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Oxide Redesign Challenge


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#21 Jman5

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Posted 15 January 2014 - 08:23 PM

Jumpjets and an energy hardpoint on the head.

Without streak srm 4s or 6s, there aren't enough hardpoints on the oxide. I'm not sure why they went with so few hardpoints on the mech.

#22 Roughneck45

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Posted 15 January 2014 - 08:25 PM

Remove a missile hardpoint.

Add JJ's and 2 energy. Spread the hardpoints, energy on the arms and missile in the torsos.

#23 Wolf Ender

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Posted 15 January 2014 - 08:26 PM

maybe 2 ballistic slots in the CT? that would be unusual

#24 Haree78

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Posted 15 January 2014 - 08:29 PM

The easiest way to change this mech is simply give it jump jets.
Without jump jets I would not consider this mech at all in drop decks. With Jump Jets and you have something unique that serves a different role to the Jenner F/D. A better light killer, that lacks punch against anything heavier.
Someone suggested 2 energy, 3 missile hard points which would work great as well, but again would NEED jump jets right now with how strong JJs are.

#25 JimboFBX

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Posted 15 January 2014 - 08:33 PM

Ecm in head, energy slot in ct. Still no JJ

#26 VooDooAddict

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Posted 15 January 2014 - 08:51 PM

1. Remove the agility nerf. Same movement characteristics as the other variants. The current poor agility, more than anything makes the Oxide feel nerfed.
2. Add 1 energy and 1 missile (5 tubes) to the head. This prevents large energy from being mounted and forces the pilot to decide decide between energy weapon backup or or additional missile punch. Fitting 5 missiles will also force a smaller engine. This also maxes out at 5 Streaks, not the overpowering 6.
3. Maybe add 1 jumpjet slot. Maybe. No more. Oxide will be infinitely more useful if it wouldnt get stuck on rocks so much. Limit to one please, Oxide needs a drawback and shouldn't be a death from above machine. Personally, I'm ok if it doesn't get the JJ as long as its agility is restored to standard Jenner agility (or better).

Alternative hardpoint adjustment.... 2 ballistic in Center Torso. Machine guns on a Jenner! Could possibly be used to fit ac2... but nothing larger would fit.

#27 Mystere

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Posted 15 January 2014 - 08:52 PM

The only thing that stopped me from buying it is its lack of JJs. It's the only change I am looking for.

And no, giving it only 1-2 JJs is not what I am talking about. It needs 3+.

Edited by Mystere, 15 January 2014 - 08:53 PM.


#28 BladeSplint

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Posted 15 January 2014 - 09:00 PM

8 Ballistic slots, all in the arms.

#29 levitas

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Posted 15 January 2014 - 09:39 PM

The oxide to me feels like that mech that was used, repaired, and salvaged until it almost didn't work anymore. Flavor-wise, I think that if a change to the chassis happens, it needs to respect that. This should feel like that mech that someone did a bit of franken-meching to.

Therefore, I think it's worth considering an asymmetrical hardpoint distribution.

3 energy hardpoints in the right arm (Oh, look, it's right arm came from a jenner F that didn't make it through that last battle 5 years back, really a shame)

3 missile hardpoints in the left arm (The techs really got creative there, I'm not sure how they managed to reform the arm after that PPC cracked the casing, but it looks like it'll work).

Since this mech has been sitting, rusting, in a heap in the corner of the mechbay for years, its actuators aren't quite up to spec. Maybe with a bit of love (and gratuitous amounts of oil) we can get it up to 10% below standard jenner spec. Additionally, some of the jump jets were rendered non-functional in a particularly close call and had to be covered and shielded to protect the aging reactor. Jump capacity is now only at 25% of what it used to be. Tough old bird, but definitely aging.

