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Cry In Fear Mechwarriors.


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#21 FupDup

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Posted 20 September 2013 - 12:22 PM

The Mad Cat isn't going to be overpowered. Have you SEEN those huge side torso hitboxes? The mech won't be able to torso twist for protection worth a damn, and PGI will probably overinflate the CT to "compensate" for such huge sides, adding a second vulnerability. It might even get a giant head hitbox like the Catapult. I'm honestly concerned that the Mad Cat will be underpowered compared to most other Clan mechs and even IS mechs if they allow Mixedtech (which is fairly likely according to a podcast).

Edited by FupDup, 20 September 2013 - 12:22 PM.


#22 Archio

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Posted 20 September 2013 - 12:23 PM

And why cant it torso twist?

#23 FupDup

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Posted 20 September 2013 - 12:24 PM

View PostArchio, on 20 September 2013 - 12:23 PM, said:

And why cant it torso twist?

Because the pods can be hit from EVERY SINGLE ANGLE--front, side, rear, above, anywhere. Twisting will be useless for shielding your side torsos.

Edited by FupDup, 20 September 2013 - 12:24 PM.


#24 CDLord HHGD

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Posted 20 September 2013 - 12:25 PM

Max armor, dual LBX-10's, JJ.... BWAHAHAHAHAHAHAHAHA!

#25 Archio

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Posted 20 September 2013 - 12:48 PM

Here's my question. Given how ghost heat functions, how will *this* 'Mech work:

http://www.sarna.net...hawk_(Masakari)

Or this one:

http://www.sarna.net/wiki/Dire_Wolf

#26 FupDup

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Posted 20 September 2013 - 01:35 PM

View PostArchio, on 20 September 2013 - 12:48 PM, said:

Here's my question. Given how ghost heat functions, how will *this* 'Mech work:

http://www.sarna.net...hawk_(Masakari)

Or this one:

http://www.sarna.net/wiki/Dire_Wolf

Both of them will have to use custom builds, just like every other mech in this game. Heck, the Warhawk barely even functions without ghost heat. It had a chance to get an ammo explosion if it attempted to fire all 4 ERPPCs at the same time (because the designers wanted to reduce the unit's effectiveness).

#27 Sadistic Savior

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Posted 20 September 2013 - 01:41 PM

Clan tech is SUPPOSED to be OP. Thats the point of it. Clan has everything the inner sphere has, but better.

In TT it was balanced with numbers...Inner Sphere mechs outnumbered them and that evened the odds. Also, Clan pilots were bound by rules (they could not gang up on IS pilots for example).

I don't know why people still don't get this...Clan tech is easily balanced by simply adjusting ratios. 3 IS per 2 Clan or whatever. Numbers even the odds just fine.

#28 Bullseye69

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Posted 20 September 2013 - 01:44 PM

Hope you fire first and kill him because if he gets first shot it going to hurt. The dual ac 20 hunchback is going to be a beast to it like getting hit from 2 dual ac 20 jagermech at once.
Can any assault mech take four shots to the center torso at 20 points a pop, that is 80 point to the center torso even a atlas that means no armor and very little if anything survives a center torso hit.

lets face facts the clan mechs hit harder for the same or lighter tonnage weapons and if they truly have double heat sinks they run cooler too and usually run xl that take 2 spots instead of 3 so less chance that a side torso hit kills you. Even if PGI nerfs the clan weapons some how it going to be hard to stand up toe to toe with a mad cat even if your 100ton atlas there a better than even chance your going to die. If they make it so that stats are locked on the mech and you can;t change say the engine rating or add armor then some of the clan mechs stock was not fully armored out might help a bit.

All I know is i want working hands on my highlander so I can drag of the remains of any clan mech I kill.

