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Urbanmech Arrives On The Battlefield!


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#521 IraqiWalker

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Posted 30 May 2014 - 07:27 PM

View PostShar Wolf, on 30 May 2014 - 07:24 PM, said:

True - but as far as I am aware - that would not hold true for TT.
(though how it would, I am not sure)


Yeah, it doesn't show as well in TT. Not unless you intentionally move a shorter amount than normal, so as to make sure your opponent's closest mech can't actually hit you next turn.

#522 Alaskan Nobody

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Posted 30 May 2014 - 07:29 PM

Which doesn't make you maneuver any better though.


On the other hand, Urbie does have JJ - which were pretty ridiculously OP in TT.
(from my limited playing experience anyways)

#523 Cimarb

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Posted 30 May 2014 - 10:14 PM

View PostShar Wolf, on 30 May 2014 - 06:40 PM, said:

So would I - but the Piranha costs almost twice as much as the Urbanmech - both in CBills and BV.
Urbie: 1.4 million Cbills (cost of a Locust) 450/500 BV
Piranha: 2.7 million Cbills 800/1000 BV

IE - you would get 2 Urbanmechs for every hostile Piranha.

As for the speed - isn't really that much of an advantage in an urban environment
(though most gameplay mechanics ignore that)

MWO doesn't have BV, though I wish it did, and no one is going to use the Urbie in stock form, so their comparative BVs and Cbills don't really matter.

#524 Alaskan Nobody

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Posted 30 May 2014 - 10:17 PM

View PostCimarb, on 30 May 2014 - 10:14 PM, said:

Cbills don't really matter.

In MWO no - but then, you wanted to know why people loved it so, and most of the love for specifics comes from TT, BV or scenario balance

#525 Cimarb

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Posted 30 May 2014 - 10:20 PM

View PostShar Wolf, on 30 May 2014 - 10:17 PM, said:

In MWO no - but then, you wanted to know why people loved it so, and most of the love for specifics comes from TT, BV or scenario balance

I didn't know anyone that even liked it in TT. Only when people started making cute little memes did it become "cool" :)

#526 Alaskan Nobody

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Posted 30 May 2014 - 10:29 PM

View PostCimarb, on 30 May 2014 - 10:20 PM, said:

I didn't know anyone that even liked it in TT. Only when people started making cute little memes did it become "cool" :)

Those who ran scenarios or Minimaxed stock did - but they tended to be less social

#527 IraqiWalker

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Posted 31 May 2014 - 01:05 AM

View PostCimarb, on 30 May 2014 - 10:20 PM, said:

I didn't know anyone that even liked it in TT. Only when people started making cute little memes did it become "cool" :)


Oh trust me. If you have the room for an urbie, always put one in there. Honestly it's point cost was very efficient for the return if you knew where to put it, and when to use it. As some people have mentioned before. Strapping LB-10Xs on those little buggers works wonders for clearing out the skies.

#528 verybad

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Posted 31 May 2014 - 01:30 AM

View PostCimarb, on 30 May 2014 - 10:20 PM, said:

I didn't know anyone that even liked it in TT. Only when people started making cute little memes did it become "cool" :)

Mobile AC-10 jump capable turret is good. You use it as a backup firepower and it's surprisingly effective in a tech 1 game.

#529 IraqiWalker

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Posted 31 May 2014 - 01:54 AM

View Postverybad, on 31 May 2014 - 01:30 AM, said:

Mobile AC-10 jump capable turret is good. You use it as a backup firepower and it's surprisingly effective in a tech 1 game.


You know what's more hilarious? Running a battle force that is JUST Urbies.

#530 jper4

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Posted 31 May 2014 - 07:41 AM

View PostCimarb, on 30 May 2014 - 06:30 PM, said:

Even in an urban environment, I would take the Pirahna. The Urbanmech (stock) is far too slow. The only reason they were effective was as a surprise by being there in the first place when no enemy force was expected, and it was usually by hiding in cored out buildings in large enough numbers to quickly take out the enemy. None of that will be true in MWO, so I will take 12 MGs and speed anyday.


People keep using this "naturally" and "born to" stuff. I have no problem with them adding the Urbie as a mech, and would probably give it a try like I have 50+ other mechs. In MWO, though, there is nothing that makes it "special" other than the 360 degree torso twist (again, IF that even happens).

So I hope it is implemented, but only to hush everyone up, lol.



oh i'm not arguing that there's anything special about the urbie as far as what it brings to the MWO table, just that i don't see the point of gimping another chassis to get it down to faux-urbie levels when they can just put the urbie in and have it already built to do the same thing + whatever upgrades you want to put in. i'd rather play the original and not a recreation. and it'd be something that much MC would be spent on so you'd think that would be a plus for PGI/IGP to put it in the game.

will i be pulling 1k damage with 6+kills a match in it? absolutely not. will i die a horrible death if i ever run across a jenner/firestarter (anything else) on my own? most likely. will i enjoy running the little trashcan around taking potshots with an AC10 from all over the place (i hear atlases are good to pop tart over) anyway? sure thing.

#531 verybad

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Posted 31 May 2014 - 09:44 AM

View PostIraqiWalker, on 31 May 2014 - 01:54 AM, said:


You know what's more hilarious? Running a battle force that is JUST Urbies.

and winning.

#532 Tank

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Posted 31 May 2014 - 09:52 AM

Each time I visit this thread, each time I expect confirmation of Urbie...
P.S. Never ending joke on me

Edited by Tank, 31 May 2014 - 09:52 AM.


#533 wanderer

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Posted 31 May 2014 - 10:43 AM

View PostIraqiWalker, on 30 May 2014 - 07:27 PM, said:


Yeah, it doesn't show as well in TT. Not unless you intentionally move a shorter amount than normal, so as to make sure your opponent's closest mech can't actually hit you next turn.


Or you're moving slower on urban terrain to avoid bad skid checks.

Nothing like accidentally power-sliding into an enemy's line of sight and getting destroyed while you're an upended 30-ton turtle.

#534 verybad

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Posted 31 May 2014 - 10:46 AM

Ohh those PGI developers, always taking risks with what they put in the game and playing jokes on us.

It's like, they're comedians,.. but it's Adam Sandler

#535 Krinkov

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Posted 02 June 2014 - 12:38 PM

I'm hoping with the addition of code for immobile clan engines they could add an Urbie with an immobile UMR60 engine. I figure it's the only way to get an engine in the game that has negative tonnage.

#536 Cimarb

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Posted 02 June 2014 - 01:00 PM

View PostKrinkov, on 02 June 2014 - 12:38 PM, said:

I'm hoping with the addition of code for immobile clan engines they could add an Urbie with an immobile UMR60 engine. I figure it's the only way to get an engine in the game that has negative tonnage.

That would be a really good idea, actually.

#537 wanderer

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Posted 03 June 2014 - 08:32 AM

Or, you know, finally fixing the construction system to simply include the 10 heat sinks as part of the tonnage, rather than saying "You must add X additional sinks".

But that might take effort.

#538 Watchit

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Posted 04 June 2014 - 01:00 AM

I just want an urbie. Taking a Spider or a Raven with an AC10 just isn't the same...

#539 GrandLocomon

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Posted 04 June 2014 - 01:13 AM

I once saw a victor with a small laser and an AC10 running around super slow. I was like WTF IS THAT? Then I realised it was a super urbanmech! And I laughed as I annihilated it. Good times.

We need the real urbanmech!

More than that, the flea!

FLEA PLEASE!

#540 Nova Latios Storm

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Posted 04 June 2014 - 01:47 AM

FINALY! Something weaker than the locuest!





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