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New Battlemechs: Victor


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#21 Cantatta

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Posted 17 July 2013 - 01:08 PM

Posted ImagePosted Image

Edited by Cantatta, 17 July 2013 - 01:11 PM.


#22 Ens

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Posted 17 July 2013 - 01:13 PM

everyone´s going für the 9K.... guess why:

Dual ERPPC and Gauss

hardpoint sizing plz
thx

#23 Master Q

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Posted 17 July 2013 - 01:13 PM

Biggest problem is the homogeneity. No point putting ANYTHING but an AC20 or Gauss in the right arm, making it no difference how many hardpoints you have.

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 Ralatar

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Posted 17 July 2013 - 02:47 PM

Missile issues. In the first instance I tested,6/4/2 loading in order to get 12 tubes. When you group these and fire they actually fire off in order, this can be seen by firing while sweeping your reticule as you fire. You get a 6 shot followed quickly by a 4 then a 2....

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 Nauht

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Posted 17 July 2013 - 02:56 PM

View PostEns, on 17 July 2013 - 01:13 PM, said:

everyone´s going für the 9K.... guess why:

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

View PostMaster Q, on 17 July 2013 - 01:13 PM, said:

Biggest problem is the homogeneity. No point putting ANYTHING but an AC20 or Gauss in the right arm, making it no difference how many hardpoints you have.

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 Grim Kodiak

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Posted 18 July 2013 - 01:17 AM

I don't know if it's only the Victor, but i get a problem with the convergence.

Tried to headshot the Centurion at forest colony training grounds (right arm gaus, left arm two ERPPCs
Posted Image
but
Posted Image

Edited by FG28 Kodiak, 18 July 2013 - 01:19 AM.


#27 John MatriX82

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Posted 18 July 2013 - 04:22 AM

View PostMaster Q, on 17 July 2013 - 01:13 PM, said:

Biggest problem is the homogeneity. No point putting ANYTHING but an AC20 or Gauss in the right arm, making it no difference how many hardpoints you have.

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.

View PostFG28 Kodiak, on 18 July 2013 - 01:17 AM, said:

I don't know if it's only the Victor, but i get a problem with the convergence.

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 Taxxian

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Posted 18 July 2013 - 04:35 AM

I like all the variants except for the 9S...

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 Blue Shadow

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Posted 18 July 2013 - 05:33 AM

Loving the Victor, and it's hard point layout :-) The CT seems to crumple fast, if I put more armor on it seems to make no impact as if the extra armor is not there...

#30 xCico

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Posted 18 July 2013 - 07:28 AM

I buyed two variants, 9B and 9S and like it is too hard to drive him
-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 Bill Shakespear

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Posted 18 July 2013 - 11:39 AM

I'm really liking the Victor, but like others have mentioned, the missile tubes seem slightly bugged.

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 Kilrein

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Posted 18 July 2013 - 01:46 PM

Feedback so far (32 matches in one, 3420 matches total)

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 Romeo Deluxe

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Posted 18 July 2013 - 01:59 PM

View PostUrdnot Mau, on 16 July 2013 - 11:24 AM, said:

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..


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 Koniving

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Posted 18 July 2013 - 06:09 PM

View PostUrdnot 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..


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.

View PostRomeo 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 Romeo Deluxe

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Posted 18 July 2013 - 07:22 PM

Koniving you did not read the OP with clear understanding. I know about the 10, 5 ,2 tubes. I tested it even with a setup with one each SRM6, SRM4, SRM2. The complaint is that it doesn't go in one volley. The complaint, and I'm assuming bug, is that you end up with something like 4 or more volleys because it uses the tubes in some illogical fashion. Clearly the SRM units are not being mated with the correct tubes.

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 Excitablejester

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Posted 18 July 2013 - 08:41 PM

Happy and excited about the new mechs and all they are doing with the game keep it up guys. :D

#37 Uncleclint

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Posted 18 July 2013 - 09:05 PM

If you rather want to hit tiny bits and pieces of rocks and solid ground, than an enemy mech - the Victor will be the right choice for you. Or in other words, what the heck happened to the arm weapons? It feels like you are shooting them from the knee and not the hip, that is the biggest disadvantage for me almost a no go.

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 Alwrathandabout42ninjas

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Posted 20 July 2013 - 10:17 AM

I have tested using 1 2 3 and 4 jump jets in my Dragon Slayer and victors, and there is no difference in using more than 1, they all jump to the same height. This is also true for the highlander and cataphract. So my question is, why are jump jets still broken? Can you please fix them, I payed real money for my Dragon Slayer and i want to use him with 4 full jump jets and have the feature working properly. At least fix this issue before the game is officially released in september.

#39 Vulix

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Posted 20 July 2013 - 11:10 AM

I love this mech, it's my favorite now, ty PGI

#40 armyof1

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Posted 20 July 2013 - 04:27 PM

It would be awesome if a dev could chime in whether the missile tubes are a bug that will be worked on or whether they are actually supposed to work as they do now? Seems weird with a missile slot that only has 2 tubes, that's like a double Narc or something.





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