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Oxide Redesign Challenge


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#61 CDLord HHGD

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Posted 16 January 2014 - 09:09 AM

View PostEuri, on 16 January 2014 - 09:06 AM, said:

Leave missile hardpoints in arms, remove missile hardpoint in torso, add Jump Jets, add ECM slot to left torso.

No way! Last thing we need is a reason for people to scream P2W and giving ECM to a Hero is just what that'll do.

#62 General Taskeen

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Posted 16 January 2014 - 09:11 AM

If the Devs acknowledge that "ssrms are OP" with just SSRM2's in large groups... then redesign the damn things, seriously.

While you're at make SRMs like Mech Warrior 2, fast and hard hitting, k thx. Then we'll see how useful an all Missile Jenner is. After all, the Jenner IIC is a beast with just SRMs.

Edited by General Taskeen, 16 January 2014 - 09:13 AM.


#63 Mawai

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Posted 16 January 2014 - 09:29 AM

I'd add 2 or 3 jump jets and at least an energy hard point in the Head. If more is needed then 2JJ + 2 energy hard points (one each in LT/RT).

This opens up some possible builds ... (not necessarily effective ones ;) ) ... and adds some additional damage without overpowering it.

LRM+TAG
4xSSRM + med or med-pulse laser
2xSRM4+2xSRM6 + laser/tag

Although, I would also love the 2JJ + 4 missile + 2 energy hard point suggestions (i.e. add energy hard points to RT/LT) ... since it provides quite a bit more fitting flexibility ... but I wonder that it might end up overpowered compared to the other light mechs. 4xSSRM2 + 2ML would be very effective in certain roles. (On the other hand, I was in a match yesterday where a 6 ML Jenner had 6 kills/4 assists and 1023 damage ... so maybe it would not be OP :D ... though these days some of that could be from artillery).


Anyway, I know that I was disappointed when the Jenner hero came out ... although emphasis on missiles is interesting and good fun ... it just wasn't enough mech to get me to spend MC (even though I had been planning on it and had MC set aside).

#64 Zerberus

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Posted 16 January 2014 - 09:48 AM

I would like to see either JJs or a single energy hardpoint in CT or head.

Edited by Zerberus, 16 January 2014 - 09:48 AM.


#65 NRP

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Posted 16 January 2014 - 10:14 AM

View PostMawai, on 16 January 2014 - 09:29 AM, said:

Although, I would also love the 2JJ + 4 missile + 2 energy hard point suggestions (i.e. add energy hard points to RT/LT) ... since it provides quite a bit more fitting flexibility ... but I wonder that it might end up overpowered compared to the other light mechs. 4xSSRM2 + 2ML would be very effective in certain roles. (On the other hand, I was in a match yesterday where a 6 ML Jenner had 6 kills/4 assists and 1023 damage ... so maybe it would not be OP ;) ... though these days some of that could be from artillery).

As Dr Abstract already pointed out, at only 35 tons, the Jenner doesn't have the tonnage to utilize any additional hard points without a corresponding compromise in speed. Therefore, while theoretically possible, I doubt you would see 4 SSRM, 2 MLs, 2 MG, 2 JJ builds because that rig would be slow, and a slow light is a dead light. Rather, having multiple hard point types just provides loadout flexibility. It wouldn't necessarily make the Oxide OP.

Anyway, imo the Oxide was designed for Role Warfare. To that end, there is nothing wrong with its design. Role Warfare is good. Actually, we need more mech like the Oxide, ones designed to do a specific role well. We don't need more mechs that can "do it all". The "one mech to rule them all" mentality is already far too pervasive in these forums, which is ironic given that people cry for more diversity yet balk at a mech like the Oxide because it's so different.

#66 Wispsy

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Posted 16 January 2014 - 10:22 AM

PLEASE do not give it a single jj...honestly...just do not do it...give it like 2 energy slots instead of a jj ffs, do you people not understand how lights play in this game. ;)

#67 N a p e s

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Posted 16 January 2014 - 10:55 AM

Some good ideas about the Oxide in this thread.

