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Urbanmech Arrives On The Battlefield!


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#1761 Ronan

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Posted 24 December 2014 - 11:50 AM

Easter Bunny Urbie... the possibilities are mind blowing. Bunny tail, ears...

#1762 loopala

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Posted 24 December 2014 - 12:47 PM

just think about defending the rift with 10 urbies backed up by a couple of highlanders

just try to get past that clanners

#1763 KuroNyra

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Posted 24 December 2014 - 12:52 PM

View Postloopala, on 24 December 2014 - 12:47 PM, said:

just think about defending the rift with 10 urbies backed up by a couple of highlanders

just try to get past that clanners


You are cruel...

#1764 RyanKane

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Posted 24 December 2014 - 01:27 PM

All I want for Christmas is an Urbanmech :D

#1765 aniviron

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Posted 24 December 2014 - 01:33 PM

View PostIraqiWalker, on 24 December 2014 - 12:52 AM, said:


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.


I very sincerely doubt it can handle negative tonnage, and even if it can, it just makes absolutely no sense from a logic standpoint, which is sure to be an issue that people raise as well.

Like I was saying though, that doesn't mean it's impossible, just that it's going to take them time and effort to come up with a solution, which is probably what has delayed the UM's release to this point and will likely continue to delay it further while programming time is devoted to more important things.

#1766 Ovion

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Posted 24 December 2014 - 01:42 PM

Using the Firestarter as a base (has the hardpoints and critslots needed) we can deduce:
Urbie = 30T
3T Structure
Endo = +1.5T (-14 Slots)
Std100 = +1.5T
Ferro = Same
Total =33T Limit for FS9Urbie.

So:
FS9-H
AC20 3T Ammo, ML

Alt - FS9-H
Gauss + 2.5T Ammo, SL.

Alt - FS9-H
2x AC2, 4T Ammo, ML, SL

Not sure I like this one - FS9-H
AC5 1.5T Ammo, AC2 1T Ammo, ML. (Could probably do it better)

FS9-H
AC5, meh

FS9-H
No Endo, but twin-PPCs and DHS, 2MG, 0.5T Ammo.

FS9-H
Still no Endo, but PPC, AC2 (2.5T ammo) and DHS.

There's plenty to do and as a defender, you can certainly put out a lot of hurt with these.

- FS9-H
2LPL, 2MG, 0.5T Ammo.

Edited by Ovion, 24 December 2014 - 01:53 PM.


#1767 Dawnstealer

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Posted 24 December 2014 - 01:50 PM

View Postaniviron, on 24 December 2014 - 01:33 PM, said:


I very sincerely doubt it can handle negative tonnage, and even if it can, it just makes absolutely no sense from a logic standpoint, which is sure to be an issue that people raise as well.

Like I was saying though, that doesn't mean it's impossible, just that it's going to take them time and effort to come up with a solution, which is probably what has delayed the UM's release to this point and will likely continue to delay it further while programming time is devoted to more important things.

I thought the negative tonnage thing was a bit of a workaround - you still have to put 10 HS in, which brings the weight back up to where it should be. Or that's what I thought?

#1768 Ovion

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Posted 24 December 2014 - 01:55 PM

Also
Posted Image

#1769 James Nostra

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Posted 24 December 2014 - 02:11 PM

We Bears love walking Trash Cans. They make good on targets. Ask the Coyotes about it sometime. True, they stopped the Burrock freebirths dead in their tracks, but out in the open. . . bye bye.

Edited by James Amirault, 24 December 2014 - 02:12 PM.


#1770 kosmos1214

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Posted 24 December 2014 - 02:34 PM

is that before or after i kill your dire whale in my urbie

#1771 Dawnstealer

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Posted 24 December 2014 - 03:06 PM

View PostJames Amirault, on 24 December 2014 - 02:11 PM, said:

We Bears love walking Trash Cans. They make good on targets. Ask the Coyotes about it sometime. True, they stopped the Burrock freebirths dead in their tracks, but out in the open. . . bye bye.

Your legs are mine, fatty.

#1772 jper4

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Posted 24 December 2014 - 03:41 PM

View Postaniviron, on 24 December 2014 - 01:33 PM, said:


I very sincerely doubt it can handle negative tonnage, and even if it can, it just makes absolutely no sense from a logic standpoint, which is sure to be an issue that people raise as well.

Like I was saying though, that doesn't mean it's impossible, just that it's going to take them time and effort to come up with a solution, which is probably what has delayed the UM's release to this point and will likely continue to delay it further while programming time is devoted to more important things.



i've always said if they don;t want to do a workaround for the std 60 engine they stick a std 100 engine in and Quirk: urbie engines operate at 60% normal efficiency- presto std 60 engine.

#1773 aniviron

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Posted 24 December 2014 - 03:55 PM

View PostTanar, on 24 December 2014 - 03:41 PM, said:



i've always said if they don;t want to do a workaround for the std 60 engine they stick a std 100 engine in and Quirk: urbie engines operate at 60% normal efficiency- presto std 60 engine.


That is an absolutely terrible plan. The Urbanmech is going to be pretty marginal even if it doesn't have any negative quirks, but man, that'd be the most punitive quirk in the game, far far worse than anything that even affects the clans. It would make the Victor nerf look lighthanded. Forget even trying to upgrade the engine in the thing- and it'd be a double whammy, because the 100 rated engine weighs a lot more than a 60 would.

