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Oxide Redesign Challenge


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#81 DrxAbstract

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Posted 16 January 2014 - 11:06 PM

View PostSuperJoe, on 16 January 2014 - 09:33 PM, said:


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.

What damage nerf are you referring to? They still do 2.0 per Missile. Their spread is terrible on most Mechs, even with Artemis. I have fraps videos from Closed Beta and i really do miss those SRMs... They were actually useful beyond 80 meters.

#82 SuperJoe

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Posted 16 January 2014 - 11:38 PM

View PostDrxAbstract, on 16 January 2014 - 11:06 PM, said:

What damage nerf are you referring to? They still do 2.0 per Missile. Their spread is terrible on most Mechs, even with Artemis. I have fraps videos from Closed Beta and i really do miss those SRMs... They were actually useful beyond 80 meters.


oh I forgot they raised them from 1.5. Still they're garbage, you'll be lucky if half the missiles that slam into a mechs model even registers and they have that ****** flight pattern.

#83 Carrioncrows

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Posted 16 January 2014 - 11:48 PM

I would prefer they locked on, at least partially.

Or at the very least do 2.5 dmg a pop.

#84 Brut4ce

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Posted 17 January 2014 - 12:14 AM

View PostHomeless Bill, on 15 January 2014 - 06:15 PM, said:

Oxide += Jumpjets;

The concept of the 'mech is actually pretty awesome. It's totally different than all the other Jenners, and though worshipers of the Church of Skill may deride it for it's lock-on-heavy layout, I was thinking about grabbing one when I start spending again. And then it had no jumpjets. WUT

It needs jumpjets to really excel in its role. Every other Jenner has them, hunting lights requires mobility and a quick escape plan for those oh-****-there's-their-whole-team moments, and it gives them an edge on the more heavily armored medium Streak boats (TBT, SHD, KTO).

More missile slots (and weapons in general) will make it overpowered in picking off stragglers, but still inadequate in a real role. Sure, it would be brutal to have a SSRM12 Jenner running down the trenches in Canyon because you'd evaporate any other non-JJ light you ran into. But you're also susceptible to turning the wrong corner and getting demolished because you're trapped or being ditched by any opponent with jumpjets.

TL;DR: An all-Streak loadout is a risky proposition; without being able to escape easily or pursue lights with jumpjets, it can't truly fulfill the role it needs to.


I am quoting Homeless Bill here, as i tottaly agree on that. Just introducing a couple of Jump Jets on it, is pretty much all that is needed.

<S>

#85 SnagaDance

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Posted 17 January 2014 - 01:39 AM

I'm not getting this thread. When released the Oxide was hailed as OP and 'Pay to Win', remember? ;)

#86 IceCase88

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Posted 17 January 2014 - 02:48 AM

Make it a reverse JR7-D. 4 missile and 2 energy hardpoints.

RA - 2 Missiles
CT - 2 Laser
LA - 2 Missiles

Adding JJs would be sweet.

#87 Curccu

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Posted 17 January 2014 - 03:28 AM

View PostSnagaDance, on 17 January 2014 - 01:39 AM, said:

I'm not getting this thread. When released the Oxide was hailed as OP and 'Pay to Win', remember? :D

Yeah I was like COOL I'm going to buy that!
The me and many others read the patch note line and saw "Jumpjets n/a"...
and went from COOL to Meh.

So add jumpies to Oxide and I will most likely buy that.

#88 Damocles69

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Posted 17 January 2014 - 07:16 AM

If you give it any more missile points and jjsno light mech will ever beat it one on one.... ever

#89 Voivode

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Posted 17 January 2014 - 07:46 AM

I kind of like the idea of it being the only one without jump jets. Maybe make improve by raising the engine cap and going with a 3missile, 3 ballistic, 1 AMS hardpoint setup.

Something like:
LA: 2 ballistic
LT:1 missile
CT: 1 missile
RT: 1 missile / 1AMS
RA: 1 ballistic

Max engine: 315
Default loadout:
10 Double Heat sinks
Endo Steel
Ferro Fibrous | 233 of 238 armor points
XL 315 (max speed without tweak: 145.8 || max speed with tweak: 160.4)
LA: 2x MG
LT: 1x SRM2 | 1xSRM ammo | 2xMG ammo
CT: 1x SRM2
RT: 1xSRM2 | 1xSRM ammo
RA: 1xMG

Could be an interesting mech. Like a Locust 1v and a Locust 3s had a baby and fed it steroids.