As for the stock loadout, I imagine something like this:

Oxide
  • Tonnage: 35
  • Engine: 235 Standard
    • Top Speed: 108.7 kph
    • Max Engine Rating: 300
  • Torso Movement:
    • 110 degrees to each side.
    • 20 degrees up and down.
  • Arm Movement:
    • 0 degrees to each side.
    • 30 degrees up and down.
  • Armor: 128 (Standard)
  • Internal Structure: Endo-Steel
  • Weapons & Equipment:
    • Left Arm: SRM 4 x3
    • Right Arm: Medium Laser x3
  • Hardpoints:
    • Left Arm: 3 Missile
    • Left Torso: 1 AMS
    • Right Arm: 3 Energy
  • Heat Sinks: 10 Double
  • Jump Jets: 1 (1 Max)
  • ECM Capable?: No
  • Module Slots: 2
  • Movement Archetype: Tiny
  • Quirks: 10% slower acceleration
  • 30% C-Bill Bonus
With smurfy, I did a (slighly different due to locations/etc) mockup of what the new oxide might look like. Note that all 3 MLas should be in the right arm, and there should be 3 SRM 4s in the left arm (I left 2 tons for the missing SRM due to hard point restrictions on the jenner D). I didn't assign armor the way that a stock oxide is currently assigned, just bumped it up to 128, as I feel the stock armor is fine how it is.

Here's the mockup: http://mwo.smurfy-ne...1f096941572d944


Anyway, I hope this didn't come off as a ramble, I think this is what the flavor of the oxide demands and I hope these ideas are considered.

Edited by solar levitas, 15 January 2014 - 09:42 PM.


#30 Monky

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Posted 15 January 2014 - 09:45 PM

It's simple.

You want a missile Jenner, but you also need to give it some kind of alternative weapons or else it won't stack up. So, you do that by inverting the Jenner JR7-D's loadout (2 energy each arm 2 missile CT) into the JR7-O's new loadout here - (2 missile each arm 2 energy CT). People can still run a streak heavy build with a BAP if they peel of a launcher or forsake the energy hardpoints or a little armor and jumpjets, giving options, and there is versatility in the weapons available for 2 CT energy slots meaning creativity and practicality ahoy. If you need to convince Paul of it, it's a miniature version of the Cat C4

Hardpoints
2 Missile Left Arm
1 AMS Left Torso
2 Energy Center Torso
2 Missile Right Arm

Total Hardpoints - 7 (6 + AMS)
Total Weapon Hardpoints - 6

Module slots - 2.


Final Build: Ferro, Endo, Double Heat Sinks
4x SSRM2's - 6 tons - 2 LA 2 RA
2 Jump Jets - 1 tons - 1 LT 1 RT
2 Medium lasers - 2 tons - 2 CT
2 tons SSRM2 Ammo - 2 tons - 1 LA 1 RA

Total JJ hardpoints - 2

Engine - XL 300 @ 15.5 Tons - Max engine 300 rating.


Armour -
RA: 24
RT: 22, RRT: 10
CT: 30, CTR: 14 ,
H: 18
LT: 22, LTR: 10
LA: 24
RL: 29
LL: 29

Edited by Monky, 15 January 2014 - 09:51 PM.


#31 80sGlamRockSensation David Bowie

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Posted 15 January 2014 - 09:47 PM

Why not just...

RA - 1 Missile, 1 Energy
LA - 1 Missile, 1 Energy
CT - 2 Missile
Max # JJ 2

No AMS
No ECM

#32 Monky

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Posted 15 January 2014 - 09:57 PM

After evaluating the thread it seems to be 'add 2 energy hardpoints somewhere and 2 JJ hardpoints'.

Seems about right.

#33 Deathlike

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Posted 15 January 2014 - 10:03 PM

View PostJman5, on 15 January 2014 - 08:23 PM, said:

Jumpjets and an energy hardpoint on the head.


Fixed for you. :mellow:

I do not know your fascination of the head hardpoint... unless.... the Hunchy made you do it!

Quote

Without streak srm 4s or 6s, there aren't enough hardpoints on the oxide. I'm not sure why they went with so few hardpoints on the mech.


Anything that resembles a mini-Streakcat or even a "Kintaro-lite" is the most easily whineable thing on these boards.

