Jump to content

Clan Light Mechs - Doa?


218 replies to this topic

#81 aniviron

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,752 posts

Posted 15 February 2014 - 06:01 PM

View Postwanderer, on 14 February 2014 - 08:54 PM, said:

Clan Streak-6's weigh in at the same tonnage as standard IS SRM-6's...and of course, hardpoint restrictions. Still, a few Streak mounts WILL keep lights without AMS cover or ECM at bay.

What I expect from PGI is they're busy figuring out how to geld Clan machines to reach their magical 1:1 balance with Inner Sphere 'Mechs. If they do, "butchery" would be a kind term and the homogenization of the game will be complete- and mixing the flavors like that will result in the most unappetizing mess in the history of the Mechwarrior franchise. Mark my words.


ECM doesn't do anything to protect lights from streaks now with how BAP works; nobody takes SSRMs without BAP. And as things stand, even 3 SSRM2 is pretty much enough to guarantee you will never be troubled by lights, especially with the long-standing Artemis lock time bug. That means just one SSRM6 will be enough to ward off any lights, and 2 SSRM6 will be devastating.

On the plus side, since they have stated that they will get around to fixing SRM hitreg "some time after CW launches," so October at the soonest and more realistically about a year from now, SSRM6s will actually make SRM brawling a thing that can be done again. That'll be nice for the mediums and for the lights that can run missiles.

#82 pbiggz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,733 posts
  • LocationOutreach

Posted 15 February 2014 - 08:44 PM

I heard somewhere that they would be visiting SRMs before the clans. *Shrugs*

#83 Pando

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,456 posts
  • LocationDeep, deep inside _____.

Posted 15 February 2014 - 09:51 PM

View Postpbiggz, on 15 February 2014 - 08:44 PM, said:

I heard somewhere that they would be visiting SRMs before the clans. *Shrugs*


I think as a community, we've heard "lots of things"

#84 Saint Scarlett Johan

    Member

  • PipPipPipPipPipPipPipPipPip
  • Hearing Impaired
  • Hearing Impaired
  • 3,349 posts
  • LocationOn the Delta side of Vicksburg

Posted 16 February 2014 - 11:05 AM

View PostGalaxyBluestar, on 14 February 2014 - 11:23 PM, said:


by that principal it's the mech sporting the thinist CT hitbox and most armour points that's more durable. hence the shadowhawk is the king of mediums.

if we're talking about tanking the whole torso armour distribution an IS std can do it better than a clan XL.


How many mechs can actually zombie? Pretty much can count them on one hand. How many clan mechs have useful CT weaponry? Pretty much 0. So, after losing both side torsos how good is a mech? Most are absolutely worthless.

So for practicable usefulness, the Clan XL is practically equivalent to an IS STD. But I think we came into agreeance there a page ago.

#85 GalaxyBluestar

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,748 posts
  • Location...

Posted 16 February 2014 - 08:48 PM

View PostJohanssenJr, on 16 February 2014 - 11:05 AM, said:

How many mechs can actually zombie? Pretty much can count them on one hand. How many clan mechs have useful CT weaponry? Pretty much 0. So, after losing both side torsos how good is a mech? Most are absolutely worthless.

So for practicable usefulness, the Clan XL is practically equivalent to an IS STD. But I think we came into agreeance there a page ago.


i wouldn't say they're the equivelent, more a trade for speed and weight losing space and they're fixed, you have to live with them

now... exclusive to IS... Mechs that can zombie. Ie: still obtain an offensive capability having lost both arms and ST’s something that the “I die when my STs are gone” clan xls can’t do.
Spoiler


exclusive IS Zombie fun, powered by STD engines... BTW how many hands you got?

Edited by GalaxyBluestar, 16 February 2014 - 08:48 PM.


#86 Uncle Totty

    Member

  • PipPipPipPipPipPipPipPip
  • The Hunter
  • The Hunter
  • 1,558 posts
  • Facebook: Link
  • LocationSomewhere in the ARDC (Ark-Royal Defense Cordon)

Posted 16 February 2014 - 09:27 PM

View PostGalaxyBluestar, on 16 February 2014 - 08:48 PM, said:


i wouldn't say they're the equivelent, more a trade for speed and weight losing space and they're fixed, you have to live with them

now... exclusive to IS... Mechs that can zombie. Ie: still obtain an offensive capability having lost both arms and ST’s something that the “I die when my STs are gone” clan xls can’t do.
Spoiler


exclusive IS Zombie fun, powered by STD engines... BTW how many hands you got?

And like a zombie, you are just a shadow of your past self. Only a threat in big groups, or "hordes". (Poor thing.) :(

Why would my mech have hands when it can have guns? :lol:

#87 GalaxyBluestar

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,748 posts
  • Location...

