The Ember
#21
Posted 05 February 2014 - 06:11 AM
Granted none of them have speed tweak yet, but they seem easier to hit than the Commando so far.
#22
Posted 05 February 2014 - 06:36 AM
CheeseThief, on 05 February 2014 - 06:11 AM, said:
Granted none of them have speed tweak yet, but they seem easier to hit than the Commando so far.
That's one of the things I noticed about them, now I just need to find out how exactly streak missiles work against them, as they usually take the arms off commandos followed by a sidetorso kill. It's what makes the Death's Knell so hard to play, no torso weapons.
Those ballistics hardpoints on the Ember are actually in the torso so you can't really disarm them, but just 4 machine guns won't do much unless you're already crit and even then the spread, short range and the fact that it's not a burst weapon make it less than ideal. For reference my locust 1V does better in close combat with 2 machine guns and 1 ER large laser than with 4 machine guns and one medium ( pulse ) laser.
#23
Posted 05 February 2014 - 06:38 AM
Thats a fact -
#24
Posted 05 February 2014 - 06:42 AM
135 kph tops post speed tweak.
I don't mind a more powerful light, but other lights need a chance to escape it.
Edited by Prezimonto, 05 February 2014 - 06:44 AM.
#25
Posted 05 February 2014 - 06:46 AM
You can't fit everything in the mech comfortably, so I think it's fine. Folks will likely be making engine, armor, or weapon sacrifices in the Firestarters.
That said, I want one. Will wait for a sale though.
#26
Posted 05 February 2014 - 06:52 AM
Bront, on 05 February 2014 - 06:46 AM, said:
You can't fit everything in the mech comfortably, so I think it's fine. Folks will likely be making engine, armor, or weapon sacrifices in the Firestarters.
That said, I want one. Will wait for a sale though.
Actually you can make everything fit just perfectly, no cuts necessary on anything at all, even jjs. Fits exactly the amount of slots and tonnage available.
http://mwo.smurfy-ne...cceb8b762258265
Edited by Wispsy, 05 February 2014 - 06:57 AM.
#27
Posted 05 February 2014 - 06:55 AM
They seem to spread damage better than other lights.
#28
Posted 05 February 2014 - 06:56 AM
Jenner: The strongest light killer, primarily utilizing missiles for this role
Spider: The strongest jump capable ECM
Raven: The strongest ECM long range sniper
Firestarter: The strongest energy boating light
Commando: The strongest ECM capable missile boating light (Ok, clutching at straws here)
Locust: The most powerful whole-cockpit-ejection-system (most cockpits don't eject with guns and legs)
I am looking forward to the S model so that I might stand a hope in hell of fending off a Jenner that's decided to become my best friend. The E variant is good fun with it's ability to be a tweaked Spider 5D sniper - you can trade ECM for heavier armour, 4 machine guns and an extra ER Large.
#29
Posted 05 February 2014 - 07:17 AM
Denolven, on 05 February 2014 - 04:48 AM, said:
Also, 35 tonners are supposed to be the strongest lights, so I don't have a problem with that unless it's op (worth more than 35 tons). It's like a robust TDK with a little less speed and a little more JJ and ballistic options, for 10 more tons, looks fair to me. It will still die quickly when I throw streaks at it. I'll wait to see how it plays out before I judge.
It should melt into a puddle of "Whyyyyyyyyyy?!?!?!" when SRMS get fixed.
#30
Posted 05 February 2014 - 08:16 AM
Khobai, on 05 February 2014 - 01:24 AM, said:
Jenner-F = 6 hardpoints, 5 jumpjets, 1 module, no lower actuators
Ember = 8 hardpoints, 6 jumpjets, 2 modules, lower actuators
Its better than the Jenner in basically every way and has no real downside.
The FS9-K will probably overtake the JR7-F. It has 6 (3/3) Energy points in its arms and two in the CT. Their firing height compared to the Jenner is identical, but you have actuators, better mitigation, and more MS. The only thing the Jenner does better at that point is fit an XL 300 for an extra DHS slot. The FS needs to skimp on FF in the majority of its builds.
#31
Posted 05 February 2014 - 08:37 AM
Iskareot, on 05 February 2014 - 06:38 AM, said:
Thats a fact -
Adjusted for ugly truth. What you see didn't necessarily happen.
#33
Posted 05 February 2014 - 09:46 AM
Khobai, on 05 February 2014 - 01:24 AM, said:
Jenner-F = 6 hardpoints, 5 jumpjets, 1 module, no lower actuators
Ember = 8 hardpoints, 6 jumpjets, 2 modules, lower actuators
Its better than the Jenner in basically every way and has no real downside.
Cicada 2A = 6 hard points, 0 jumpjets, 2 modules, no lower actuator, has the same speed as the Jenner F/D, same torso/arm ranges as the Jenner
What's your point? PGI can't balance mechs for shit. Welcome to the party, pal!
#34
Posted 06 February 2014 - 01:29 AM
#35
Posted 06 February 2014 - 02:35 AM
#36
Posted 06 February 2014 - 02:38 AM
#37
Posted 06 February 2014 - 04:56 AM
#38
Posted 06 February 2014 - 05:12 AM
ReXspec, on 06 February 2014 - 02:35 AM, said:
Not going to happen...clan tech only goes on clan mechs.
- Inner Sphere 'Mechs cannot equip Clan technology.
- When customizing an Inner Sphere 'Mech, only Inner Sphere technology is shown in the player’s inventory.
#39
Posted 06 February 2014 - 08:07 AM
Edited by Damocles69, 06 February 2014 - 08:08 AM.
#40
Posted 06 February 2014 - 08:29 AM
ReXspec, on 06 February 2014 - 02:35 AM, said:
It won't be. Check the command post on incoming clan tech.
Clan stays Clan.
Sphere stays Sphere.
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