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Urbanmech Arrives On The Battlefield!


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#1734 IraqiWalker

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Posted 23 December 2014 - 03:35 PM

View PostLordLosh, on 23 December 2014 - 03:29 PM, said:

I feel bad for you guys if they are just trolling you die hard with some art lol. Can someone post some possible hard points for this mech cause it does not look good for anything other then looks


With the concept art there, we would have hope that it's coming. Even if not now.

As for hardpoints:

View PostOvion, on 18 November 2014 - 06:25 AM, said:

Variants wise, we're looking at:So we get this:
UM-R60 (2675): 1E, 1Bm 0M, 2JJ - AC10, SL
- UM-R60C (?): 1E, 2B, 0M, 2JJ - AC10, SL, MG
UM-R60L (2925): 1E, 1B, 0M, 2JJ - AC20, SL
UM-R63 (3050): 2E, 1B, 0M, 2JJ - LBX10, SL, SPL
UM-R68 (3062): N/A
UM-R69 (3063): N/A
UM-R70 (3066): N/A
UM-AIV (3072): N/A
UM-R80 (3076): 4E, 0Bm 0M, 1ECM, 2JJ - PPC, SL, SPL, TAG, ECM

Being the R80 is too far out of Timeline (till the possible time jump, but I don't think that'll be for a while yet), the logical is R60, R60L and R63.

Expanding the Hardpoints a little along the lines of:
R60 - RA 1B, LT 1B, LA 1E: This allows you to make the C variant too!
R60L - RA 2B, LA 1E: 3 Hardpoints as a standard? Gives option for a twin ballistic arm.
R63 - RA 1B, LT 1E, LA 1E: Retains 3 Harpoints it has as standard.

Alternatively, up it to a 5 hardpoint standard:
R60 - RA 1B 1E, LT 1B, LA 1B 1E: Still retains ability to 'C' it, and allows for a trip-MG build, twin AC2 build or something.
R60L - RA 2B, LT 1E, LA 2E: Sorta reverse R60, with 3E, 2B.
R63 - RA 1B, RT 1E, CT 1E, LT 1E, LA 1E: 1B, 4E, can zombie.


#1735 aniviron

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Posted 23 December 2014 - 03:39 PM

View PostTripleEhBeef, on 23 December 2014 - 08:00 AM, said:

It will also likely get some pretty good structure and armour quirks if it winds up in game. You'll have to downgrade the autocannon if you want to get to slow medium speeds, and get an XL if you want to get to Clan light speeds, but a pint sized AC5 with some good velocity and cooldown quirks could be a real pain in the arse.


Did a bit of theorycrafting on Smurfy using the SDR-5K. You can manage a build with an XL180 (106kph, same as Kitfox/Adder) with an AC10 and three tons of ammo with ten heatsinks and maxed armor on everything except the head and one of the arms.

#1736 Ovion

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Posted 23 December 2014 - 03:51 PM

I'm desperately hoping for a Lef Torso Ballistic point on the R60 for R60C goodness.

#1737 Cimarb

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Posted 23 December 2014 - 06:56 PM

View PostTripleEhBeef, on 23 December 2014 - 02:09 PM, said:

To anyone who says the Urbanmech will not be viable, refer to my sig.

You mean the one with the Urbanmech crossing in the firing line of another mech, while another Centurion blocks the incoming fire? Yeah, that sounds about right...

View Postaniviron, on 23 December 2014 - 03:39 PM, said:


Did a bit of theorycrafting on Smurfy using the SDR-5K. You can manage a build with an XL180 (106kph, same as Kitfox/Adder) with an AC10 and three tons of ammo with ten heatsinks and maxed armor on everything except the head and one of the arms.

Unless PGI seriously breaks their own engine rules, the Urbanmech will at most have an XL100 (with considerably less speed along with it).

#1738 stealthraccoon

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Posted 23 December 2014 - 07:29 PM

View Postaniviron, on 23 December 2014 - 03:39 PM, said:


Did a bit of theorycrafting on Smurfy using the SDR-5K. You can manage a build with an XL180 (106kph, same as Kitfox/Adder) with an AC10 and three tons of ammo with ten heatsinks and maxed armor on everything except the head and one of the arms.


