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New Battlemechs: Victor


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#1 Kyle Polulak

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Posted 16 July 2013 - 08:18 AM

What do you think of the new Victor BattleMech?
Spoiler


#2 BLUPRNT

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Posted 16 July 2013 - 10:26 AM

I want to say first that this mech is a great addition to the game. A heavier Cent or lighter Highlander either way its felxible agile and can put some great loadouts together.

I bought the DS then jumped on the early bird for another.

I have fun and do well with the DS which is equipped to engage at longer ranges but the new standard toy is more of a closer range and this is where I found more obvious the survivability of this mech is lacking.
The area in question is the CT. With 80 pis of armor in the front this thing just seems to core way to easily. Two vallies of LRM's or a couple shots to the front and your armor is gone. 1 more and your dead. I can't sit hear and give facts or stats nor will I argue. Only basing this on a years experience of playing. I'm not the only one who believes there is something wonky about it.

I don't know if its a hitbox or armor issue. Just asking the dev team to take a look second look at it for us.

The Highlander and its CT seem to be alot tougher compared to this thing. Of course the Highlander seems to be too tough compared to many others as well. But that is a different subject.

#3 Urdnot Mau

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Posted 16 July 2013 - 11:24 AM

Messing around with the camo and the JJ animation started to run

Posted Image


I switched colours and then i spinned him sideways and canceled


EDIT 1

is there something wrong with the victor's tubes ? As the pic shows i had 1 srm 6, 1 srm 4 and 1 srm 2 equiped in that respective order, but during the game and in the testing ground the srm 2 is coming out of the 6 tube launcher, the 4 from the 2 launcher and the 6 from the 4 launcher. So, 2 volleys. Using 2 srm 4 and 1 srm 2 i was still firing in 2 volleys..

Edited by Urdnot Mau, 16 July 2013 - 12:55 PM.


#4 Bloody Moon

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Posted 16 July 2013 - 01:06 PM

In my opinion one of the C-Bill variants should have the energy hardpoints moved to a side torso, they are far too homogenic this way.

#5 Urdnot Mau

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Posted 16 July 2013 - 01:25 PM

View PostBloody Moon, on 16 July 2013 - 01:06 PM, said:

In my opinion one of the C-Bill variants should have the energy hardpoints moved to a side torso, they are far too homogenic this way.


Like the quickdraws, stalkers, highlanders.... things would be different if we had a 4th variant with something extra

#6 Bloody Moon

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Posted 16 July 2013 - 01:45 PM

The Quickdraws are different from eachother in that regard, so are Stalkers to some degree.
The Highlander has a different energy based variant.

The Victors are the same, except the slightly different number of hardpoints, not to mention the 2-3 ballistic hardpoints are somewhat questionable anyway.

See for yourself, check the difference here: http://mwo.smurfy-net.de/

#7 Urdnot Mau

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Posted 16 July 2013 - 02:02 PM

View PostBloody Moon, on 16 July 2013 - 01:45 PM, said:

The Quickdraws are different from eachother in that regard, so are Stalkers to some degree.
The Highlander has a different energy based variant.

The Victors are the same, except the slightly different number of hardpoints, not to mention the 2-3 ballistic hardpoints are somewhat questionable anyway.

See for yourself, check the difference here: http://mwo.smurfy-net.de/


1 quickdraw variant changes 2 JJ for 1 missile for christ's sake. "drops" 2 JJ, but the only real difference is 1 missile hardpoint.
Highlander: Missile on the left arm, missile on the left torso, energy on the right torso and ballistic on the right arm. Unlike the AWS chassis on even the AS7, wich has some noticeable difference, wich makes some variants more frequent than others.
Victors really are very alike and that's why i think a third variant would be nice. Like in the case of the HGN chassis, wich has a "energy based" variant that exchange ballistic slots for energy slots, but maintain the missile slots

#8 Tennex

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Posted 16 July 2013 - 02:06 PM

Can we get a founders paint recolor feedback thread?

#9 Bloody Moon

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Posted 16 July 2013 - 02:12 PM

View PostUrdnot Mau, on 16 July 2013 - 02:02 PM, said:


1 quickdraw variant changes 2 JJ for 1 missile for christ's sake. "drops" 2 JJ, but the only real difference is 1 missile hardpoint.
Highlander: Missile on the left arm, missile on the left torso, energy on the right torso and ballistic on the right arm. Unlike the AWS chassis on even the AS7, wich has some noticeable difference, wich makes some variants more frequent than others.
Victors really are very alike and that's why i think a third variant would be nice. Like in the case of the HGN chassis, wich has a "energy based" variant that exchange ballistic slots for energy slots, but maintain the missile slots



At least they have different variants, unlike the Victor.



On a different topic i'd like to congratulate whoever is doing the work on the cockpits, every new mech is better and better in that regard.

#10 Arcturious

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Posted 16 July 2013 - 03:47 PM

Anecdotally noticed that the Victor seems to get hung up on the terrain more than other assaults.

There were a few games where my forward motion would stop and I couldn't see what might have caused it, sometimes just slight slopes with no real protrusions I could see - walking up fine then stop.

Will see if I can find something my Stalker / Atlas can cross but the Victor can't to verify a coords.

However it was noticeable so hopefully not just me and maybe something wonky with Victors mesh / collisions that is not as relaxed as the other assaults.

#11 VikingN1nja

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Posted 16 July 2013 - 06:18 PM

something wrong with it , armor is paper!

