The only fix is ..............
Delete the ******** mech.
5
How To Fix The Oxide (Russ Says It Needs Love, So Let's Hear How!)
Started by Bishop Steiner, Jan 18 2014 09:42 AM
108 replies to this topic
#101
Posted 20 May 2014 - 10:08 AM
#103
Posted 25 May 2014 - 08:11 PM
I'd be perfectly fine with a single energy HP in the head. It's only been mentioned once, but being around two ECM enemies nullifies a streak Oxide. I've pulled close to 800 damage in them before, but have also had matches that left me feeling like a 35 ton paper weight. With the recent changes to NARC though, I may have to dust off my Oxide and see how she runs with a NARC/SSRM combo. She's been stuck in the garage for several months. Despite having to deal with stacked ECM, I managed to clear all three efficiencies in two days, so at least in my case the Oxide is still a unique and deadly threat.
As far as JJ goes, it was almost a deal-breaker for me. A Jenner without JJ seemed like peanut butter without jelly. After I realized how powerful it CAN be, it became clear why JJs were left off.
When it comes to maneuverability, the Oxide is not hindered by it's quirks at all.
As far as JJ goes, it was almost a deal-breaker for me. A Jenner without JJ seemed like peanut butter without jelly. After I realized how powerful it CAN be, it became clear why JJs were left off.
When it comes to maneuverability, the Oxide is not hindered by it's quirks at all.
Edited by DaemonWulfe, 25 May 2014 - 09:36 PM.
#104
Posted 25 May 2014 - 09:47 PM
4xSRM4 Oxide and JR7-D are currently tied for my favorite mech.
I'm a bit more consistent with the Oxide, but the Delta currently holds my personal record for damage.
The latter probably wouldn't be true if my Oxide had more than 2 minutes worth of ammo.
It certainly isn't the first mech I'd nominate for a buff, but since Russ is already looking at it...
A pair of machine guns would be incredible fun, and tonnage restrictions would likely keep it from being OP. I feel that'd be a bit too similar to the Huginn, though. Energy HPs wouldn't be my preferred buff either, as I like the idea of an ammo-dependent Jenner.
JJs on an Oxide could be OP once SRMs get fixed, though I'd gladly take additional negative quirks to be able to mount JJs on my Oxide. Heck, I'd give up leg armor to make the tonnage for it if I had to. Voted for JJ since that'd be the most fun by far.
Removing the existing quirks is the buff makes the most sense to me. The extra acceleration wouldn't make it (more?) OP vs other lights, but it'd help greatly against heavies and assaults.
As for the other heroes:
Awesomes in general need a significant buff, but the PB doesn't seem that far behind the others. A huge acceleration/turning buff on all variants would be nice.
I've never owned any DRGs or KTOs so I can't say much on these chassis. Fang and GB do seem to be underused though.
YLW needs a buff so I can have my CN9-AH back.
I'm a bit more consistent with the Oxide, but the Delta currently holds my personal record for damage.
The latter probably wouldn't be true if my Oxide had more than 2 minutes worth of ammo.
It certainly isn't the first mech I'd nominate for a buff, but since Russ is already looking at it...
A pair of machine guns would be incredible fun, and tonnage restrictions would likely keep it from being OP. I feel that'd be a bit too similar to the Huginn, though. Energy HPs wouldn't be my preferred buff either, as I like the idea of an ammo-dependent Jenner.
JJs on an Oxide could be OP once SRMs get fixed, though I'd gladly take additional negative quirks to be able to mount JJs on my Oxide. Heck, I'd give up leg armor to make the tonnage for it if I had to. Voted for JJ since that'd be the most fun by far.
Removing the existing quirks is the buff makes the most sense to me. The extra acceleration wouldn't make it (more?) OP vs other lights, but it'd help greatly against heavies and assaults.
As for the other heroes:
Awesomes in general need a significant buff, but the PB doesn't seem that far behind the others. A huge acceleration/turning buff on all variants would be nice.
I've never owned any DRGs or KTOs so I can't say much on these chassis. Fang and GB do seem to be underused though.
YLW needs a buff so I can have my CN9-AH back.
#105
Posted 31 May 2014 - 08:10 PM
After dusting off my Oxide over the course of last week, I think I'm happy with it as is. 4 tons of ammo will carry you through most matches. If you run out after that, hope your team is still alive to finish off the enemy or earn a good death. Here's a snapshot of my current stats. I've experienced no shortage of success. I know it's not the same for everyone. It's not noob friendly, even though you practically can't miss if you're in range and have good LOS. I just try to stay at the edges of the main friendly force and eat any lights that try to harass. It definitely helps to have an ECM light to work with as a team as well. My buddies in the Skjaldborg offer the best assistance a light pilot could ask for
#106
Posted 01 June 2014 - 07:35 AM
The energy hard point in the head for a tag would probably be the most beneficial, followed by 2 jump jets, which is just enough to let it get over pesky obstacles and be a mobile threat. Besides that, I don't see an issue with it.
#107
Posted 01 June 2014 - 07:54 AM
I recommend waiting to see how SRM tweaks affect the viability of the Oxide. If SRMs work as intended all of these concerns may be moot points.
#108
Posted 01 June 2014 - 08:00 AM
Wraith 1, on 25 May 2014 - 09:47 PM, said:
As for the other heroes:
Awesomes in general need a significant buff, but the PB doesn't seem that far behind the others.
YLW needs a buff so I can have my CN9-AH back.
I would agree Pretty Baby and the Awesome in general needs a lot of love but go ahead and buff YLW if you want to. I'd be more than happy to chase Bishop Steiner all over Tourmaline Desert like old times.
#109
Posted 01 June 2014 - 09:31 AM
For the Oxide, give it some jump jets.
Give Yen-lo-Wang two energy hardpoints on the left arm, and subtract on of the CT points. If melee attacks were possible, I'd also suggest the hatchet.
Give Yen-lo-Wang two energy hardpoints on the left arm, and subtract on of the CT points. If melee attacks were possible, I'd also suggest the hatchet.
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