Posted 17 February 2014 - 12:38 AM

View PostNathan K, on 16 February 2014 - 09:27 PM, said:

And like a zombie, you are just a shadow of your past self. Only a threat in big groups, or "hordes". (Poor thing.) :(

Why would my mech have hands when it can have guns? :lol:


oh the amount of times the single CT weapon has killed without warning, you thought it was a ripped up defenseless wreck, you thought you could get away with your life then suddenly ZOMBIE!

#88 Saint Scarlett Johan

    Member

  • PipPipPipPipPipPipPipPipPip
  • Hearing Impaired
  • Hearing Impaired
  • 3,349 posts
  • LocationOn the Delta side of Vicksburg

Posted 17 February 2014 - 06:51 AM

View PostGalaxyBluestar, on 16 February 2014 - 08:48 PM, said:

Spoiler



Since you wanted to list all the mechs with CT hardpoints, I went ahead and culled the ones that die from getting legged or cored almost exclusively. Since we all know that mechs with magnetic CTs like tbe Kintaro, Catapult, and Dragon aren't really zombie mechs.

So we have 3 chassis and 8 total variants that actually can zombie.

#89 SniperCon

    Member

  • PipPipPipPipPipPip
  • 243 posts

Posted 17 February 2014 - 08:06 AM

Don't forget about head weapons!! Hunchbacks, Wolverines, Awesomes, and Shadowhawks can also zombie. CTF-4X can zombie 2ML+SRM4. AWS-9M can zombie 3ML or 1ML+SRM8.

#90 Pariah Devalis

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Clan Cat
  • The Clan Cat
  • 7,655 posts
  • Google+: Link
  • Twitter: Link
  • LocationAboard the NCS True Path

Posted 17 February 2014 - 08:17 AM

Just because it has CT or head weapons does not mean it is a good zombie. Johanssen nailed it. It is not worth considering a zombie if the CT on the mech is easily hit. This automatically rules out your Awesomes and the CTF-4X. Wolverines and Shadowhawks CAN survive but they would have, at most, a single weapon system. It would not really be worth their while to zombie then.

#91 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,586 posts
  • LocationSeraphim HQ: Asuncion

Posted 17 February 2014 - 08:25 AM

I believe the "challenge" was "mechs that can zombie". The challenge wasn't "those mechs that can zombie well and are good at it"... Just saying. :)

#92 Pariah Devalis

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Clan Cat
  • The Clan Cat
  • 7,655 posts
  • Google+: Link
  • Twitter: Link
  • LocationAboard the NCS True Path

Posted 17 February 2014 - 08:28 AM

I would imagine it is implied. Technically, you could point to any standard engine mech and say it can zombie. It cannot shoot, but it can zombie. That does not mean it should be included in the discussion.

#93 SniperCon

    Member

  • PipPipPipPipPipPip
  • 243 posts

Posted 17 February 2014 - 08:49 AM

View PostPariah Devalis, on 17 February 2014 - 08:17 AM, said:

Just because it has CT or head weapons does not mean it is a good zombie. Johanssen nailed it. It is not worth considering a zombie if the CT on the mech is easily hit. This automatically rules out your Awesomes and the CTF-4X. Wolverines and Shadowhawks CAN survive but they would have, at most, a single weapon system. It would not really be worth their while to zombie then.

What makes a good zombie is not a small CT, but rather the ability to shield their CT. With proper shielding you can force the enemy to go through both side torsos, then get 50% damage transfer reduction. Dragons and Catapults shield poorly, but the CTF-4X and AWS-9M are as good as a Centurion (but not as good as a Stalker).

#94 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,586 posts
  • LocationSeraphim HQ: Asuncion

Posted 17 February 2014 - 08:51 AM

View PostPariah Devalis, on 17 February 2014 - 08:28 AM, said:

I would imagine it is implied. Technically, you could point to any standard engine mech and say it can zombie. It cannot shoot, but it can zombie. That does not mean it should be included in the discussion.


By the challenge mentioned, the definition of the term "Zombie" was with a weapon and still alive. The original reason that this came up was to compare IS Std engines to Clan XL engines in the terms of survivability, and how someone was comparing the Clan XL with the IS Standard for survivability terms.

Going off those lines, we are not aware of how Clan mechs (any of them) hit boxes are going to be, and/or if any of them will have hard to hit CTs. So, with the thought process of "are Std engines more useful/survivable over the Clan XL" in the terms of still being able to deal damage, the answer that was proven correct is the fact that IS Std engines in some already in game mechs are better than even a Clan XL engine would be. This is because of their abilities to Zombie, if not even some mechs to be able to Zombie well (Centurion).