#90 -Natural Selection-

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Posted 17 January 2014 - 11:19 AM

I get over 1k damage daily with mine (and yes kills also, 1-6). But I more than welcome a buff to the guy. Hell, JJs would really be nice though have got use to not having them. Though JJs at the cost of ammo would not be good due to ammo being an issue already. Even with smaller engine and skimping armor I do cut it very close or run out from time to time.

#91 Gideon Grey

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Posted 17 January 2014 - 02:23 PM

Crazy idea. Give it very diverse but self limiting hard points.

1missile each arm
2 missile CT
2 ballistic CT
2 energy CT
1 energy head

That way you can add one small energy to the standard 4 streak load out for a small buff at expense of ammo or choose to go the D-light route with 3 MLs and 2 streaks or streaks/Mgs etc... Opens it up as very flexible but not really much more powerful. I'd also add 2 JJs and leave the accel nerf as it would counter the JJ addition a bit by making each pause on Landing a tiny bit more nerve wracking.

It can be a fun mech as is but it's fairly undeniable that the streak boat version is the most viable and it can make you feel dirty to run it. Give me flexibility and fun and I'd love this thing as much as my other Jenners.

#92 MavRCK

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Posted 18 January 2014 - 08:48 PM

The thing about giving this mech JJ's and that it has streaks, is that you need to give it a counter-balance point .. that is, a way for other lights to escape this mech... hence why I suggest XL255 max engine size.. or 20 kph less top end speed.

Other lights would have be aware ie scout well... before charging in and getting surprised by an oxide.. and in turn, this gives the oxide a niche role of protecting slower mechs from fast light killers!

;)

#93 Hexenhammer

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Posted 18 January 2014 - 08:56 PM

Step 1. Add two JJ slots.
Step 2. Add one head energy point. (Tag)
Step 3. ????????
Step 4. Profit

#94 ArchSight

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Posted 18 January 2014 - 09:23 PM

I think Jump jets will make the oxide strong because it can not only run into close range combat quicky but it will also be able to avoid being shot at above a mech while indirectly firing streak missiles at the mech pilot that can't angle their mech high enough to shoot at it.

Adding a energy hard point would be good so players can use TAG to quickly get lock to fire at 270 meters and get the heck out of there instead of around 180 with BAP while waiting longer for missile lock. It'll let Oxide be able to deal with the new information warfare concept better which Oxide probably didn't have to deal with before.

Maybe give it back one more missile hardpoint to increase the damage or a different kind of hard point to help improve pin point damage.

Edited by ArchSight, 18 January 2014 - 09:32 PM.


#95 TercieI

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Posted 18 January 2014 - 09:25 PM

View PostHexenhammer, on 18 January 2014 - 08:56 PM, said:

Step 1. Add two JJ slots.
Step 2. Add one head energy point. (Tag)
Step 3. ????????
Step 4. Profit


Your 3. would be "murder every other light."

JJ & energy is too much.

#96 JackAttack5

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Posted 18 January 2014 - 10:27 PM

Why is the Oxide being singled out as the hero mech that needs a redesign?

It performs fine as a mech, has a hardpoint set no other Jenner has (in fact, no other mechs in the entire light weight class have), and is frankly ''fine''. It's lacklustre but unique.

How about the Grid Iron? Does nothing a Shadowhawk can't do, but it does it worse. I'm not saying it should be BETTER than the Shadowhawk (because frankly that would be hard to do with 50 tons) but at least give it a set of hardpoints that aren't just made completely redundant and obsolete by being the same as ones shared by an objectively superior chassis.

Or the Pretty Baby? At least technically slightly unique, but terrible. Hardpoint starved, low tube counts for no reason, and all the problems that come with being an Awesome too. The main unique point it had was the XL400 cap (still only 20 off the 9M), but then the Battlemasters come along with the same cap, 5 extra tons, far more hardpoints, and tube counts of 20 and 15 instead of the PB's 4.

Less noticable examples but the Fang and the Deaths Knell? Both are one hardpoint away from the regular variants, and in the case of the typical builds that means one more medium laser for each. Not exactly a radical difference when you compare things like the X5 to other Cicadas or the Misery to regular Stalkers.