#12 Nik Reaper

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Posted 16 July 2013 - 06:27 PM

Is the VTR-9B supposed to be able to pivot the lower right arm even as it has no lower actuator (the AC20 arm).

Because right now it can an in a very wide arc, so it uses both arms freely.

#13 R 13

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Posted 16 July 2013 - 09:41 PM

Missile tube modeling is messed up on the 9S (at least).

If you equip an SRM 6, and SRM 4, and an SRM 2 you will see 6 tubes. However, if you drop you'll note even though you have 12 missiles for 12 tubes, they fire in two waves (10 + 2). When you end the match and get back to mechlap...huzzah, only 10 tubes on the model now.....

That said, I love playing it :rolleyes:

Edited by R 13, 16 July 2013 - 09:41 PM.


#14 XX Sulla XX

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Posted 16 July 2013 - 10:12 PM

Great mech really having a lot of fun with it.

#15 Booran

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Posted 17 July 2013 - 12:26 AM

How's the cockpit? Got any videos/pictures?

#16 John MatriX82

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Posted 17 July 2013 - 12:45 AM

So, in general the mech feels somewhat sluggish. Side torsoes are rather protruding to the sides, so going XL isn't so much a good idea. The same can be said from the arms, so that HSR mess up with hit detection and the convergence is somewhat bad since you're wider than the arms of an atlas, resulting in the risk of hitting friendlies in front of you. Jumpsniping can be done, but the arms are low and due to the problems above you have to deal with several non-detected hits and quite of an exposure to reach the apex and shoot correctly out of cover. Switching to brawling it can be interesting, but missile hardpoints are crippled when using SRMs and quite frankly it has few hardpoints to "think different", so loadout choices are rather limited because you can't truly rely on your SRMs.

So it's an assault, but the JJs are class II. Is it wanted or shouldn't they be class I and weighting 2 tons? Don't mind me but I'm happy if they stay like this :)

Now I specify my thoughts on the Victor 9S. So the Highlanders have totally modular missile tubes (a 733 can do whatever it wants in term of missile tubes, with 20+10+10+10 for LRMs and full 6 tubes for each of the four hardpoints when using SRMs); the Victor comes stock with 4 tubes and a single SRM4, I guess you wanted to keep the number of the missiles lower (no 3xSRm6 and those things).. and I may agree with this, but. But read below please.

I noticed that if you place:
-3xSRM6 -> first has 6 tubes, second 4, last 2x. Ok no option here. Let's try something different.

So i thought "ok, it's 12 tubes, let's use 3xSRM4" -> the first has 4 tubes, second 4 tubes the third has 2 tubes. So the third hardpoint is limited to only 2 tubes.. ok, let's put 2xSRM4 and a SRM2. The first two get 4 tubes, the last one gets 2.

Trouble is that when you fire them the first shoots from the 4 tubes, the srm2 shoots from the 4 tubes of the second SRM4 and the latter shoots from the 2 tubes that should be employed by the SRM2. WTF?!?

So you go SRM6, then SRm4 and then SRM2. SRM2 is fired from 4 tubes, SRM6 from 4+2 and the SRM4 from 2+2 even if in the mechlab each weapon is correctly displayed (slap the SRM6 first you see 6 tubes, 4 tubes for the SRM4 and 2 for the SRM2).
^
^FIX THIS CRAP. It's already crippled enough in the general usefulness of these missile slots (due to the 4 tubes on the second hardpoint and 2x for the third) at least make that SRMs fire correctly from the dedicated tubes without messing them up!

#17 armyof1

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Posted 17 July 2013 - 02:09 AM

Pretty fun mech but as mentioned by others, the missile tubes need to be fixed. Even on the 9S that is supposed to be best at missiles you can never fire more than 10 SRMs at the same time, which makes the 3rd missile hardpoint a waste as you can get 10 SRMs easily by just running 1xSRM6+1xSRM4. Even 2xSRM6 are fired in two waves (10+2), this really needs to be fixed.

Edited by armyof1, 17 July 2013 - 04:04 AM.


#18 StalaggtIKE

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Posted 17 July 2013 - 05:29 AM

View PostR 13, on 16 July 2013 - 09:41 PM, said:

Missile tube modeling is messed up on the 9S (at least).

If you equip an SRM 6, and SRM 4, and an SRM 2 you will see 6 tubes. However, if you drop you'll note even though you have 12 missiles for 12 tubes, they fire in two waves (10 + 2). When you end the match and get back to mechlap...huzzah, only 10 tubes on the model now.....

That said, I love playing it :)

As stated above, the missile hardpoints are bugged. Here are some videos and pics here: VICTOR'S MISSILE HARDPOINT BUG.

Spoiler

Edited by StalaggtIKE, 17 July 2013 - 05:31 AM.


#19 wickwire

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Posted 17 July 2013 - 05:52 AM

View PostBooran, on 17 July 2013 - 12:26 AM, said:

How's the cockpit? Got any videos/pictures?


cockpit looks great, just like Quickdraw and Highlander feels well armored, makes you feel safe, maybe even a bit too much lol

Posted Image

MOAR: http://imgur.com/a/DKRLH

btw: no thread for the new Atlas champion?

Edited by wickwire, 17 July 2013 - 07:28 AM.


#20 wickwire

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Posted 17 July 2013 - 09:12 AM

could someone post a screenshot of the Victor's default camo please, with 3 different colors





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