However, as also mentioned by how many of these mechs can zombie "well" with a Std engine, the likelihood of comparing clan XLs to Std engines in terms of survivability isn't too far fetched, as many mechs can zombie, but normally wont get the chance to. And even more mechs are useless as soon as they lose both side torsos. With a Std engine, this can leave you wondering around with no weapons, but alive (not being very effective except to cap or distract). With a clan XL, you would prevent this time of "uselessness" by dieing as soon as both side torsos (CT, or one side torso and the CT) are destroyed, meaning you don't have "uselessness time".
(PS: I've won matches before with my zombie Stalker with no weapons, being next to last one to survive, and win by capping... but it's admittedly a rare event.)

Taking this a step farther, we could then also compare and conclude (strangely enough) that IS XLs are as survivable as Clan XLs, as if we start to look at only mechs that tend to get CT killed before anything else, such as the Dragon, Quickdraw, Catapult, Jenner, Raven, etc. They really only take damage to the CT and gain fewer benefits for having an Std in them...



If you want my honest take, Clan XLs are going to be as "survivable" as IS Std for the most parts in usefulness terms. However, it still is slightly less survivable overall over the Std engine, but much better than the IS XL in game. It's going to prolong a mech's life in most cases. Without having farther information (clan mech hit box locations), we can't determine if this is going to be a large advantage, or no different than what it would feel to have a Std engine (large side torsos, easy to shift damage to them, no CT weapons) or that considered of the IS XL with only a few occasional exceptions (if most clan mechs have large CTs, and rarely lose a side torso before death).

Before we can take every consideration into account for these engine comparisons, we need more information. Namely we need clan mech's hit boxes, as each engine type would benefit certain mechs more than others. (Personally, I'd love to take a Clan XL in my Stalker, as once I lose both sides, I'm useless anyway. But I've have great moments being a long term distraction with a zombie/weaponless Stalker before. I just glare at my targets menacingly then...)

#95 Pariah Devalis

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Clan Cat
  • The Clan Cat
  • 7,655 posts
  • Google+: Link
  • Twitter: Link
  • LocationAboard the NCS True Path

Posted 17 February 2014 - 08:56 AM

View PostTesunie, on 17 February 2014 - 08:51 AM, said:


By the challenge mentioned, the definition of the term "Zombie" was with a weapon and still alive. The original reason that this came up was to compare IS Std engines to Clan XL engines in the terms of survivability, and how someone was comparing the Clan XL with the IS Standard for survivability terms.

Going off those lines, we are not aware of how Clan mechs (any of them) hit boxes are going to be, and/or if any of them will have hard to hit CTs. So, with the thought process of "are Std engines more useful/survivable over the Clan XL" in the terms of still being able to deal damage, the answer that was proven correct is the fact that IS Std engines in some already in game mechs are better than even a Clan XL engine would be. This is because of their abilities to Zombie, if not even some mechs to be able to Zombie well (Centurion).

However, as also mentioned by how many of these mechs can zombie "well" with a Std engine, the likelihood of comparing clan XLs to Std engines in terms of survivability isn't too far fetched, as many mechs can zombie, but normally wont get the chance to. And even more mechs are useless as soon as they lose both side torsos. With a Std engine, this can leave you wondering around with no weapons, but alive (not being very effective except to cap or distract). With a clan XL, you would prevent this time of "uselessness" by dieing as soon as both side torsos (CT, or one side torso and the CT) are destroyed, meaning you don't have "uselessness time".
(PS: I've won matches before with my zombie Stalker with no weapons, being next to last one to survive, and win by capping... but it's admittedly a rare event.)

Taking this a step farther, we could then also compare and conclude (strangely enough) that IS XLs are as survivable as Clan XLs, as if we start to look at only mechs that tend to get CT killed before anything else, such as the Dragon, Quickdraw, Catapult, Jenner, Raven, etc. They really only take damage to the CT and gain fewer benefits for having an Std in them...



If you want my honest take, Clan XLs are going to be as "survivable" as IS Std for the most parts in usefulness terms. However, it still is slightly less survivable overall over the Std engine, but much better than the IS XL in game. It's going to prolong a mech's life in most cases. Without having farther information (clan mech hit box locations), we can't determine if this is going to be a large advantage, or no different than what it would feel to have a Std engine (large side torsos, easy to shift damage to them, no CT weapons) or that considered of the IS XL with only a few occasional exceptions (if most clan mechs have large CTs, and rarely lose a side torso before death).

Before we can take every consideration into account for these engine comparisons, we need more information. Namely we need clan mech's hit boxes, as each engine type would benefit certain mechs more than others. (Personally, I'd love to take a Clan XL in my Stalker, as once I lose both sides, I'm useless anyway. But I've have great moments being a long term distraction with a zombie/weaponless Stalker before. I just glare at my targets menacingly then...)



