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Urbanmech Arrives On The Battlefield!


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#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.


#1754 Cimarb

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Posted 24 December 2014 - 08:19 AM

View PostTripleEhBeef, on 23 December 2014 - 09:22 PM, said:

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

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

Even though I am still not a fan of the Urbanmech, your new one looks great. I look forward to stomping all over your trash can once it is released!

View PostMAVRICK64, on 24 December 2014 - 08:11 AM, said:

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.

It all depends on the quirks it gets, but it will at worst be as good as a Commando, which is not "bad". I highly doubt it will be as good as a Firestarter or Jenner, but lots of people will take it just to talk crap about lucky kills and troll enemies in general, lol.

#1755 Dawnstealer

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Posted 24 December 2014 - 08:29 AM

View PostMAVRICK64, on 24 December 2014 - 08:11 AM, said:

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.

Well, on offense, I'd agree with you. On defense, though, it has a chance to shine.

While zipping around in my TDK on defense is all well and good, I don't really *need* to. If I had the Urban mech, I could drop in a tiny Light that packs a mean punch and doesn't have to go very far, very fast (because the enemy HAS to come to you). Granted, it's a niche mech, but I don't think it's DOA at all.

#1756 verybad

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Posted 24 December 2014 - 10:14 AM

Urbie gives a good defensive mech for players to be able to take a large assault mech in their deck also.

Just give it a very high torso twist speed and angle (I suggest 360 like we (MekTek) gave it in MW4, it work, it was used by players in that game, sometimes even effectively, and always for fun. Is it going to be top tier? No, but it can fill a few niches, and with good quirkenating, it could be effective in close range or perhaps as a gauss sniper also.

I can't imagine adding 60+ engines would be that difficult for PGI to program, and considering this thread alone has close to 150K reads, there's obviously interest.

Give the Urbie bonuses in cash and or XP gains due to it's low logistical cost and it's another potential interest.

PGI can't really fit any DIFFERENT lights into the game unless the start taking small risks. Give the Urbie ECM capability (though not on the base model, that's another interest factor perhaps.

Make it and we'll buy it, that's all I gotta say.

Edited by verybad, 24 December 2014 - 10:15 AM.


#1757 AlphaToaster

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Posted 24 December 2014 - 10:52 AM

I'm a clanner and I would buy a set of these in a second. We need this in-game in a bad way.

#1758 wolf74

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Posted 24 December 2014 - 11:03 AM

For those of you who think the UrbanMech would be dead getting in game look up "UrbanMech Days" (Which falls in March FYI)
The Best Run I know of was two UrbanMech Running Side by side. One Urbie Got 6kills 4 assists and the other 8 Assists.

#1759 KuroNyra

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Posted 24 December 2014 - 11:06 AM

UrbanMech are Iconic, they deserve to be ingame.

#1760 stealthraccoon

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Posted 24 December 2014 - 11:27 AM

So if they release a Santa Urbie, does that mean I can look forward to a St Patricks Urbie, and an Easter Bunny Urbie too?





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