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#381 Rosscoe

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Posted 26 June 2013 - 07:12 AM

Why do I already forsee the inivitable battle field of battle master on battle master combat.

NOW TAKE MY SPACE (CAD) BUCKS AND ENJOY PGI!

#382 ropanock

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Posted 26 June 2013 - 07:15 AM

Does this mean we may see a warhammer in the future?

#383 Kanajashi

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Posted 26 June 2013 - 07:33 AM

Can we get the number for the maximum amount of armor that these mechs can equip? I am doing some manual calculations to figure out how many tons each mech would have available for weapons and typically the armor number they give for the mech is not the maximum it can take.

#384 Zolaz

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Posted 26 June 2013 - 07:46 AM

Use the Project Phoenix money to improve this game please!!!!

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#385 CDLord HHGD

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Posted 26 June 2013 - 07:46 AM

View PostKanajashi, on 26 June 2013 - 07:33 AM, said:

Can we get the number for the maximum amount of armor that these mechs can equip? I am doing some manual calculations to figure out how many tons each mech would have available for weapons and typically the armor number they give for the mech is not the maximum it can take.

In the TT rulebooks there's a max % for armor based on mech tonnage (like the skeleton is 10%). Not counting ES, but those figures are in there too. The only difference between TT and MWO in this regard is all the armor values in MWO aredouble that of TT.

#386 Rigiroth

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Posted 26 June 2013 - 07:55 AM

View PostKanajashi, on 26 June 2013 - 07:33 AM, said:

Can we get the number for the maximum amount of armor that these mechs can equip? I am doing some manual calculations to figure out how many tons each mech would have available for weapons and typically the armor number they give for the mech is not the maximum it can take.

Armor max is based on tonnage. The Thunderbolt should have max armor of a Catapult and the BM should have as much as a Stalker. Good luck figuring out the Shadow and Locust. <_<

#387 Ken Fury

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Posted 26 June 2013 - 08:08 AM

View Postmeteorol, on 26 June 2013 - 01:20 AM, said:

A new "founder" thingy? (With much more than the legendary founder pack did offer, while being cheaper)
Gosh would i feel stupid if i had payed 120 for a founder pack.

Paying 80$ like four months in advance to get the battlemaster three whole months early?
Honestly, this sounds like they are in desperate need of money. They need fast cash and they need it now.


haha I'm going to spend 180$ this month on my account and the same on the account of my fiancee. Considering that I'm close to playing this game for a year I've certainly did get enough fun out of this game in relation to my money spend.

#388 armchairyoda

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Posted 26 June 2013 - 08:15 AM

Rear energy mounts on a battlemaster.

DUAL ERPPC PRO MODE.

or not. here, have some $ pgi.

#389 Gargoth

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Posted 26 June 2013 - 08:26 AM

Overlord package ordered, Use my founder and project phoenix money well PGI, i am confident that you are making something awesome (pun intended) here. <_<

Cheers!

#390 Kanajashi

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Posted 26 June 2013 - 08:28 AM

View Postcdlord, on 26 June 2013 - 07:46 AM, said:

In the TT rulebooks there's a max % for armor based on mech tonnage (like the skeleton is 10%). Not counting ES, but those figures are in there too. The only difference between TT and MWO in this regard is all the armor values in MWO aredouble that of TT.


Yeah i figured out the % for internals fairly easily because it is consistent between the mechs, however max armor values change slightly between the weight classes where Atlas have 19.19% of their max weight available for armor while the commando has 22.25% of its max weight.

100 ton Atlas with 614 armor:
614 points / 32 points per ton = 19.19 tons
19.19 tons armor / 100 tons max = 19.19%

25 ton Commando with 178 armor:
178 armor / 32 points per ton = 5.56 tons
5.56 tons armor / 25 tons max = 22.25%

If the Locust only has 128 as its max armor, then it would fall exactly on 20% armor to weight, which would be slightly strange because that would be going against the trend I'm seeing. I'm guessing that it has max armor of 146 which would give it 4.56 tons and a 22.81% ratio which would be right in line with the trend.

#391 Nuclear Weapon

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Posted 26 June 2013 - 08:36 AM

THROW SOME MC INTO THE 80 BUCKS DEAL

Besides the mechbays given with the mechs that you are paying for (some of us) still need like a lot more mechbays. Im not going to buy an 80 bucks deal today to not get MC and to not be able to spend / enjoy until october and then throw some more money in just because I need mechbays.... or colors... or any other thing.

If you throw some MC there... it makes everything diffrent (should be the same deal as founders pack).

Once you put some MC on the table I'll buy a pack... otherwise I'll just buy mechbays. This is a personal point of view but I think that some other ppl might see thing the same way.

#392 MustrumRidcully

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Posted 26 June 2013 - 08:36 AM

This might be useful:
http://www.solaris7....Info.asp?ID=573 from http://www.solaris7....eMech/index.asp
The number of armor you can carry on a mech is normally twice its internal armor value. Tat's still true in MW:O, but the internal armor is doubled and armor costs only half as much weight (meaning that max armor is also doubled compared to BT.). Head is the only exception, that is fixed at 3 internal / 9 armour in BT and I believe it's 9/18 in MW:O.

