Jump to content

Oxide Redesign Challenge


137 replies to this topic

#101 Zerberus

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 3,488 posts
  • LocationUnder the floorboards looking for the Owner`s Manual

Posted 19 January 2014 - 09:47 AM

Reworks I `d be ok with (as an oxide owner and regular user):

1. + full JJ suite
2. 5 Missile Hardpoints (add head or move 1 to arm/torso and mirror), possibly with 2-3 JJs
3. all missiles moved to arms or side torsos, 2 ballistic HPs center torso, possibly with 2-3 JJs
4. + 1 ballistic HP in head with 2-3 JJs
5. + Energy HP in head, possibly with 2-3 JJs
6. Second AMS hardpoint + JJs (just to annoy Garth ;))

Reworks I`m definitely NOT OK with, either because they miss the point of the mech or becasue they could /would be OP

-1. Adding more than 1 energy HP, esp with JJs
-2. 6 Missile HPs w/JJ (6 missile HPs w/o MAYBE if extensive testing shows it`s truly not OP, which I do believe it might be)
-3. Torso ballistics at all. Especially 2 of them. Dual big-bore cheese jenner? really? *facepalm*
-4. Energy slots in side torso or ams. The mech does not need a PPC
-5. ECM. IMO no hero mech should ever get ECM unless at least 2 F2P variants can also carry it. Even less a predestined streak boat.

Edited by Zerberus, 19 January 2014 - 10:23 AM.


#102 Sephlock

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,819 posts

Posted 19 January 2014 - 01:43 PM

How about arm ballistics then, mister sourpuss ;)?

Although it does feel like the Oxide could use a few more JJs...

Posted Image

Edited by Sephlock, 19 January 2014 - 05:55 PM.


#103 Plat

    Rookie

  • 3 posts
  • LocationAustralia

Posted 19 January 2014 - 11:15 PM

it needs one or two energy slots so its not completly ammo dependant, the option for a tag cause being around 2 ecm totaly sucks

#104 Noth

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Infernal
  • The Infernal
  • 4,762 posts

Posted 19 January 2014 - 11:28 PM

Add jumpjets and a single energy hardpoint in the CT so you have to go 2 missiles or 1 missile, 1 laser there and you can't mount a PPC there do to the crits.

#105 ReguIus

    Member

  • PipPipPipPipPip
  • The Infernal
  • The Infernal
  • 137 posts

Posted 19 January 2014 - 11:34 PM

buff streaks... voila....

Edited by Kurbutti, 19 January 2014 - 11:36 PM.


#106 Asmosis

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 2,118 posts

Posted 19 January 2014 - 11:45 PM

I'd be neat to see a light mech with

2 missiles (arms)
2-3 lasers (each torso, CT optional for balance)
2 ballistics (arms)

and jumpjets of course. Balanced weapon loadout, option of specializing by taking heavier things like srm6 or LL's or a single UAC5, I think it'd be a popular mech.

could put 2 missile + 1 laser hardpoint on CT to force choice and limit it to 5-6 weapons.

Edited by Asmosis, 19 January 2014 - 11:46 PM.


#107 Kageru Ikazuchi

    Member

  • PipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 1,190 posts

Posted 19 January 2014 - 11:45 PM

The more I think about it, the more I think one (and only one) of either ...

- up the missile slots to five ... one in the CT, two in each arm, or
- add one energy hard point to the head or CT (CT would require moving the missiles to the arms), or
- add 2-3 jump jet slots

My vote would still be jump jets.

Edit: clarifying that I don't want 5x Missile, and Energy, and Jump Jets ...

Edited by Kageru Ikazuchi, 19 January 2014 - 11:46 PM.