#29 Autobot9000

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Posted 20 September 2013 - 01:48 PM

There are two roads of doom to clan tech: Bring the tech as it should be an kill all inner sphere tech or make it cheesy and disappoint every single battle tech fan and do some random "interpretation". PGI can decide to move down either dreaded route, but it will bring lots of problems, frustration and disappointment. Hence play the IS as long as it lasts, its only gonna get worse with clans.

Edited by Autobot9000, 20 September 2013 - 01:49 PM.


#30 Royalewithcheese

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Posted 20 September 2013 - 01:53 PM

AFAIK they're trying to go the sidegrade route with clan tech. Which IMO is good, because trying to balance 8v12 or 10v12 or whatever would be a nightmare, and expensive gear that is strictly better than standard gear in a F2P is somewhat worrying.

Edited by Royalewithcheese, 20 September 2013 - 01:55 PM.


#31 Alek Ituin

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Posted 20 September 2013 - 01:57 PM

View PostBullseye69, on 20 September 2013 - 01:44 PM, said:

Hope you fire first and kill him because if he gets first shot it going to hurt. The dual ac 20 hunchback is going to be a beast to it like getting hit from 2 dual ac 20 jagermech at once.
Can any assault mech take four shots to the center torso at 20 points a pop, that is 80 point to the center torso even a atlas that means no armor and very little if anything survives a center torso hit.

lets face facts the clan mechs hit harder for the same or lighter tonnage weapons and if they truly have double heat sinks they run cooler too and usually run xl that take 2 spots instead of 3 so less chance that a side torso hit kills you. Even if PGI nerfs the clan weapons some how it going to be hard to stand up toe to toe with a mad cat even if your 100ton atlas there a better than even chance your going to die. If they make it so that stats are locked on the mech and you can;t change say the engine rating or add armor then some of the clan mechs stock was not fully armored out might help a bit.

All I know is i want working hands on my highlander so I can drag of the remains of any clan mech I kill.


My 100 ton Atlas has 110 CT Frontal armor. That's *almost* 6 AC/20 shots before you even touch my internals.

My 100 ton Atlas also puts out about 40 damage every 3-4 seconds.


I think the Hunchback IIC is going to have a few issues with my Atlas. Same with most other Clan 'Mechs. Atlas is supreme, and when (they better) they add the Atlas II, or god forbid the Atlas III... the Clans will cry in fear.

#32 Lord Perversor

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Posted 20 September 2013 - 01:58 PM

View PostFupDup, on 20 September 2013 - 01:35 PM, said:

Both of them will have to use custom builds, just like every other mech in this game. Heck, the Warhawk barely even functions without ghost heat. It had a chance to get an ammo explosion if it attempted to fire all 4 ERPPCs at the same time (because the designers wanted to reduce the unit's effectiveness).


fire 2x ERPPC wait 0'5 sec fire the other 2x ERPPC, et voila
with current DHS mechanic the WArhawk will not shutdown due overheat, infact should still have enough room for another 2x ERPPC fire.

if you are lazy then:
put ERPPC 1 and 2 in group 1
put ERPPC 3 and 4 in group 2
set both groups to chainfire
Push fire button for group 1 and 2 at once and done.

#33 mp00

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Posted 20 September 2013 - 02:03 PM

The numbers i remember seeing were 10 Clan vs 12 Inner Sphere

#34 FupDup

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Posted 20 September 2013 - 02:05 PM

View PostLord Perversor, on 20 September 2013 - 01:58 PM, said:

fire 2x ERPPC wait 0'5 sec fire the other 2x ERPPC, et voila
with current DHS mechanic the WArhawk will not shutdown due overheat, infact should still have enough room for another 2x ERPPC fire.

if you are lazy then:
put ERPPC 1 and 2 in group 1
put ERPPC 3 and 4 in group 2
set both groups to chainfire
Push fire button for group 1 and 2 at once and done.

It's still gonna have some noticable heat issues. Assuming 15 heat per CERPPC, it will generate even more heat than a pre-nerf 6 PPC Stalker (a loadout that is known for not being all that great).