Honestly, the whole debate had a foregone conclusion even just looking at the engines side by side, and never really needed to have a discussion about it in the first place. At the end of the day, a Clan XL engine lies between a Standard and an IS XL engine as far as durability is concerned. It is a compromise in speed, space, and survivability. It lies between. Extra space over a standard but not as much as an IS XL. Half the side torso loss threat of an IS XL but the same speed. Side by side, it beats the IS XL, but is weaker than an IS Standard, at the benefit of weight savings.

In practical terms, it means Clan light mechs will be more durable than their IS counterparts from a raw damage absorbing perspective.

Edited by Pariah Devalis, 17 February 2014 - 08:57 AM.


#96 Tesunie

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Seeker
  • The Seeker
  • 8,586 posts
  • LocationSeraphim HQ: Asuncion

Posted 17 February 2014 - 09:02 AM

View PostSniperCon, on 17 February 2014 - 08:49 AM, said:

What makes a good zombie is not a small CT, but rather the ability to shield their CT. With proper shielding you can force the enemy to go through both side torsos, then get 50% damage transfer reduction. Dragons and Catapults shield poorly, but the CTF-4X and AWS-9M are as good as a Centurion (but not as good as a Stalker).


That's part of the Zombie equation, but yes. Basically it.

View PostPariah Devalis, on 17 February 2014 - 08:56 AM, said:



Honestly, the whole debate had a foregone conclusion even just looking at the engines side by side, and never really needed to have a discussion about it in the first place. At the end of the day, a Clan XL engine lies between a Standard and an IS XL engine as far as durability is concerned. It is a compromise in speed, space, and survivability. It lies between. Extra space over a standard but not as much as an IS XL. Half the side torso loss threat of an IS XL but the same speed. Side by side, it beats the IS XL, but is weaker than an IS Standard, at the benefit of weight savings.

In practical terms, it means Clan light mechs will be more durable than their IS counterparts from a raw damage absorbing perspective.


True. However, most light mechs I pilot die from either being legged, or by the time I lose a side torso, the damage that shifts over from the destroyed component tends to kill my CT as well.

This will be dependent on hit box locations, mech size, and other factors. (I do well in my slow Locusts, as people tend to slowly tear me apart one piece at a time, so I do get what you mean as well.)

#97 wanderer

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Civil Servant
  • Civil Servant
  • 11,152 posts
  • LocationStomping around in a giant robot, of course.

Posted 17 February 2014 - 10:57 AM

View Postaniviron, on 15 February 2014 - 06:01 PM, said:


ECM doesn't do anything to protect lights from streaks now with how BAP works; nobody takes SSRMs without BAP. And as things stand, even 3 SSRM2 is pretty much enough to guarantee you will never be troubled by lights, especially with the long-standing Artemis lock time bug. That means just one SSRM6 will be enough to ward off any lights, and 2 SSRM6 will be devastating.

On the plus side, since they have stated that they will get around to fixing SRM hitreg "some time after CW launches," so October at the soonest and more realistically about a year from now, SSRM6s will actually make SRM brawling a thing that can be done again. That'll be nice for the mediums and for the lights that can run missiles.


Let's put it this way, then.

Kids, Clan lights being slower means you don't get your Jenner chased down and Streaked to death with impunity.

(Also, multiple ECMs will overwhelm a Beagle probe, so it -can- cancel a single Streaker.)

#98 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 17 February 2014 - 11:14 AM

Im willing to bet PGI will cave on letting clan mechs change their engine ratings. However they wont be able to change their engine type.

#99 SniperCon

    Member

  • PipPipPipPipPipPip
  • 243 posts

Posted 17 February 2014 - 11:35 AM

View PostKhobai, on 17 February 2014 - 11:14 AM, said:

Im willing to bet PGI will cave on letting clan mechs change their engine ratings. However they wont be able to change their engine type.

I'd take this bet. Fixed engine sizes is core to PGI's goal of balancing IS vs Clan.

#100 Saint Scarlett Johan

    Member

  • PipPipPipPipPipPipPipPipPip
  • Hearing Impaired
  • Hearing Impaired
  • 3,349 posts
  • LocationOn the Delta side of Vicksburg

Posted 17 February 2014 - 01:08 PM

I can't remember of the top of my head and no longer have a 3050 TRO, but of the Clan lights we get, I think only the Kit Fox Config C gets ECM and Probe. The rules regarding such equipment for clans in TT is you couldn't add/remove items like ECM, Active Probe, MASC, etc. That specific configuration either had it or didn't.





13 user(s) are reading this topic

0 members, 13 guests, 0 anonymous users