#108 Cpt Leprechaun

    Member

  • PipPipPipPipPip
  • CS 2024 Gold Champ
  • CS 2024 Gold Champ
  • 112 posts

Posted 20 January 2014 - 12:22 AM

LA 1x missile
LT 1x or 2x ballistics
CT 1x missile 1x energy
RT 1x or 2x ballistics
RA 1x missiles


possible load-out [tonnage]
LA 1x SSRM2 [1.5]
LT 1x or 2x MG JJ [1 or 1.5]
CT 1x SSRM2 1x medium laser [1.5]
RT 1x or 2x MG JJ BAP [2.5 or 3]
RA 1x SSRM2 [1.5]

ammo [3]
1x MG
2x SSRM

Engine
XL 280 1xDHS [15]

armor 224/238 or 192/238 [7 or 6]
structural tonnage [2]
Total tonnage [35/35]

upgrades
ferro-fibrous
endo-steel
DHS
Artemis

#109 ebea51

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 435 posts
  • LocationWestern Australia

Posted 20 January 2014 - 02:04 AM

I would go with:

LA: 2 Missile
CT: 1 Missile
LR: 2 Missile
Jumpjets 2

The extra missile in the CT will give extra punch.
Not only that, but you have the option to fit a STD engine so you can stay alive longer and keep doing damage.

6 missiles would be OP as mad... ive aready seen Oxide do 600-800+ dmg.
They are nuts already.
Their only saving grace is their light armor.

I would add the 2 jumpjets so they are not flying everywhere... theyre hard enough to hit already with HSR in its current state and 280ms... woot, Australia. No regional servers :*(
BUT... 2 would be enough to give it added mobility to jump over most terrain and buildings effectively.

2 ballistics would be cool, I really do.
But I think the mech will benefit more from JJ.

#110 SpartanFiredog317

    Member

  • PipPipPipPipPip
  • The Decimator
  • The Decimator
  • 176 posts
  • LocationMighty MO

Posted 20 January 2014 - 03:30 AM

Yeah its completely different, but it would be awesome....

Remove the two arm Missile slots

Add 3 ballistics to each arm to replace

Instead of JJ give it 2 AMS hardpoints

What you have is:

6x Machine guns

2x SRM4/SSRM2

2x AMS

....Still keeps the completely Ammo dependent and non JJ jenner flavor but loses the completely countered by >1 ecm and automatically lose to heavier streakboats weakness.

Also 6 Machine guns actually makes them really useful... but makes the ammo consumption a consideration while firing.


.

#111 Levon K

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 324 posts
  • LocationToronto

Posted 20 January 2014 - 03:44 AM

Whatever you do, please fix it. I purchased it, ran it a few times, then got sick of its weakness almost immediately. Completely useless unless you're carried by the rest of the team.


Edit - spelling

Edited by Levon K, 20 January 2014 - 03:45 AM.


#112 Sephlock

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,819 posts

Posted 20 January 2014 - 06:09 AM

View PostAsmosis, on 19 January 2014 - 11:45 PM, said:

I'd be neat to see a light mech with

2 missiles (arms)
2-3 lasers (each torso, CT optional for balance)
2 ballistics (arms)

and jumpjets of course. Balanced weapon loadout, option of specializing by taking heavier things like srm6 or LL's or a single UAC5, I think it'd be a popular mech.

could put 2 missile + 1 laser hardpoint on CT to force choice and limit it to 5-6 weapons.
Basically, something to de-throne the Orion, aka "The Littlest Atlas" :P?

#113 shellashock

    Member

  • PipPipPipPipPipPip
  • Little Helper
  • 439 posts

Posted 20 January 2014 - 06:11 AM

View PostLevon K, on 20 January 2014 - 03:44 AM, said:

Whatever you do, please fix it. I purchased it, ran it a few times, then got sick of its weakness almost immediately. Completely useless unless you're carried by the rest of the team.


Edit - spelling

I'm guessing you only tried it as a streak jenner or a quad lrm 5 carrier. Try carrying quad srm 4 and see how that works. Borked or not, I can get some great games with that build. Only thing I would change is give it an energy hardpoint in the head.

