

Clan Xl Engine . Too Good
#41
Posted 13 February 2014 - 08:55 AM
#42
Posted 13 February 2014 - 08:55 AM
#43
Posted 13 February 2014 - 08:57 AM
Quote
its a discussion about ferro fibrous engines
#44
Posted 13 February 2014 - 08:57 AM
Sable, on 13 February 2014 - 08:55 AM, said:
Do you have a link to this Sable? I don't remember reading it, but I don't disbelieve they could have.
#45
Posted 13 February 2014 - 09:08 AM
Joseph Mallan, on 13 February 2014 - 08:57 AM, said:
Omni-Mech rules and construction
At the very bottom it describes no Mixtech.
#46
#47
Posted 13 February 2014 - 09:16 AM
Ok. Calm. Right. IS XL engines have 3 criticals in either side torso. If you remove the said torso completely, then you have accomplished the task of making 3 engine criticals....and this happens more often than not (if you don't believe me, ask all the new players in that Trial Stalker they love so much).
Clan XL engines will have only 2 engine criticals in a side torso. So what? Once the side is gone, damage transfers to the center....at which point, you only need one more engine crit to take it out. Every time you take an engine crit, your speed drops and you build up heat. You say this will be too difficult, but since they haven't released the Omnis yet....you only have your own fears and concerns to go on. Wait until they come out and base your opinion off of cold, hard data.
2) As for "mixed tech," I don't agree with their standpoint. There are far too many instances in the BT storyline where everything from Clan DHS to Clan XL Engines have been placed into IS mechs. Granted, in those instances, they described the difficulty of doing so...and here, it's point and click (and click and drag and click again..but this isn't a UI 2.0 gripe thread). The one thing that WOULD make sense, if they were to allow mixed tech, is a HUGE price increase to place the item in an IS mech. This price is easily explained by supply and demand (everybody wants it, there's not a lot to go around) and the high price of 'techs that actually know how to make it work.
Edited by Willard Phule, 13 February 2014 - 09:17 AM.
#48
Posted 13 February 2014 - 09:23 AM
Hence the reason to not allow Mix Tech which makes perfect sense to me. Otherwise it would be an even bigger headache to try and balance Clan vs IS tech and require a lot more balance considerations with changes etc.
#49
Posted 13 February 2014 - 09:34 AM
Willard Phule, on 13 February 2014 - 09:16 AM, said:
This was discusses in the Ask the Devs VLOG 2
http://mwomercs.com/...he-devs-vlog-2/
So yea,the guy programming it.
Edited by Bhelogan, 13 February 2014 - 09:34 AM.
#50
Posted 13 February 2014 - 09:39 AM
Bhelogan, on 13 February 2014 - 09:34 AM, said:
http://mwomercs.com/...he-devs-vlog-2/
So yea,the guy programming it.
*facepalm*
OK, you win.
You know what would work better than everything? Just nerf everything so that it only does 1 point of damage and the maximum range is 30 feet. Then we can all just stompy robot around for hours at a time, making cool noises and such. And nobody...NOBODY...dies. The new players won't cry that something is too powerful, the experienced players won't complain about uneven matches...it's a win/win scenario. And besides, it's headed that direction anyway. Might just as well hurry it up and make it happen.
#51
Posted 13 February 2014 - 09:40 AM
Willard Phule, on 13 February 2014 - 09:39 AM, said:
*facepalm*
OK, you win.
You know what would work better than everything? Just nerf everything so that it only does 1 point of damage and the maximum range is 30 feet. Then we can all just stompy robot around for hours at a time, making cool noises and such. And nobody...NOBODY...dies. The new players won't cry that something is too powerful, the experienced players won't complain about uneven matches...it's a win/win scenario. And besides, it's headed that direction anyway. Might just as well hurry it up and make it happen.
Lol, better than some of the balance ideas I have seen......
#52
Posted 13 February 2014 - 02:05 PM
Todd Lightbringer, on 13 February 2014 - 07:36 AM, said:
I agree. clan mechs are supposed to be better.
Besides why go for the engine when you can just leg em and run away