Eh, Urbies shouldn't be travelling that fast - I don't recall the engine rules, but I don't think anything more than 150 rating is needed - I'd like to see some solid 40% ballistic/AC quirks, or a 50% reduction in small laser cooldown.

#1739 TripleEhBeef

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Posted 23 December 2014 - 09:22 PM

View PostCimarb, on 23 December 2014 - 06:56 PM, said:


You mean the one with the Urbanmech crossing in the firing line of another mech, while another Centurion blocks the incoming fire? Yeah, that sounds about right...

OK, you got me. I suck at making sigs.

Although technically the Jagermech in the background is facing 45 degrees to the right.

#1740 aniviron

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Posted 24 December 2014 - 12:47 AM

View PostCimarb, on 23 December 2014 - 06:56 PM, said:

You mean the one with the Urbanmech crossing in the firing line of another mech, while another Centurion blocks the incoming fire? Yeah, that sounds about right...


Unless PGI seriously breaks their own engine rules, the Urbanmech will at most have an XL100 (with considerably less speed along with it).


Russ mentioned in one of the town halls that they can really do whatever they want with the engine limits; and quite a few mechs already break their engine rules. They're less rules and more like guidelines.

The much bigger issue with the Urbanmech is that MWO is not set up to deal with engine ratings under 100; the Urbanmech is 60 stock. Either it will have to come with a non-canon loadout or someone is going to have to completely rewrite the way that engine rules are done for mechs just for the UM.

#1741 IraqiWalker

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Posted 24 December 2014 - 12:52 AM

View Postaniviron, on 24 December 2014 - 12:47 AM, said:


Russ mentioned in one of the town halls that they can really do whatever they want with the engine limits; and quite a few mechs already break their engine rules. They're less rules and more like guidelines.

The much bigger issue with the Urbanmech is that MWO is not set up to deal with engine ratings under 100; the Urbanmech is 60 stock. Either it will have to come with a non-canon loadout or someone is going to have to completely rewrite the way that engine rules are done for mechs just for the UM.


Not necessarily, it could come with the 60, and they just add it to the list. no other mech has a minimum rating below 100. so yes, the STD 60 can weight in negative tonnage, and still be in the game. we just need to know if the game can handle negative tonnage.

#1742 Nightshade24

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Posted 24 December 2014 - 04:03 AM

I think the cannon engine cap was 160, which is high enough.


Btw can someone theory craft a good build with an AC 20 urbie? I am not to interested in energy but I can handle 1 small laser or 1 medium laser at least...

I've been in smurfies with a spider and I can't do it with the spider. I just keep getting my mind stuck.

Edited by Nightshade24, 24 December 2014 - 04:03 AM.


#1743 SweetJackal

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Posted 24 December 2014 - 04:29 AM

View PostCimarb, on 23 December 2014 - 06:56 PM, said:


Unless PGI seriously breaks their own engine rules, the Urbanmech will at most have an XL100 (with considerably less speed along with it).


What engine rules does PGI follow for setting the max engine size?

There are a large number of variants that has had their engine caps changed without any relation to stock engine size and over the course of the game what had passed for engine cap rules had gotten changed and broken so many times for so many reasons that they are little more than a loose suggestion.

In addition we already know that the Panther will be running an engine cap that isn't within the current patterns.

#1744 IraqiWalker

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Posted 24 December 2014 - 04:32 AM

View PostNightshade24, on 24 December 2014 - 04:03 AM, said:

I think the cannon engine cap was 160, which is high enough.


Btw can someone theory craft a good build with an AC 20 urbie? I am not to interested in energy but I can handle 1 small laser or 1 medium laser at least...

I've been in smurfies with a spider and I can't do it with the spider. I just keep getting my mind stuck.


This does come with an engine upgrade

XL 100, 1SL, AC20, Max armor, 1 JJ, and one ton AC20 ammo.

SDR-5K

As you can see, you have 14 tons, and more than 10 slots free (what you need for an AC 20). Also notice that you honestly don't need most of the armor on the side without the AC 20. Especially not the arm (the arm reduced to 0 gives .38 free tonnage)

View PostSuckyJack, on 24 December 2014 - 04:29 AM, said:


What engine rules does PGI follow for setting the max engine size?

There are a large number of variants that has had their engine caps changed without any relation to stock engine size and over the course of the game what had passed for engine cap rules had gotten changed and broken so many times for so many reasons that they are little more than a loose suggestion.

