Edited by Cantatta, 17 July 2013 - 01:11 PM.
New Battlemechs: Victor
#21
Posted 17 July 2013 - 01:08 PM
#22
Posted 17 July 2013 - 01:13 PM
Dual ERPPC and Gauss
hardpoint sizing plz
thx
#23
Posted 17 July 2013 - 01:13 PM
If they had a midrange weapon that was weight effective it'd be one thing but three AC2's actually takes up more weight than an AC20 and is completely ineffective by comparison.
#24
Posted 17 July 2013 - 02:47 PM
You have the tubes for all and they should all fire together in a group on the first shot like all other mech's in the game as long as they are all in either open tubes or behind missile bay doors, but keep in mind the different SRM launchers no longer have the same cool down so holding down the group fire button WILL fire them off in a triple pump after the first salvo.
The ONLY combo's of SRM's that fire properly in a single salvo are a pair of SRM 4's or triple SRM 2's
Clearly broken.
Edited for clarity
#25
Posted 17 July 2013 - 02:56 PM
Ens, on 17 July 2013 - 01:13 PM, said:
Dual ERPPC and Gauss
hardpoint sizing plz
thx
Um.. you do realise that every Victor can field GR/PPC? Everyone went the K cos most bought the S already... plus the K has the greater arm movement than either the B or S. You want GR you go K for the extra arm movement. You want missiles you go S. But any and all can do GR/PPC
Master Q, on 17 July 2013 - 01:13 PM, said:
If they had a midrange weapon that was weight effective it'd be one thing but three AC2's actually takes up more weight than an AC20 and is completely ineffective by comparison.
lol, so you never came up against the 3 or 4xAC2 guys have you? They can shred assaults if played properly.
#26
Posted 18 July 2013 - 01:17 AM
Tried to headshot the Centurion at forest colony training grounds (right arm gaus, left arm two ERPPCs
but
Edited by FG28 Kodiak, 18 July 2013 - 01:19 AM.
#27
Posted 18 July 2013 - 04:22 AM
Master Q, on 17 July 2013 - 01:13 PM, said:
If they had a midrange weapon that was weight effective it'd be one thing but three AC2's actually takes up more weight than an AC20 and is completely ineffective by comparison.
Yep I am rethinking if it's worth to master them or not. Basically it's a 20 ton heavier Dragon with either an extra energy or missile hardpoint, but due to the silly decisions about the missiles you're basically restricted to dual SRM4 or SRM6 (3xSRM2) exactly as the Dragons. What a let down.
FG28 Kodiak, on 18 July 2013 - 01:17 AM, said:
Tried to headshot the Centurion at forest colony training grounds (right arm gaus, left arm two ERPPCs
Yep I use it as a jumpsniper and this issue happens seldomly also at much higher ranges than in your screens. It looks like the arms are very distant from each other, so convergence doesn't always work as it should.
#28
Posted 18 July 2013 - 04:35 AM
Compared to the 9B it lacks a ballistic wlot, only usable for AC2 or MG but I like AC2... instead we get an 2 Tube launcher Slot, yet as written before the largest number of SRMs it can launch without generating multiple volleys is 8! So we basicaly get nothing... since the 9B can do that to and SSRMs ure plain useless now...
#29
Posted 18 July 2013 - 05:33 AM
#30
Posted 18 July 2013 - 07:28 AM
-I think lazors hardpoints should move to right torso, in arm its impossible to control ballistic in right arm and energy in left arm IMO.
-I think you need to look at armor, something isn't right, like it is made of paper
-Whats wrong with missle tubes? I putted 2xSRM6 shouldn't tube fire all 12 missle(instead od 1.shot 9 missles then2.shot 3 missles?) at once it has 17 tubes point???????
If you fix those it will be nice mech but now i dont think he is nice.
#31
Posted 18 July 2013 - 11:39 AM
Mounting an SRM-6 and SRM-4, I would expect (based on the model) for it to fire all 10 missiles at once (6+4). Instead, it fires 8 (4+4) and then the last 2 out of the six rack. (I noticed the Quickdraw has the same problem too). Kind of annoying, but not a deal breaker.
Also, I've never been a fan of the triple ballistic hardpoint layout. Two is okay, but the third is kind of useless.
#32
Posted 18 July 2013 - 01:46 PM
1) Very ponderous. Even with all basics (but not doubled) and a 350XL, turn rate is very slow and accel/decel is very slow to happen.
