Urbanmech Arrives On The Battlefield!
#1761
Posted 24 December 2014 - 11:50 AM
#1762
Posted 24 December 2014 - 12:47 PM
just try to get past that clanners
#1764
Posted 24 December 2014 - 01:27 PM
#1765
Posted 24 December 2014 - 01:33 PM
IraqiWalker, 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
Posted 24 December 2014 - 01:42 PM
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
Posted 24 December 2014 - 01:50 PM
aniviron, 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
Posted 24 December 2014 - 01:55 PM
#1769
Posted 24 December 2014 - 02:11 PM
Edited by James Amirault, 24 December 2014 - 02:12 PM.
#1770
Posted 24 December 2014 - 02:34 PM
#1771
Posted 24 December 2014 - 03:06 PM
James Amirault, on 24 December 2014 - 02:11 PM, said:
Your legs are mine, fatty.
#1772
Posted 24 December 2014 - 03:41 PM
aniviron, 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
Posted 24 December 2014 - 03:55 PM
Tanar, 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
Posted 24 December 2014 - 05:26 PM
#1775
Posted 24 December 2014 - 05:59 PM
aniviron, 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
Posted 24 December 2014 - 06:05 PM
Strum Wealh, on 24 December 2014 - 07:18 AM, said:
If they did, then I forgot about it. Like I said, the only one I /remember/ is for the commandos and spiders.
stealthraccoon, on 24 December 2014 - 11:27 AM, said:
aniviron, 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.
Dawnstealer, on 24 December 2014 - 01:50 PM, said:
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
Posted 24 December 2014 - 06:06 PM
IraqiWalker, 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.
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
Posted 24 December 2014 - 06:16 PM
IraqiWalker, on 24 December 2014 - 06:05 PM, said:
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
Posted 24 December 2014 - 06:43 PM
#1780
Posted 24 December 2014 - 07:29 PM
As visions of Urbanmechs danced in my head..."
Merry Christmas!
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