#34 Kaeseblock

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Posted 15 January 2014 - 10:05 PM

Maybe something like:

RA: 2 Missle
RT: - nothing-
CT: 2 Ballistic (MGs or AC2, you decide :mellow: )
LT: AMS
LA: 2 Missle

Max. JJ: 2

Double Heatsinks
FF-Armor
Endo-Steel structure

Toyed around with the tonnage on Smurfy and the weapon loadout ended up being:
4x SSRM2 (2 tons of ammo)
2x MG (1 ton of ammo)

Edit: Engine used: XL300 (= max rating)


Otherwise: I like the Idea of simply adding 1 Energy Hardpoint to each arm :blink:

Edited by Kaeseblock, 15 January 2014 - 10:06 PM.


#35 Tremendous Upside

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Posted 15 January 2014 - 10:09 PM

View PostRoughneck45, on 15 January 2014 - 08:25 PM, said:

Remove a missile hardpoint.

Add JJ's and 2 energy. Spread the hardpoints, energy on the arms and missile in the torsos.


This would work. And remove the maneuverability quirks while you're at it...

#36 Carrioncrows

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Posted 15 January 2014 - 10:30 PM

3 Missile - 1 CT, 2 each arm
2 Ballistic - CT
1 Energy - Head

Novel idea, but they could just fix regular SRM's

Make regular SRM's lock on like streaks with RNG on how long they keep lock, once they cross 270m they automatically lose lock but the maximum range of the SRM is 420m.

That way we didn't have to rely upon streaks to do damage with missile hardpoints.

With Streak 6's coming regular SRM's are pretty much doomed anyways.

Edited by Carrioncrows, 15 January 2014 - 10:37 PM.


#37 Mystere

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Posted 15 January 2014 - 10:41 PM

View PostDeathlike, on 15 January 2014 - 10:03 PM, said:

Anything that resembles a mini-Streakcat or even a "Kintaro-lite" is the most easily whineable thing on these boards.


And that is precisely why we can never have really nice things in this game. The whiners will work overtime to make sure we don't.

:mellow: ... :blink:

Edited by Mystere, 15 January 2014 - 10:41 PM.


#38 GMan129

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Posted 15 January 2014 - 11:48 PM

Why would they redesign the Oxide (probably rank 5 or 6 as far as heros go) and not the Pretty Baby which is just god-awful or the Golden Boy which is inferior to the other Kintaros in just about every way.

But at any rate, JJ's would make it good. That's really it. If you feel the need to make it more interesting, you can change the hardpoint layout to that of the locust 3S (2M each arm, 1E CT).

#39 Ertur

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Posted 15 January 2014 - 11:49 PM

Jump jets are really only useful in a Jenner in a map like Canyon or Therma for running along or over the sides of cliffs. Or for tiny little hops to try to shift directions quickly, but I don't even like those since on landing there's a split second of motionlessness; to be motionless in a light is to be spectating. When you jump in a big arc in a brawl you are just inviting the entire enemy team to shoot your leg. I LOVE spiders who pull that stunt. JJ's aren't the end-all be-all of riding a light. They're handy, sure, but hardly a dealbreaker.
And what are you going to give up for JJ's, anyway? A ton of ammo for 2? A slower engine? Less armor? Also, that's why ballistics are kind of dumb for lights: they need ammo and aside from MG's their damage to tonnage ratio is garbage. Tonnage isn't cheap like it is for an Atlas, you have to face trade-offs in engine, armor, and ammo right off the bat.

I had forgotten the agility nerf; so yeah if they want the Oxide to not feel nerfed they should stop nerfing it. Sheesh, that's kind of obvious now that it's been mentioned.
And if they want to buff it, give it one energy hardpoint in the head so it's almost like a mirror of the K. 1e4m instead of 1m4e.
No need for JJ's, and especially not at the expense of being capped at a slower engine. No. No, no, no, no, no, then thousand times no do not force a slower engine on it.

#40 Curccu

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Posted 16 January 2014 - 12:22 AM

View PostGMan129, on 15 January 2014 - 11:48 PM, said:

Why would they redesign the Oxide (probably rank 5 or 6 as far as heros go) and not the Pretty Baby which is just god-awful or the Golden Boy which is inferior to the other Kintaros in just about every way.

But at any rate, JJ's would make it good. That's really it. If you feel the need to make it more interesting, you can change the hardpoint layout to that of the locust 3S (2M each arm, 1E CT).

Yep I would love them to re-check Golden Boy.. they probably won't, nobody even remembers that mech still exists





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