What I'm more concerned about is taking a Dire Wolf or whatever and turning it into a "Ghetto Hellstar" by slapping on 4 CERPPC and 30 DHS. It actually runs not too bad, at least the heat simulator app makes it look okay: http://keikun17.gith...eat_simulator/#

Heat capacity of 93.6...ouch. Even with ghost heat factored in, the Ghetto Hellstar can handle a full-out alpha strike of all 4 ERPPCs at the same time (bringing the mech up to ~66% heat instantly).

Edited by FupDup, 20 September 2013 - 02:09 PM.


#35 CDLord HHGD

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Posted 20 September 2013 - 02:10 PM

View Postmp00, on 20 September 2013 - 02:03 PM, said:

The numbers i remember seeing were 10 Clan vs 12 Inner Sphere

Yup, 1 Clan binary (2 stars or 10 mechs) versus 1 IS company (12 mechs).

#36 Royalewithcheese

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Posted 20 September 2013 - 02:12 PM

View PostFupDup, on 20 September 2013 - 02:05 PM, said:

What I'm more concerned about is taking a Dire Wolf or whatever and turning it into a "Ghetto Hellstar" by slapping on 4 CERPPC and 30 DHS. It actually runs not too bad, at least the heat simulator app makes it look okay: http://keikun17.gith...eat_simulator/#

Heat capacity of 93.6...ouch. Even with ghost heat factored in, the Ghetto Hellstar can handle a full-out alpha strike of all 4 ERPPCs at the same time (bringing the mech up to ~66% heat instantly).


That's horrifying. I forgot that clan DHS are smaller...

#37 Narcissistic Martyr

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Posted 21 September 2013 - 08:45 AM

Clan tech is fine just make it 10 v 12 and all will be fine.

Other than no minimum range half weight clan LRMS... that {Scrap} is broken.

#38 Menetius

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Posted 21 September 2013 - 09:01 AM

"Its meager six tons of armor, coupled with paltry ammunition and lack of long-range weapons, led Inner Sphere observers to conclude that this 'Mech was a last-ditch effort for failed warriors to die with glory. In truth, the assignment of a Hunchback IIC was essentially a death sentence. Warriors given this machine were not expected to survive their next battle."

- From the Sarna Page poster linked us to.

So, in essence, this machine is like the cone of shame for Clanners.

#39 Bullseye69

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Posted 21 September 2013 - 10:20 AM

Might be shame to clan warrior but you do 80 pints of damage with one trigger pull

Ultra AC20 times 2 equals 80 point alpha now i fire twice you just took 160 point of damage your atlas dead. All for less than than half you tonnage leaving extra 50 tons for someone to bring the dashi in a weight limited game clan medium at close range can kill even the biggest mech the inner sphere has is all I am saying.

http://www.sarna.net...i/Hunchback_IIC

#40 General Taskeen

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Posted 21 September 2013 - 10:51 AM

View PostLord Perversor, on 20 September 2013 - 10:20 AM, said:

No it's not, before the fix to the Uac/5 any mech carrying 2x of those was dealing the equivalent to 4x Ac 20 (in the same time period)


I hope you are aware of how the UAC/5 is currently programmed. A "double shot" shoots two shells, practically on top of each other, for 5 damage each. With that programming, 2xUAC/20's would do 80 damage Alpha's. That is instant death for most Mechs.

MWO is the only MW game to have silly stuff like the way UAC is currently programmed in this game.

Which is why I have been saying UAC's absolutely make no sense by strictly adhering to TT damage values in this game along with roll dice jams.

Every Mech Warrior game balanced UAC's by making them fire a certain number of shells, to total the full amount of damage if all of them hit (an equivalency to the 'caliber' gun - I.E., UAC/5 would do about 5 or more damage, etc.), and simply made them fire a little faster. That's sane Mech Warrior game balance.

Edited by General Taskeen, 21 September 2013 - 10:56 AM.






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