From the readout:
CT: 6 internal means 12 internal in MW:O means 24 armour in MW:O
R/L Torso: 5 internal => 10 internal => 20 armour in MW:O
R/L Arm: 3 internal => 6 internal => 12 armour in MW:O
R/L Leg: 4 internal => 8 internal => 16 armour in M:WO

Be advised, the maximum number of armor and structure at any point on a 20 ton mech would be 36. That means a Dual AC/20 or Quad PPC would always remove a location on the mech. A CT hit is an instant kill.

On the plus side...
You don't need to worry about internal armour explosions from your Machine Guns.

Good Luck.

#393 GingerBang

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Posted 26 June 2013 - 08:37 AM

View PostWintersdark, on 25 June 2013 - 05:58 PM, said:


I'm sorry, are there existing hero mechs that are objectively better than their non-hero variants?

Maybe, MAYBE the Ilya is; but even that is highly debateable given the 1X and 3D.

The Heavy Metal? No. It's decent, but it's not objectively better than the 732 or 733C.

The Misery? 3F is better. Misery is decent, but the limited torso twist is a severe disadvantage.

Pretty Baby? Flame? Fang? X5? Death's Knell? YLW? Even if they are better than all their stock variants (ranges from absolutely not to maaaaaybe in the case of the Flame); they're not even close to being "top tier" mechs at the best of times.


Keep in mind, to be Pay To Win, they need to be more than just better than the non-hero variants, they need to be good enough (at least in their class) to grant a real competitive advantage vs. other players in that class, because you're matched against a like-class mech. I don't care how much better than a regular Commando your Death's Knell is, my cbill Jenner will mop the floor with it.



You obviously don't play the misery very much. 4 PPC and 1 guass two shots any mech in the game.

#394 Little Nemo

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Posted 26 June 2013 - 08:42 AM

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#395 Belorion

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Posted 26 June 2013 - 08:42 AM

Has PGI stated, or has it been asked if we get to pick the two other variants, or are they predetermined?

#396 Little Nemo

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Posted 26 June 2013 - 08:43 AM

View PostGingerBang, on 26 June 2013 - 08:37 AM, said:



You obviously don't play the misery very much. 4 PPC and 1 guass two shots any mech in the game.


And you obviously play it too much, because it's a bad mech. Assault + XL, come at me.

#397 Belorion

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Posted 26 June 2013 - 08:44 AM

View PostGingerBang, on 26 June 2013 - 08:37 AM, said:



You obviously don't play the misery very much. 4 PPC and 1 guass two shots any mech in the game.


So does the very free to play Atlas RS.

#398 Kanajashi

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Posted 26 June 2013 - 08:44 AM

View PostMustrumRidcully, on 26 June 2013 - 08:36 AM, said:

This might be useful:
http://www.solaris7....Info.asp?ID=573 from http://www.solaris7....eMech/index.asp
The number of armor you can carry on a mech is normally twice its internal armor value. Tat's still true in MW:O, but the internal armor is doubled and armor costs only half as much weight (meaning that max armor is also doubled compared to BT.). Head is the only exception, that is fixed at 3 internal / 9 armour in BT and I believe it's 9/18 in MW:O.

From the readout:
CT: 6 internal means 12 internal in MW:O means 24 armour in MW:O
R/L Torso: 5 internal => 10 internal => 20 armour in MW:O
R/L Arm: 3 internal => 6 internal => 12 armour in MW:O
R/L Leg: 4 internal => 8 internal => 16 armour in M:WO

Be advised, the maximum number of armor and structure at any point on a 20 ton mech would be 36. That means a Dual AC/20 or Quad PPC would always remove a location on the mech. A CT hit is an instant kill.

On the plus side...
You don't need to worry about internal armour explosions from your Machine Guns.

Good Luck.


thanks so much for that information! that is exactly what I needed.

#399 Kmieciu

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Posted 26 June 2013 - 08:55 AM

View PostMustrumRidcully, on 26 June 2013 - 08:36 AM, said:

Head is the only exception, that is fixed at 3 internal / 9 armour in BT and I believe it's 9/18 in MW:O.

Head has 15 internal / 18 max armor. You need exactly 2 Gauss Rifles and one small laser for a headshot.
I'm disappointed with you Mustrum. A spreadsheet warrior should know better :-)

#400 Statixstorm

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Posted 26 June 2013 - 09:01 AM

View Postgfierce, on 25 June 2013 - 11:13 AM, said:

Anybody notice that the versions of the thunderbolt and battlemaster are clan retrofits.


Negative.

The designations are for the standard IS model, there are clan retrofits but they are designated with a (C) for example, TDR-5S is the IS build while TDR-5S (C) is the Clan retrofit.

Not to be confused with stupid "champion" mechs or whatever the hell they are.





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