The Oxide isn't perfect, and it seems they were a little too scared of making it P2W on this one. It could at least jump. However, that said, of the hero mechs it's one of the better deals. The aforementioned examples are almost all simultaneously much more expensive and much worse mechs. Doesn't it seem cruel that the always-relevant Jenner get's a subpar Hero mech and you all care but the statistically lacking and obsolete yet charismatic Commando, Hunchback, Dragon, and Awesome all get worse heros that slip under the radar?

Edited by JackAttack5, 18 January 2014 - 11:26 PM.


#97 Devil Fox

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Posted 19 January 2014 - 04:13 AM

View PostJackAttack5, on 18 January 2014 - 10:27 PM, said:

The Oxide isn't perfect, and it seems they were a little too scared of making it P2W on this one. It could at least jump. However, that said, of the hero mechs it's one of the better deals. The aforementioned examples are almost all simultaneously much more expensive and much worse mechs. Doesn't it seem cruel that the always-relevant Jenner get's a subpar Hero mech and you all care but the statistically lacking and obsolete yet charismatic Commando, Hunchback, Dragon, and Awesome all get worse heros that slip under the radar?


Either sales are down on it... since there are 6 unique jenner's... 3 variants, a Champion, a Hero, and Sarah's unique skin. By now most people would've had Jenners, but why does it feel weak? Compared to what? The next light mech to be announced no doubt...

Something I wrote in another thread...

Quote

The Javelin is also a prime candidate because of recent plugs that the Jenner hero mech "Oxide" is feeling weak... Whilst not the strongest solo light mech, as a wing-man style machine hunting other lights the 4SSRM's really tear apart smaller targets, luck-fully it didn't get jump-jets or it would be the new Jenner you would only see. However why should it feel weak now? Because their comparing it to something that's most likely out performing it, whilst lighter, the Javelin does come with Jump-jets with gives it the trump card on the "Oxide" all missile light.


I think it's being out-performed by a lighter jumpjet machine with a heavy missile based variants. Hero mechs are meant to be unique, their not meant to be OP or UP... they meant for variety and variation. The Oxide does that, it's very effective at it role of light hunting or being a wing-man, jump-jets would've just made it the ONLY mech at the time for light hunting and still will (shave 0.5t armour for a single jumpjet).

In the end leave the Oxide as it is... SO many other hero mech's are ignored or told that their niche, so why treat the Oxide any different?

#98 Iacov

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Posted 19 January 2014 - 08:23 AM

RA 2B
RT 1E
CT 1M
LT 1E
LA 2B

that would be my favourite

if it has to be missile oriented, i'd go with
RA 1M
RT 1E
CT 1M
LT 1E
LA 1M

#99 Ertur

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Posted 19 January 2014 - 09:06 AM

No ballistics on a Jenner. Not ever. If you really need it, the Owens is an omni-mech style Jenner and will come out in a few years; that will have a machine gun variant on a Jenner frame. Or you could just get a Spider 5K or Raven 4X and get your ballistic jollies, and with jump jets, even. I wouldn't recommend a Locust, though. Not for love or money.
The Oxcide doesn't need JJ's. More than once I've had the most kills in a match with one, even going up against JJ capable light mechs. Even going up against ECM (though obviously one-on-one).
If PGI wants the Oxcide to not feel nerfed, then all they need to do is take away the nerf to acceleration. They don't need to add anything.
Yes, it'd be nice if they added an energy point to the head. I think that is much nicer than having JJ's, frankly. But it'd also be nice if they added a 'nuclear strike' module that insta-killed all enemy mechs, too. I'm sure there wouldn't be any complaints about P2W after that slight buff.

#100 Iacov

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Posted 19 January 2014 - 09:25 AM

but when no ballistics...what could make the oxide special besides missile only or...having less hardpoints than the non-hero variants do...

all energy...we have that
mixed energy and missile...we have that
missile only...people don't seem to like it
ballistics...would be something new, but people don't like it...

i never knew that catapults could have something else than missiles on their arms (yes, i wasn't all that into CBT before MWO)...and look, the energy arms on the K2 and Jester are fine!
you can always try something new
and ballistics are new to the jenner

either go with at least one ballistic hardpoint - or leave the oxide as is, that are my two cents





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