Whats more exciting/interesting is that if they went through with something like this it would set a precedence for PGI to play with hardpoints on mechs that are underperforming or downright unpopular (I'm looking at you Pretty Baby).

Honestly, there's no reason for them not to do a pass on hardpoints in the same way they're going through hitboxes or how they're implementing variant specific quirks. In the end its all part of the overall balance of the game.

#68 DrxAbstract

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Posted 16 January 2014 - 11:11 AM

View PostNRP, on 16 January 2014 - 08:57 AM, said:

Only the gold ones.


I'm guessing you've never piloted an Oxide?

He may not, but i have and understand his point; Streaks are unreliable, which is why they are ineffective against Heavies and Assaults. The fact they target randomly makes them notoriously inefficient for kill shots as well. I've killed several Mechs with them, certainly... That they can and have taken upwards of 30-45 seconds of chainfire and group fire from ideal angles just to kill a Highlander that already had a bright red internal CT, and several occasions with other mechs in other games is proof enough to me of this.

Streaks are comparable to AC2s in this regard - lots of total damage, little effective damage. That you get high damage games with them, or any weapon on any Mech, carries little weight when it comes to determining the actual usefulness of a chassis.

I dont think people understand the consequences of adding JJs to the Oxide. As i've already stated, the only reason other Lights stand a chance against it is its lack of defensive prowess. The moment you give it JJs it becomes the strongest Light-Hunter Light in the game, which unlike the Kintaro and Shadowhawk, cannot be outrun or avoided. All while bouncing around merrily as you struggle with HSR and personal aiming skill to hit the bloody thing, hitting you consistently and slowly picking you apart while disrupting your vision with chain-fired streaks. It would be an absolute nightmare for other Lights and otherwise unkillable for them unless the pilot is bad or you tag-team it 2v1 and no Mech should be so powerful that, in many scenarios, absolutely requires such circumstances to be brought down by other Mechs in its weight class. The only redeeming factor of this would be it's still ineffective against heavier Mechs, but to a much lesser degree since it has JJs for avoiding their fire... That's not much of a balancing method.

If you give the Oxide JJs, regardless of anything else you add be it Energy or Ballistic hardpoints or another AMS, it cannot have 4 Missile hardpoints. And definitely not ECM...

Edited by DrxAbstract, 16 January 2014 - 11:29 AM.


#69 Utilyan

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Posted 16 January 2014 - 11:44 AM

They should just leave it alone and make other jenner heros

Heres a old idea I had: bit of a repost:

POTTYMECH


A white Jenner with a flush handle painted on its right torso. Has to be very white even on the intakes, maybe a black spot or linings for lid.... Just Like a toilet.



4 ballistics , 2 left arms and 2 on right arms.

2 missles, NARC TUBES one on right torso one on left torso.

24 jump jet capacity. ;)


How it comes is 2 machine guns and 2 SRM6s. FAST XL 300 engine, 8 jump jets.

VERY low armor..... From Head to left leg its 10,21,10,15,10,15,10,15,15,20,20

SRM ammo, Machine gun ammo. Maybe knocking the 6z to 4z for more ammo.


=========
The toilet theme is just for a laugh. If the tone needs to be more serious, It could be a WWII fighter plane theme. How bout the colors/skin of a BF109 with the yellow Posted Image I love narc tubes and the idea of swooping around in jump jets and letting out a stream of missles.

#70 Corvus Antaka

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Posted 16 January 2014 - 11:45 AM

2 ballistics, 1 each side torso.

3 missile, 1 in each arm, 1 in CT.

1 energy point in CT, maybe.

#71 Bagheera

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Posted 16 January 2014 - 12:12 PM

Wait, if 4 slots were too few, and 6 were too many - is adding one to the CT for a total of 5 just too simple or something? ;)

#72 Screech

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Posted 16 January 2014 - 12:23 PM

Until SRMs are viable for lights, I really see no need to try to fix the Oxide. It is a one trick pony.

#73 Roadkill

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Posted 16 January 2014 - 12:46 PM

I think there are several possibilities that could work:

1) Add 4 jump jets and a module slot to the existing Oxide.
2) Move the CT missiles to the arms and then add 2 energy hardpoints to the CT. Basically a reverse D but without jump jets.
3) Add 2 jump jets and a head energy hardpoint to the existing Oxide.
4) Move the CT missiles to the arms and then add 2 ballistic hardpoints to the CT.