2) Hit boxes for side torsos seem to be very large as I take most damage there (especially the left but that may be due to ballistic targeting).
3) Armor - it seems that the armor values aren't what they should be, I get internaled on front left torso on the first shot from enemy mechs at a much higher rate than any other chassis.
4) Left and right twist angle and speed - this needs a slight buff as it's a touch too little and too slow. Add 5 degrees to both sides and increase the twist rate 5% to start.
5) Torso elevation and depression - needs to be increased another 5%.
6) Variances between chassis - what variances? They are almost cookie cutter with just the variances between what ballistic fits in the left arm, a couple of tube differences in the right torso and how many energy hardpoints in the right arm and free crits.
7) Arms - it seems very strange that a chassis with 80+% of it's firepower in arm locations would have such low arm positions. It's lower than the Cataphract. Hitting turf on shots that shouldn't is quite annoying.
I would give this chassis an overall D- for game play. It looks great but for a heavy heavy, it's an extreme disappointment.
I will master this chassis the same as I have mastered every other chassis with the exception of the Dragon but this chassis is at or near the bottom of my preference list, at the same level as the Trebuchet.
EDIT: a 375XL does not noticeably improve the turning
Edited by Kilrein, 18 July 2013 - 02:17 PM.
#33
Posted 18 July 2013 - 01:59 PM
Urdnot Mau, on 16 July 2013 - 11:24 AM, said:
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..
I got the 9S and due to the bugged behavior of the tubes I gave up on anything but SSRM's. Last tested was yesterday July 17th. If it worked as I thought it would logically work I would try it out with SRM's. At the moment I would stay away from buying it.
EDIT: I do not like the Victor and will Master for the challenge but it is painful.
Edited by Romeo Deluxe, 18 July 2013 - 02:15 PM.
#34
Posted 18 July 2013 - 06:09 PM
Urdnot Mau, on 16 July 2013 - 11:24 AM, said:
Here. With 3 LRM-15s I got 17 tubes. It went in the pattern: 10. 5. 2.
It's a balancing thing, as it's not meant to be a missile boat. As a side effect, there's a lot less spread in the missiles so they all go center torso and it's absolutely devastating.
For SRMs it's supposed to turn you off of the idea of doing 3 SRM-6s. As a side effect, you have far less spread from the 4 and 2 tube launchers, which are far more precise.
I've taken to doing an LRM-10, an SRM 4, and another SRM-6 (for the 2 tube launcher). It's got enough precision to take out a cockpit.
Romeo Deluxe, on 18 July 2013 - 01:59 PM, said:
I got the 9S and due to the bugged behavior of the tubes I gave up on anything but SSRM's. Last tested was yesterday July 17th. If it worked as I thought it would logically work I would try it out with SRM's. At the moment I would stay away from buying it.
EDIT: I do not like the Victor and will Master for the challenge but it is painful.
I believe the behavior of the tubes is to try and force you to consider mixing your missiles. LRM + streaks, lrm + srms.
Also the Victor is not supposed to replace the Awe
Edited by Koniving, 18 July 2013 - 06:11 PM.
#35
Posted 18 July 2013 - 07:22 PM
If this is intentional as you allude then it needs to be made clear before one buys the Mech.
http://mwo.gamepedia.com/Victor
Proper information is missing from here and the Mech has been out for a couple of weeks. Right? Where is the info PGI even if it will be changed later.
Edited by Romeo Deluxe, 18 July 2013 - 07:26 PM.
#36
Posted 18 July 2013 - 08:41 PM
#37
Posted 18 July 2013 - 09:05 PM
On the other hand, we got an 80t mech with JJ-capability and that is more fun to move through canyon areas than in any other assault. The loadout is nice as well, gives you a lot of possibilities to equip your mech as your playstyle demands it - but 90% is in the arms... my oh my. No big surprise (after what PGI did with the Misery) that the "Hero" version is the only Victor that has 2 energy slots in its side torso - this is a little too p2w-ish in my opinion. But if you need the money that bad, keep on ruining your reputation.
On a scale of 1-10 i´d rate this mech with a 6,5.
#38
Posted 20 July 2013 - 10:17 AM
#39
Posted 20 July 2013 - 11:10 AM
#40
Posted 20 July 2013 - 04:27 PM
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