it is going to lose its side torsos pretty easy.

The Vulcher will be the king of the clan heavies because of the thin front view.

I hate the clans and quite honestly would be completely happy if they just rollback the game to 3025.



Pretty sure the Ebon Jaguar will take out the Vulture..

#72 Deamhan

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Posted 09 January 2013 - 07:48 PM

They'll have to split the hit box but they should also split the crit slots also. This can limit the size of the launchers to LRM10s or if they go with LRM20s, it would be limited to the size of the balistic in the left and right torso. The launcher hitboxes can then have an armor rating on par with arms making them fairly weak.

#73 QuantumButler

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Posted 09 January 2013 - 08:11 PM

if you get the hud bug, you can see extra boomboxes on your mech damage display matching timberwolf missile racks.

They're gonna be separate weapon pods, like in MW4.

Edited by QuantumButler, 09 January 2013 - 08:12 PM.


#74 Eddrick

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Posted 09 January 2013 - 08:14 PM

If I remember correctly. The "Weapon Racks" in MechWarrior 4: Mercinaries are odvius "special" hitboxes that have very little armor (Probably, no more then the arms). I played MechWarrior 4: Mercinaries a good bit. However, with my playstyle, I don't target those things on purpose. I purly went for "Kill shots" almost exclusivly.

I think a Maruder's (Unseen version) and StoneRhino/Behemoth's gun on the top-center would be even more crippling if it would be counted as the CT. In tabletop, the weapon is in a side torso. In MechWarrior 4: Mercinaries, it has a "Weapon Rack" for it. This is a problem that PGI needs to think through carfully. I love both Mechs and the Timberwolf/Madcat.

Posted ImageStonerhino/Behemoth

Edited by Eddrick, 09 January 2013 - 08:16 PM.






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