In addition we already know that the Panther will be running an engine cap that isn't within the current patterns.


In all fairness, as far as I recall. Only ONCE did a variant's engine cap get modified. That was when they buffed the subpar Commandos, and SDRs. I don't remember another time when an existing mech had it's cap adjusted.

#1745 Ovion

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Posted 24 December 2014 - 04:53 AM

I'd done a guide to the ururbie.
The ac20 one is in there.

Quote

For all those wanting a Spider Urbie, I'll repost this (It's good to not let it get too many pages behind ;) )

I've put together a 'How to build an Urbanmech' guide below, so put one together and go nuts!

Quote

From the tabletop, we can see that a Stock Urbanmech would be the following in MWO:
Spoiler
This gives us the following summary:
UM-R60: 1E, 1Bm 0M, 2JJ
UM-R60C: 1E, 2B, 0M, 2JJ
UM-R60L: 1E, 1B, 0M, 2JJ
UM-R63: 2E, 1B, 0M, 2JJ
UM-R68: N/A
UM-R69: N/A
UM-R70: N/A
UM-AIV: N/A
UM-R80: 4E, 0Bm 0M, 1ECM, 2JJ


From there, we can build equivalent in the game!
Using a Spider SDR-5K / SDR-Anansi Base:
Using a STD100 Engine +Endosteel to account for the weight difference of the STD100 instead of STD60
UM-R60: UM-R60 / UM-R60
UM-R60C: UM-R60C / UM-R60C
UM-R63: N/A / UM-R63
UM-R63C: UM-R63C / UM-R63C

Firestarter FS9-H / Ember Base:
Using a STD100 Engine, extra weight accounted for within the extra 5 Tons.
UM-R60L: UM-R60L / UM-R60L

Using a Spider SDR-5D Base:
Using a STD100 Engine +Endosteel to account for the weight difference of the STD100 instead of STD60
UM-R80: UM-R80 (Couldn't fit 4 Energy, so have an extra heat sink)


'Updated' Builds, using the upgrades and mods that would be available to the Urbie in MWO.
Only using the Hardpoints available shown in the Stock Loadouts section, or it's not really an Urbie anymore is it! ;)
UM-R60-M: UM-R60-M ('Modern' - AC10 +3T ammo, ML)
UM-R63-S: UM-R63-S ('Superior' - LBX10 +4T ammo, ML)
UM-R22: UM-R22 (2AC2 +3T ammo, ML)
UM-R60L+: UM-R60L+ (AC20 +3T ammo, 2ML)
UM-R60L++: UM-R60L++ (AC20 +4T ammo, 2ML)
Even the most expensive Urbanmech is less than 5mil C-Bills, so you can easily bash one out from scratch in a weekend.

If you have any alternate builds, something you've tried differently in the Urbie framework, just post it and I'll add it to the list.


#1746 IraqiWalker

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Posted 24 December 2014 - 05:02 AM

View PostOvion, on 24 December 2014 - 04:53 AM, said:

I'd done a guide to the ururbie.
The ac20 one is in there.


I remember that, but the problem is that the FS9 chassis is 35 tons, while the URM is 30 tons. He's trying to get a replica of an AC 20 urbie.

#1747 stealthraccoon

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Posted 24 December 2014 - 05:59 AM

View PostNightshade24, on 24 December 2014 - 04:03 AM, said:

I think the cannon engine cap was 160, which is high enough.


Btw can someone theory craft a good build with an AC 20 urbie? I am not to interested in energy but I can handle 1 small laser or 1 medium laser at least...

I've been in smurfies with a spider and I can't do it with the spider. I just keep getting my mind stuck.


Of course you can, it's called the UM-R60L: (from Sarna.net) "Generally associated with the Capellan Confederation, who have modified a few of their UrbanMechs in this fashion, the -R60L is an upgrade to make the UrbanMech twice as deadly as the -R60 version. The -R60L sacrifices two tons of armor, allowing it to replace the Imperator-B Autocannon/10 with an Imperator-Zeta Autocannon/20 that is capable of downing most light 'Mechs and severely damaging most medium 'Mechs in a single salvo."

It isn't possible to replicate the setup on the spider because you run into issues of slots due to the additional arm actuators, excessive engine weight and the missing 11th heat sink.

http://mwo.smurfy-ne...067086c9f645058

we just need the 60 rating engine to have 5 internal heat sinks, use 6 slots and weight 1/2 ton.