#1774 stealthraccoon

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Posted 24 December 2014 - 05:26 PM

You don't have to worry about quirks or negative weight, just make it have a value of at least 5 fixed heat sinks - two are provided by the 60 rating, and just have three weightless fixed heat sinks attached to it, if it weighs in at half a ton, we're in business!

#1775 jper4

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Posted 24 December 2014 - 05:59 PM

View Postaniviron, on 24 December 2014 - 03:55 PM, said:


That is an absolutely terrible plan. The Urbanmech is going to be pretty marginal even if it doesn't have any negative quirks, but man, that'd be the most punitive quirk in the game, far far worse than anything that even affects the clans. It would make the Victor nerf look lighthanded. Forget even trying to upgrade the engine in the thing- and it'd be a double whammy, because the 100 rated engine weighs a lot more than a 60 would.



bah you people and your EZ mode urbies ;)

#1776 IraqiWalker

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Posted 24 December 2014 - 06:05 PM

View PostStrum Wealh, on 24 December 2014 - 07:18 AM, said:

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


If they did, then I forgot about it. Like I said, the only one I /remember/ is for the commandos and spiders.

View Poststealthraccoon, on 24 December 2014 - 11:27 AM, said:

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?


Posted Image

View Postaniviron, on 24 December 2014 - 01:33 PM, said:


I very sincerely doubt it can handle negative tonnage, and even if it can, it just makes absolutely no sense from a logic standpoint, which is sure to be an issue that people raise as well.

Like I was saying though, that doesn't mean it's impossible, just that it's going to take them time and effort to come up with a solution, which is probably what has delayed the UM's release to this point and will likely continue to delay it further while programming time is devoted to more important things.


The thing is that the engine actually would have weighed negative tonnage anyways. It's just a slide modifier. The reason the engines have tiny weight compared to what they did in TT, is because the gyros, fixed heatsinks, and a few other structure components totaled up the weight to something more. Also in TT they all came with the heatsinks fixed (a STD 100 weighs actually 7 tons, instead of the 1 in MWO, because it comes with all heatsinks mandatory in the mech, on top of the cockpit stuff ... etc.)

They could also just have the STD 60 have fixed heatsinks that come with it, giving it weight above 0.


View PostDawnstealer, on 24 December 2014 - 01:50 PM, said:

I thought the negative tonnage thing was a bit of a workaround - you still have to put 10 HS in, which brings the weight back up to where it should be. Or that's what I thought?

You are correct. It was a workaround that allowed us to move the heatsinks around, upgrade them, etc, without having to sacrifice slots we needed (moving a DHS to the arm frees up 3 slots in the ST for that ERPPC for example).

#1777 Soul Tribunal

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Posted 24 December 2014 - 06:06 PM

View PostIraqiWalker, on 24 December 2014 - 06:05 PM, said:


If they did, then I forgot about it. Like I said, the only one I /remember/ is for the commandos and spiders.



Posted Image



The thing is that the engine actually would have weighed negative tonnage anyways. It's just a slide modifier. The reason the engines have tiny weight compared to what they did in TT, is because the gyros, fixed heatsinks, and a few other structure components totaled up the weight to something more. Also in TT they all came with the heatsinks fixed (a STD 100 weighs actually 7 tons, instead of the 1 in MWO, because it comes with all heatsinks mandatory in the mech, on top of the cockpit stuff ... etc.)

They could also just have the STD 60 have fixed heatsinks that come with it, giving it weight above 0.



You are correct. It was a workaround that allowed us to move the heatsinks around, upgrade them, etc, without having to sacrifice slots we needed (moving a DHS to the arm frees up 3 slots in the ST for that ERPPC for example).


I believe they also upped the Panthers Engine as well to compensate. So they are capable of doing whatever they want to make a Chassis work in game.
Which, hopefully means our deadly Trash Can is more of a reality than ever before.

-ST

#1778 aniviron

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Posted 24 December 2014 - 06:16 PM

View PostIraqiWalker, on 24 December 2014 - 06:05 PM, said:

The thing is that the engine actually would have weighed negative tonnage anyways. It's just a slide modifier. The reason the engines have tiny weight compared to what they did in TT, is because the gyros, fixed heatsinks, and a few other structure components totaled up the weight to something more. Also in TT they all came with the heatsinks fixed (a STD 100 weighs actually 7 tons, instead of the 1 in MWO, because it comes with all heatsinks mandatory in the mech, on top of the cockpit stuff ... etc.)

They could also just have the STD 60 have fixed heatsinks that come with it, giving it weight above 0.


See, that's the ideal solution. I just don't know how PGI's system works, whether they can just open a database and add "Item: Engine, Std 60, weight 7 tons" or if the system dynamically calculates engine properties based on a set of rules. If it's the former, then great! Easy solution, problem solved, we all get Urbanmechs for Christmas. If it's the latter, they have to do a rewrite of the way the game handles how engines are made, which is a big project. I just don't know.

#1779 Emilio Lizardo

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Posted 24 December 2014 - 06:43 PM

If I got an Urbanmech for Christmas I would paint it red and white and put all my holiday cockpit items inside and mount red and green lasers.

#1780 3xnihilo

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Posted 24 December 2014 - 07:29 PM

"The children were nestled all snug in their beds,
As visions of Urbanmechs danced in my head..."

Merry Christmas!





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