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Oxide Redesign Challenge


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#121 Estonniel

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Posted 21 January 2014 - 03:31 PM

I kinda am thinking of this.

1x Missle Left arm
1x Missle Right arm
1x Missle Left Torso
1x Missle Right Torso
2x Ballistic Center Torso / 2x Energy in Center Torso

would give them at least some form of Direct fire. + not possible to go 2x AC 5 or something silly like that.

Seeing some Oxides running then eighter SSRM 2's 4x with 2x ML or 2x SL or 2x Machineguns

personally 2x ballistic slots in CT would be something new as far as i know. adding 2 machineguns would be a nice add.
or totally troll mode 2x AC 2 if the ballistic would be selected. that be funny to see.

#122 VikingN1nja

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Posted 21 January 2014 - 04:19 PM

OMEGAS OXIDE!
Hardpoints
2 Missile Left Arm
1 AMS Left Torso
2 ENERGY CENTER TORSO
2 Missile Right Arm
2 JUMP JETS(MAYBE)

I had to edit not sure how ballistic made it on. DOH! :lol:

#123 Johnny Two Legs

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Posted 21 January 2014 - 07:03 PM

I don't understand the calls for it being underpowered.
Equipping it with SRM's is a little risky due to hit register issues.
Doing the same with LRM's is riskier due to the lack of tonnage.
Mixing both is worse.

The only viable loadout IMO is Streaks.
Yet, my Kill/Death ratio is 1.32, average damage is 330 damage over 150 matches - that's impressive figures for a light. I'm no 'l33t' player either.

I don't think it needs a buff.

Maybe JJ's - that could help.
Maybe 2 AMS and a lower engine cap. That would encourage AMS to be fitted as you'd have the space due to the lighter engine. Just giving it extra AMS alone would mean that it wouldn't get used. There's something about this idea - extra AMS, lower engine cap. Hell, then give it JJ's but 1 max.

Equipping a lone Ballistic slot is going to be worthless IMO - it won't have the JJ to make jump sniping viable nor the tonnage to really make a difference besides the initial shock factor.
Equipping a lone Energy slot will mean there'll be a token ML or a PPC with other weapons sacrificed. In both cases it will be similar to other Jenners then.

J2L

#124 AlmightyAeng

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Posted 22 January 2014 - 08:58 AM

Of all the 'mechs to pick out as underpowered...they chose the Oxide? *facepalm* Not only is it just fine, there are OTHER 'mechs that the community has asked about before.

How about any one of a dozen 'mechs people have complained about for a couple years?

#125 C4-Wolfy36

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Posted 22 January 2014 - 03:32 PM

View PostNoober, on 15 January 2014 - 08:20 PM, said:

Give it a JJ, all it needs. If you really want to get adventurous, give it ECM, now that ECM isn't OP it's safe to put it into a hero. A total redesign would make me very sad, I do love my streakboat Oxide.



I'm in the couple of jj's camp. The ecm is a bit much, but I'll take it. The engine is fine as it is.

#126 Kenpachi Rekore

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Posted 28 February 2014 - 03:09 AM

seriously just some freaking jump jets and i would play i again seriously regret the purchase as is though

#127 Bacon Wan Kenobi

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Posted 28 February 2014 - 04:08 AM

Personally, I'm fine with no jump jets, and the agility nerf. The problem with a missile only platform though is either you run SRMs, or if the enemy team has ECM superiority, you can't fire a thing. My only change would be to add 1 energy hardpoint in the head, or in the CT and move the missile hardpoints to the side torsos. This would allow you to carry TAG in the head to get a lock on something. If it's in the CT, some people would try and cram a LL or LPL in there, and some might use a ML, but with only one energy hardpoint, I think the tag would make the most sense.

#128 William T Riker

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Posted 28 February 2014 - 06:31 AM

Oxide is still fine. It's the only light I can consistently kill Embers in 90% of the time. Other lights are even easier.

By all means give it jjs tho. Hell, give it whatever else you want, just don't mess with the engine cap & 4 missile points.