Edited by stealthraccoon, 24 December 2014 - 06:06 AM.


#1748 Ovion

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Posted 24 December 2014 - 06:15 AM

View PostIraqiWalker, on 24 December 2014 - 05:02 AM, said:

I remember that, but the problem is that the FS9 chassis is 35 tons, while the URM is 30 tons. He's trying to get a replica of an AC 20 urbie.
the ac20 urb I wrote up is using a firestarter base, but it's under tonned, only using extra for the weight difference of the Std100 to stock.

#1749 Strum Wealh

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Posted 24 December 2014 - 07:18 AM

View PostSuckyJack, on 24 December 2014 - 04:29 AM, said:


What engine rules does PGI follow for setting the max engine size?

There are a large number of variants that has had their engine caps changed without any relation to stock engine size and over the course of the game what had passed for engine cap rules had gotten changed and broken so many times for so many reasons that they are little more than a loose suggestion.

In addition we already know that the Panther will be running an engine cap that isn't within the current patterns.

Generally, the limits PGI has in place are/were:
  • Lights: 1.4 * (stock Engine rating)
  • Mediums: 1.3 * (stock Engine rating)
  • Heavies: 1.2 * (stock Engine rating)
  • Assaults: 1.2 * (stock Engine rating)
That being said, PGI has been known to adjust this for specific 'Mechs from time to time.

View PostIraqiWalker, on 24 December 2014 - 04:32 AM, said:

In all fairness, as far as I recall. Only ONCE did a variant's engine cap get modified. That was when they buffed the subpar Commandos, and SDRs. I don't remember another time when an existing mech had it's cap adjusted.

Didn't the Centurions receive a boost to their Engine rating limits? :huh:

#1750 Dawnstealer

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Posted 24 December 2014 - 07:19 AM

View PostLordLosh, on 23 December 2014 - 03:29 PM, said:

I feel bad for you guys if they are just trolling you die hard with some art lol. Can someone post some possible hard points for this mech cause it does not look good for anything other then looks

Judging from other similar mechs, like the Zeus and King Crab, I'd think they'd release three with the following loadouts:

1) RA 3 ballistic, LA 1 energy
2) RA 1 ballistic, LA 3 energy
3) RA 1 ballistic, LA 1 energy, ECM

Or something like that.

#1751 Nightshade24

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Posted 24 December 2014 - 07:21 AM

Using the above 'build' ideas. I have designed a more ammo friendly Urbie for MW: O with endo steel and such.

http://mwo.smurfy-ne...6d6c10feeb34a3e
XL 125 with 2.5 tons of AC 20 ammo and medium laser

http://mwo.smurfy-ne...eaed5588ea7a96c
XL 100 with 3.0 tons of AC 20 ammo and medium laser


Also I wounder if the urbie gets any massive armour quirks... if so I am half tempted to shave some armour off just to fit a .5 o tons of ammo on.

Seeing how one of the 3 urbies gets an LBX 10 I will keep the LBX 10 resembling the stock due to less crits and tonnage and go for a energy build for the AC 10 urbie instead, maybe mount a large laser or a PPC.

I kinda hope that a urbie hero would have like 10 ballistic hardpoints so I can mount like 10 machine guns or so.
It can do 8 tons off ammo with an XL 160 and 2 jumpjets but I would add some more jumpjets (if possible) and AMS maybe.

#1752 Nightshade24

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Posted 24 December 2014 - 07:24 AM

Being a raven fan I remember the 2X and 4X getting an engine cap rise.

I think it was the 255 to the 275 or something like that.

I remember I hated this update because I loved these 2 ravens but I had the perfect build for them so then I felt pressured to get a faster engine. (I made it work for the 4X but I haven't touched my 2X since then... well not much, I ran an LRM 20 build for a short time on it.)

#1753 GentlemanBryan

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Posted 24 December 2014 - 08:11 AM

If we do get the Urban Mech it will be exciting but what good will it be? for this game/environment it doesn't have a part in CW because its to slow and it doesn't hold a lot of ammo. Its doesn't fit will with any unit/team. I believe if we do get this mech it will be stored away because it wont help win matches or make you any CB's.

Edited by MAVRICK64, 24 December 2014 - 08:12 AM.






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