Edited by Roadkill, 16 January 2014 - 12:46 PM.


#74 ManDaisy

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Posted 16 January 2014 - 02:03 PM

2 ballistics on center torso
2 missiles each arm (max 2 holes for autocannon like srms)
1 energy each torso

Should be really frigging great

Edited by ManDaisy, 16 January 2014 - 02:05 PM.


#75 InMidnightClad

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Posted 16 January 2014 - 02:26 PM

4 Missile hardpoints in the Arms (2 Each).
2 Ballistic Hardpoints in the Center Torso.

Streaks and Machine guns. It would give the whole mech a novel Fighter plane feeling.
Daka daka daka... beep beep BEEEEEP WHOOOOOSH!

Plus the Machine guns extending from the Dorsal Hump on the jenner would give it an interesting silhouette, or give the player the option of mounting an AC2 up high for sniping over the crests of hills while hulled down.

#76 Jaranath

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Posted 16 January 2014 - 02:28 PM

I have to agree with some others here...I don't think there's a thing wrong with the Oxide. I enjoy mine enormously as it is. I would much rather nothing be done to it than see it potentially harmed in an effort to "improve" it, or see it become an UberJenner to the expense of the other variants. If it absolutely MUST be buffed, I'd advise as minimal a buff as possible: Perhaps raising the engine cap or removing the agility nerf. But even those are unnecessary in my opinion.

As it stands, the Oxide does one thing--streakboat--very well. It is unlike any other Jenner or indeed any other light. And although I appreciate some players' concerns about it's high-damage low-kill nature, I think there are other measures of success than KDR, particularly in the context of a team game.

The Oxide is weird, narrow, and I never thought I'd love one. I very nearly didn't buy it. It's now one of my favorite mechs.

#77 oldradagast

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Posted 16 January 2014 - 02:50 PM

Lack of Jump Jets and a single energy slot seems to me the be the killer. Even limited jump jet ability is better than none (and being the only jenner without any), and I have a hard time imagining a scrapped together mech running solely on missiles... the techs would stick a laser on there somewhere, just out of principle. If jump jets are too good, at least give it decent handling and a single energy point in the head so it can use a beam weapon when the ammo runs out.

I support this effort to fix an underpowered hero mech. Hopefully, future ones that are basically seen as wastes of money will be fixed. The Golden Boy is a noteworthy failure, as is the Pretty Baby. At least the later could be fixed by simply removing the deceleration nerf (so it handles well, as it does in lore, vs. horribly) and adding a useful hardpoint somewhere.

Edited by oldradagast, 16 January 2014 - 02:52 PM.


#78 jper4

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Posted 16 January 2014 - 04:23 PM

1 central (CT/head) energy slot and/or 1 JJ is all it really needs. i do well with it as it is and i'm a bad light pilot. can only imagine what would happen with good pilots if it got buffed any more than that

#79 Sam Hall

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Posted 16 January 2014 - 07:13 PM

If PGI wants to salvage the Oxide then they're going to need to make SRMs viable again, which means tracking down the dude who used to do their netcode and begging him to come back and take a look at hit detection and see if he can fix it. Paying him might be a problem, but I'm sure they could make room in the budget by letting a couple "idea guys" go.

#80 SuperJoe

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Posted 16 January 2014 - 09:33 PM

View PostSam Hall, on 16 January 2014 - 07:13 PM, said:

If PGI wants to salvage the Oxide then they're going to need to make SRMs viable again, which means tracking down the dude who used to do their netcode and begging him to come back and take a look at hit detection and see if he can fix it. Paying him might be a problem, but I'm sure they could make room in the budget by letting a couple "idea guys" go.


I would not hesitate to get the Oxide and start playing this game again if srms were back to their former glory in closed beta.

I miss my rocket shotguns, now they feel like they hardly do even half the damage they once did, thanks to the shoddy hit detection and unnecessary damage nerf.





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