Griffin ‘Mech Is Now Available!
#21
Posted 25 February 2014 - 12:18 PM
#23
Posted 25 February 2014 - 12:28 PM
Merchant, on 25 February 2014 - 10:48 AM, said:
I saw 4 Missile ports listed as one big enough for a 20 tube launcher and three for 10 tubes each. Try fitting that. Strip the Mech of everything, add in LRM20 and 3LRM10 then see how big an engine you can fit. No ammo, Energy or anything else.
If you are even considering using lrms on this mech, you need to get a different mech.
#24
Posted 25 February 2014 - 12:52 PM
Deathlike, on 25 February 2014 - 11:17 AM, said:
Oh yeah you're right. I do believe it started kinda early though.
Far as the meta thing it depends on who you asked. Certain meta junkies in the new player threads basically declared them dead on arrival with largely RT-based weapons and with the condition of missiles (which chainfired provides superior registration results versus alpha striked).
Same critics also said that Firestarters with twin AMS completely eliminated streak-boats from usefulness. But my battle against 3 twin AMS + range extension modules + ECM proves otherwise when I realized it and stopped chain firing the streaks.
Same people also said that Shadowhawks were better LRM mechs and better all around. But not true at all. Definitely can't see a Shadowhawk fighting like I did in that vid.
Kintaro has other benefits. 10% damage resistance on the CT for example (20% for golden boy) for when doors are closed. Its hitboxes only grow slightly with torso mounted high-tube LRMs. Downfall is the arm becomes HUGE. My favorite benefit though is it's thinner than most of the other 55 tonners. That and shooting directly behind you with arm + torso rotation at master level.
However, most Griffins do become virtually helpless with the removal of the missile-side. Benefit is the torso doesn't grow much with tube launchers 2 and 3. But launcher 1 is huge, and launcher 4 is a little big too.
Oh, and don't worry about PGI getting ideas to fix it. I figure it's intentional. Ever noticed the Cataphract 3D which used to be more than eleven million cbills is only 9 million? Sadly Smurfy's site stopped calculating it to the old price.
Edited by Koniving, 25 February 2014 - 12:53 PM.
#25
Posted 25 February 2014 - 01:19 PM
#26
Posted 25 February 2014 - 01:36 PM
Koniving, on 25 February 2014 - 12:52 PM, said:
Far as the meta thing it depends on who you asked. Certain meta junkies in the new player threads basically declared them dead on arrival with largely RT-based weapons and with the condition of missiles (which chainfired provides superior registration results versus alpha striked).
Well, it was DOA if I went by the obvious hardpoint flaw in the design.
Now, the torso twist kinda mitigates that (you get a shield arm, which I can't say is a bad thing), but the torso missile hardpoint is generally superior to the KTO if you wanted to use SRMs.
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The thing about the dual AMS argument was that it never really worked the way people thought. If it was a factor before, I hadn't really noticed it. It made more sense to abuse how AMS worked (with facehugging range) to negate it. There is a counter to the counter after all.
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Yea... that was a pure joke. If you wanted more Streak uptime, the 2D2 is the mech. Missile boating is not really the Shadowhawk's forte... it's the Griffin or KTO.
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I don't see enough Kintaros being fielded to make a proper assessment, but the large arms do go down faster than I'd thought. I still think it's a really large mech for 55 tons though (it's hard to miss them). I will have to get around to grinding them to have a better idea (I'm used to the classic Streaktaro, but have seen LRM variations, but not as much on the energy focus front).
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Well, it is the natural design, so it's a direct function of torso twisting to mitigate this.
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When was this change made? I remember the other phracts being more expensive, like in the 7m range. Maybe someone can chime in on these changes... because I'd like to keep as much imaginary money... I mean C-bills, as I can.
#28
Posted 25 February 2014 - 01:45 PM
Deathlike, on 25 February 2014 - 01:36 PM, said:
That is the one benefit of the Griffin's high-rising shield arms. But aside from that, it's hard to protect that first launcher. It's exceptionally huge. I wish it had a smaller size for launchers smaller than 10 tubes.
#29
Posted 25 February 2014 - 02:34 PM
#30
Posted 25 February 2014 - 03:57 PM
#31
Posted 25 February 2014 - 04:39 PM
Koniving, on 25 February 2014 - 01:45 PM, said:
That is why I try not to field missiles in the Tbolts. It's not a good thing...
#32
Posted 25 February 2014 - 04:44 PM
Deathlike, on 25 February 2014 - 04:39 PM, said:
That is why I try not to field missiles in the Tbolts. It's not a good thing...
I rather like it. Shame max armor isn't based on stock armor.
Tbolt would be up on par with most assault mechs in armor and far superior to every 65 ton mech as a walking damage sponge.
...Then again the Dragon (Battletech's Grand Dragon) would actually be useful.
#35
Posted 26 February 2014 - 07:09 AM
#36
Posted 26 February 2014 - 07:15 AM
Jody Von Jedi, on 25 February 2014 - 11:25 AM, said:
Jody
A quirk means it's an intentional tweak to the rules to incentive something. Example, a medium mech buff to mechs that became obsolete such as incredible torso twist that isn't supposed to be there but was put there so that people would use it.
Example, the Cataphract 3D shortly after the cataphracts first came out was 11 million. Now it's 9 million after the big earnings cutback sometime last year. The "actual" price of a Cataphract 3D is 13,612,354 . So they've been reduced several times.
Smurfy shows the price of the mech when you first select them based on MWO's current pricing formula. But when you load stock, that adjusts to reflect the stated price in game.
Yes, it's intentional. But it's still a quirk; an intentional weird trait or gimmick to give you incentive to do something.
(For some reason it double posted in the same post.)
Edited by Koniving, 26 February 2014 - 07:15 AM.
#37
Posted 26 February 2014 - 07:21 AM
Koniving, on 25 February 2014 - 10:27 AM, said:
But since it's here.
Koniving...why do all your sound effects sound so much better?
No really...everything bitching betty says, and the klaxxons...they're different than mine.
Edited by Ghost Badger, 26 February 2014 - 07:24 AM.
#38
Posted 26 February 2014 - 07:25 AM
Ghost Badger, on 26 February 2014 - 07:21 AM, said:
Koniving...why do all your sound effects sound so much better?
Edited into the video somewhat painstakingly. Mw2 LRM warning. MW3 computer voice.
Same for the video coloring.
Here's an example.
Trial Cicada fight unedited.
Trial Cicada fight edited. <--Added a dual computer concept using the MW3 computer for primary, and the original, unreleased MWO Betty from closed beta which was never officially activated for the targeting computer.
#39
Posted 26 February 2014 - 07:25 AM
#40
Posted 26 February 2014 - 07:35 AM
Ghost Badger, on 26 February 2014 - 07:25 AM, said:
You can in theory edit them into the sound.pak file. I've done it before it became against the rules.
I know there's a number of classic MWO closed beta sounds -- mainly lasers, reloading missiles, missile launch sounds, and ammo explosions that I want to put back in.
There's some kind of file checksum, too, so if you try it now it may prevent the game from starting.
The closed beta missile and laser sounds are -- as originally in MWO closed beta -- sampled here in this ATLAS, PUNCH! video. If it does not time skip, skip to 14:22 and watch from there.
Edited by Koniving, 26 February 2014 - 07:37 AM.
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