#114 SirLANsalot

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,540 posts
  • LocationWashington State

Posted 20 January 2014 - 08:27 AM

Here is what I am thinking for the Oxide.


Add in 2JJ points. This will give it what it needs to move about, as right now its a little....weak. This alone should be enough to give the mech what it needs.

Hardpoint Options.

1. Keep as is.
2. Add in 1 Missile in CT (2 Missile each arm)
3. Add in 1 Enegy in CT (2 Missile each arm)
4. Add in 1 Ballistic in CT (2 Missile each arm)

Either one of those 4 options would help it a TON. Most Jenners have 6 Hardpoints already (poor K) this is the only one that is way below that, and has no JJ for Compensation. Giving it 2 JJ and like a Ballistic would be an interesting thing to do. You could see 4 SRM4 and like an AC2 (be very interesting to see this). Or an Energy, would give it a little more versatility in build options. 4 LRMs and a TAG, or Streaks and a LL ect ect could be done.

Edited by SirLANsalot, 20 January 2014 - 08:53 AM.


#115 Corbon Zackery

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,363 posts

Posted 20 January 2014 - 08:44 AM

Move the CT hard points to the left and right torso. This allows greater flexibility in missile choices. Everyone turned it into a 4 streak boat. The unpopular SRM weapon due to people claiming hit detection issues made it doomed at launch.

That being said people haven't unlocked its full potential. 2 SRM 6 and 2 SRM 4

The lack of speed, the ammo based weapons put it in the recycle bin. OXI just never had a chance and the people who bought it should get a refund.

How do you fix it.

Corbon Zackery: Dirtybird

LA 1 energy hard point
RA 1 energy hard point
RT 1 missile hard point
LT 1 missile hard point
CT 2 ballistic hard points

This concept is based on creating a ER large laser version with LRMs for support by limiting the Ballistics to the CT your looking at AC 2 or MG being slotted slower long range Jenner something mercs would twick around with or the Periphery for riot control.

#116 dwwolf

    Member

  • PipPipPipPipPipPip
  • Overlord
  • Overlord
  • 477 posts

Posted 20 January 2014 - 10:05 AM

Remove the acceleration nerf if you dont give it jumpjets...
Or keep the nerf and give it 2 jj. Personally ive been having lots of fun with srm and medium lasers in my sarahs mech. But a light mech with no jj and a movement nerf makes no sense to me. JJs are vital to light mechs because of all the silly speedbumps.

#117 Sephlock

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,819 posts

Posted 20 January 2014 - 10:08 AM

This isn't hard, guys. They just need to give us the original version that they decided to keep from us.



#118 RoboticRooster

    Member

  • PipPip
  • Little Helper
  • Little Helper
  • 31 posts

Posted 20 January 2014 - 07:36 PM

Because all of those other times we tried to help them out they were completely open to our suggestions.

/sarcasm

#119 Noosphere06

    Rookie

  • 4 posts
  • LocationCT, USA

Posted 21 January 2014 - 03:17 PM

I like my Oxide with JUST missile slots. I DO NOT want to see any ballistic slots on my Oxide, because it is supposed to be a PURE missile boat. If Ballistics are added I will ask for a refund on mine.

The only reason I bought mine was the pure missile idea. On the NGNG Podcast #100 this build was proposed:

5 Missile slots (2 per arm, 1 CT) and room for 2 JJ's. This sounds great! It keeps with the spirit of what the mech was designed to be, and keeps the customers who bought it for that reason happy. ( I can't speak for everyone )

I add my vote to adding JJ's and an additional missile slot. Thank you.

#120 Vanguard836

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,101 posts
  • LocationOttawa, ON

Posted 21 January 2014 - 03:20 PM

I would like to see the two CT missile points moved to the arms and have two energy points added to the CT.

I am not in favor of ballistic points on it, more of a personal preference/dislike of ammo only mechs.

I also wouldn't mind seeing two JJ added to it :lol:





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users