#53
Posted 13 February 2014 - 02:18 PM
Joseph Mallan, on 13 February 2014 - 07:28 AM, said:


Cause MadCat02 will whine and moan and create pointless threads about everything. I swear, if he and Victor Morson had a love child, ...
#54
Posted 13 February 2014 - 03:15 PM
Trauglodyte, on 13 February 2014 - 02:18 PM, said:
Cause MadCat02 will whine and moan and create pointless threads about everything. I swear, if he and Victor Morson had a love child, ...
Victor may complain about most everything, but at least he knows what he's talking about...
#55
Posted 13 February 2014 - 10:22 PM
MadCat02, on 13 February 2014 - 08:22 AM, said:
I am not wrong
ON wiki it says
12% Less weight per ton (14 slots penalty)
12% More potection per ton
It does both !
Otherwise there would be no reason to use Ferro Fibrous over Endo steel . It would be silly
Uhm it doesn't and that's why nobody uses FF on any mech in MWO except a light that isn't maxed out on armor and has 14 slots to burn.
FF is terrible and it always has been, it was simply PER GAME LORE the easiest upgrade to aquire and install on a mech. Either you free'd up some tonnage to add in another weapon or you finally got to max a chassis' armor out when using FF at a low cost.
From Sarna:
Ferro-Fibrous armor (FF) is a special type of armor used by vehicles and BattleMechs. Utilizing a weave of ferro-steel, ferro-titanium, and diamond weave fibers which boosts the tensile strength of the plating[1][2], it provides more protection per ton than standard armor (12% for Inner Sphere FF, 20% for Clan FF), but takes up more space on the 'Mech or vehicle (14 critical slots for Inner Sphere, 7 for Clan 'Mechs; two slots for Inner Sphere vehicles, one for Clan). The maximum amount of protection is not changed; merely the weight of armor required to achieve that level of protection. For a unit which already has maximum armor protection, it is therefore considered a weight-saving measure, at the cost of critical space. The weight savings for Endo Steel are greater than those saved by ferro-fibrous armor, but it is more costly and obviously more difficult to repair or add as an upgrade to a 'Mech.
If you can find something in there that says 12% more protection AND 12% less weight than you my sir have found something so massively missed in all of battletech by every single person that has ever played and worked on it that you must be a wizard.
Or it could say exactly what everyone has been pointing you too.. I mean it even says and I quote "the maximum amount of protection is not changed, merely the weight of the armor required to achieve that level of protection. For a unit which already has maximum armor protection, it is therefore considered a weight-saving measure at the cost of critical space"
Edited by Lucian Nostra, 13 February 2014 - 10:29 PM.
#56
Posted 13 February 2014 - 10:32 PM
Clan XL Engine. Also good.
#pandoagrees
#lol
#57
Posted 14 February 2014 - 08:58 AM
SI The Joker, on 13 February 2014 - 07:24 AM, said:
Point moot, then?
/thread
So... "hole" should be "whole" and "root" should be "route". You dig a hole in the ground so the whole box will fit in the ground. You plot a route to the farmer's market so you can buy some roots.
#58
Posted 14 February 2014 - 09:35 AM
#59
Posted 14 February 2014 - 10:41 AM
DocBach, on 13 February 2014 - 08:43 AM, said:
It'd be neat to see Clan XL 'Mechs who lose a side torso take a hit to mobility and speed, or at the very least generate more of a baseline heat level.
Sounds good.
#60
Posted 14 February 2014 - 11:00 AM
DocBach, on 13 February 2014 - 08:55 AM, said:
From what I have read to this point, it is neither. It is simply yet another cluster frack, like 112% of all the others. And if Madcat is getting 12% more protection, I want mine as well and NOW ffs. lol!

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