BattleMech 12: Stalker
#641
Posted 15 December 2012 - 05:10 AM
I'm really looking forward playing this Mech, but i think it will need a massive overhaul to make it effective.
#642
Posted 15 December 2012 - 05:26 AM
Edited by CoreHunter, 15 December 2012 - 05:26 AM.
#643
Posted 15 December 2012 - 11:03 AM
Dodger79, on 15 December 2012 - 05:10 AM, said:
I'm really looking forward playing this Mech, but i think it will need a massive overhaul to make it effective.
It originally used a special computer to make the best use of its weaponry with regards to the heat it would generate. Unfortunately this program is now lost and a MechWarrior should stagger fire of its weapons to avoid overheating problems.[2]
					
					#644
Posted 15 December 2012 - 11:10 AM
#645
Posted 15 December 2012 - 04:01 PM
CoreHunter, on 15 December 2012 - 05:26 AM, said:
Take a look here:
http://www.sarna.net/wiki/Stalker
All the variants are shown there
#646
Posted 15 December 2012 - 04:17 PM
Coret Trobane, on 13 December 2012 - 08:31 AM, said:
It just looks a little too tall, with the torso-twist joint looking, well, skinny - in addition to the two 'arm' missile pods being mounted a little too high.
I've done a *very* quick photochop of what changes I'd make to bring it a bit closer to the concept picture from pg1 of this thread:

Lol isnt the 2 basically the same? Only one is a little taller.
Oh well guess I never had an eye for such details.
b1ackadder, on 15 December 2012 - 04:01 PM, said:
Doesnt tell us the exact number of hardpoints they will have in the game though.
#647
Posted 15 December 2012 - 05:28 PM
Redoxin, on 15 December 2012 - 04:17 PM, said:
Oh well guess I never had an eye for such details.
Doesnt tell us the exact number of hardpoints they will have in the game though.
first it has some slight differences. 1) arms are lower, and not so bunny like 2) Gyro is nto exposed and teh upper body is right on top of the legs 3) mech, over all, is shorte rand wider, and not such a tower.
3 of the 5 variants explicitly must have 10 hardpoints, and if othe rmechs set an example, most of the varients will have 10 hardpoints.
3F- 4missle, 6 energy (standard)
5M- 5missle, 5 energy (it has a narc, and the 2 large lasers become 1 ER large moved to the center torso
5S- 4 missle, 6 energy (will likeley coem with 2 AMS since it comes stock with one (atlas K does the same)
those are for sure, but,
3H- has 2 lrm 20 and drops the 2 large lasers, so i'd bet 6million C-Bills that it will have 6missle- 4 energy
4N- just drops an lrm10, frankly i do'nt even know why they include it... its a modded 3F and does nothing for the mech flavor wise
#648
Posted 16 December 2012 - 03:03 AM
El Death Smurf, on 15 December 2012 - 05:28 PM, said:
first it has some slight differences. 1) arms are lower, and not so bunny like 2) Gyro is nto exposed and teh upper body is right on top of the legs 3) mech, over all, is shorte rand wider, and not such a tower.
Ah, I was wondering for a bit there too. I would have to disagree with the part you call the gyro there, however. It looks to me like it's just a swivel mechanism for the torso. Wouldn't the gyro be just as internal and protected as the engine? Sure that bit is a teensy bit thick but I really don't see anything more than "this is CT too, it has armor and stuff, but it swivels! (cue the car salesman with huge smile)"
anyhow... “I owe you all the beers ever!” You do this right PGI and you can be damn sure I might share a bit of my beer winnings ;D
#649
Posted 16 December 2012 - 03:39 AM
El Death Smurf, on 15 December 2012 - 05:28 PM, said:
first it has some slight differences. 1) arms are lower, and not so bunny like 2) Gyro is nto exposed and teh upper body is right on top of the legs 3) mech, over all, is shorte rand wider, and not such a tower.
3 of the 5 variants explicitly must have 10 hardpoints, and if othe rmechs set an example, most of the varients will have 10 hardpoints.
3F- 4missle, 6 energy (standard)
5M- 5missle, 5 energy (it has a narc, and the 2 large lasers become 1 ER large moved to the center torso
5S- 4 missle, 6 energy (will likeley coem with 2 AMS since it comes stock with one (atlas K does the same)
those are for sure, but,
3H- has 2 lrm 20 and drops the 2 large lasers, so i'd bet 6million C-Bills that it will have 6missle- 4 energy
4N- just drops an lrm10, frankly i do'nt even know why they include it... its a modded 3F and does nothing for the mech flavor wise
Its a shame that all these variants are nearly the same. I dont think there is any other mech where the variants have so little differences. Makes it even more pointless to buy more than one.
#651
Posted 16 December 2012 - 11:34 AM
Edited by Kenach, 16 December 2012 - 11:36 AM.
#652
Posted 16 December 2012 - 03:03 PM
#653
Posted 16 December 2012 - 03:15 PM
Adridos, on 16 December 2012 - 03:48 AM, said:
Dragon... I still can't understand why is there no G variant of it.
I pilot Dragons mostly. And they have quite meaningful differences imo, at least bigger ones than the Stalkers. Having 4 lasers instead of 2 on the 1C is pretty big.
#654
Posted 16 December 2012 - 03:19 PM
#655
Posted 16 December 2012 - 08:40 PM
#657
Posted 16 December 2012 - 09:27 PM
#658
Posted 16 December 2012 - 09:32 PM
Dodger79, on 15 December 2012 - 05:10 AM, said:
I'm really looking forward playing this Mech, but i think it will need a massive overhaul to make it effective.
well the thing about the stalker is, it's a swiss army knife of range and damage.
long range, you have the lrm's backed up by the two torso mounted large lasers. as the enemy gets closer you switch from the two large lasers to the four medium lasers, now the pretty thing here is that the four medium lasers combined do more damage than the large lasers, but combined they also generate more heat but staggered they are actually more efficient than the large lasers at medium range. and then as they close into short range you have the punch of the srm's
in fact if i were to make a change at all it would be to put the srm's in the arms and the lrm's in the torso with the large lasers, so that I can effectively aim at leghumpers
tl;dr: at long range use lrm and blues
at medium range drop the blues except for alpha strike and use the greens in stagger fire save for alpha
at close range they should be so chewed up that a punch with the srm's will knock them down, clean up with the greens.
i would also like to make a note that you will want the greens on each arm staggered in their own grouping if you have the hotkeys or buttons to make that setup comfortable
Edited by Battlecruiser, 16 December 2012 - 09:35 PM.
#659
Posted 17 December 2012 - 01:19 PM
#660
Posted 17 December 2012 - 01:52 PM
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