#129 Amsro

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Posted 28 February 2014 - 07:17 AM

JJ is the ONLY thing that I miss when playing this mech, otherwise it's quite decent!

#130 jper4

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Posted 01 March 2014 - 03:09 PM

i like my oxides too still. i know i posted before but changing my thoughts a little on it. JJs aren't majorly needed but i think a head slot energy weapon would be nice for those times when you run across that 2nd ECM mech (and there's almost always more than 1 in every drop i've been in) and your BAP is useless which makes your streaks useless so being able to fire something at the other guy would be nice.

thought about CT for the energy slot but then that would completely waste the Locust 3S with the identical 4 missile/1CT energy set up(inbefore the "Locusts are wastes anyway" comments). at least with a head slot it's still keep the intent of a primary missile boat that might pack a MPL in it instead of being able to load up LLs and such if it was a CT energy slot.

and even then you have to come up with that ton (or two) somewhere. 1 less dhs while adding a weapon for more heat generated? drop a ton of streak ammo when you're mostly ammo dependent? lose a launcher? smaller engine? less armor? that energy slot will come with a price so it won;t be making them overpowered by adding it.

#131 Sephlock

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Posted 04 March 2014 - 05:23 PM

The Oxides could really use that redesign. As their design is as flawed as the Death Star's:

Posted Image

#132 Foxfire

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Posted 04 March 2014 - 05:45 PM

Honestly, what makes it feel nerfed is that SRM hit detection is rubbish right now. If they fixed that, then the Oxide would be an extremely dangerous striker... *edits to add* That said, I do think they need to bump it back up to 6 missile slots.

Edited by Foxfire, 04 March 2014 - 05:46 PM.


#133 Rat of the Legion Vega

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Posted 04 March 2014 - 07:10 PM

6 missile would be way too powerful when a missile heavy mech like the Griffin only has 4 and even the Kintaro "only" has 5 (and it just decimates lights with no skill required). The last thing this game needs is a mini PW streakcat. No thank you!

.

Edited by Rat of the Legion Vega, 04 March 2014 - 07:12 PM.


#134 Foxfire

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Posted 04 March 2014 - 07:17 PM

View PostRat of the Legion Vega, on 04 March 2014 - 07:10 PM, said:

6 missile would be way too powerful when a missile heavy mech like the Griffin only has 4 and even the Kintaro "only" has 5 (and it just decimates lights with no skill required). The last thing this game needs is a mini PW streakcat. No thank you!

.


Oxide has weight limitations, though. That and an oxide with streaks vs two ECM is absolutely powerless.

#135 RG870

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Posted 19 March 2014 - 01:54 AM

Adding 2 energy slots in center or side torsos and 2-3 JJs would bring the Oxide on par with the other Jenners. I don't like the idea of ballistics because I hate being 100% dependend on ammo in any mech. Energy slots would not only give the possibility to use a TAG (to counter EMC and to use the Oxide as a scout) but also give those who sacrifice ammo / armor to lasers additional options. As long as SRMs aren't fixed, the Oxyde only has one useful build with 4 Streaks. There must be more diversity and energy slots would be a good way to make that happen.

#136 Trayes

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Posted 03 April 2014 - 08:52 AM

All I wouldlike to see would be this

Add 1 Energy Hardpoint to Center torso or Head
Add 2-6 Jumpjets
Move Center Torso missile hardpoints to Left and Right Torso

This is a light mech with LIMITED DAMAGE due to being ammo only and not enough tonnage to put a correct amout of ammo on it. The 1 Energy in the head/Center torso is great for a tag/laser. The jumpjets are for the ability to properly get in and out and chase other light mechs. Lastly, moving the missile hardpoints on a pretty much missile only mech from the CT to the LT and RT allows for better missile setups.

#137 Amsro

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Posted 03 April 2014 - 09:18 AM

I think this thread was supposed to start April 1st 2014, because I don't think this mech will be getting a change.

I'll still take those 2 JJ though! :lol:





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