“Huginn” Raven Hero Mech Now Available!
#21
Posted 01 April 2014 - 05:54 PM
#22
Posted 01 April 2014 - 06:01 PM
#23
Posted 01 April 2014 - 06:28 PM
Edited by Tabu 73, 01 April 2014 - 06:32 PM.
#25
Posted 01 April 2014 - 07:03 PM
RG870, on 01 April 2014 - 05:53 PM, said:
I direct your attention to this.
and finally this; which I enjoyed doing without the lagshield invincibility (which in the past made it punishable) last night while standing on a Banshee.
(Language warning.)
Also point you up to the builds I mentioned before.
My better builds for it were very similar to this one with the Ember.
My only three gripes about this mech.
1) Could've used at least one energy slot, CT preferably so as to not screw over the missile tube potential. (Raven 3-L can't do more than 10 tubes due to the RT laser).
2) 2 JJs can barely get this thing off the ground and I feel like a horizontal glider with little climbing ability.
3) Like all Ravens, the legs have Locust syndrome; shots literally 'stop' before actually touching the legs and cause leg damage meaning the hitboxes are BIGGER than the legs themselves, and quite a bit too. Even with 0 armor on any other body part and 100% armor on my legs (32 points each), going at 83 kph, I still repeatedly died by legs time and time again even in an LRM storm.
#26
Posted 01 April 2014 - 07:37 PM
#27
Posted 01 April 2014 - 07:51 PM
of some type. That is what thing is meant for after all.
I would start with a built in tag in the head that can't be removed
and doesn't count as a weapon hardpoint. Then they could have
added a narc tube in the CT and gave it ecm.Those things would
make this mech not only useful for the missile tubes but, useful
for the entire team.
As it sits now I have no interest in this mech. No thanks but, if
people like it good for them. Have fun. My guess is we see a few
for a couple days because they are new then we see them as
often as the pretty baby.
#29
Posted 01 April 2014 - 08:31 PM
let me congratulate you to your abilities of making very appealing camos. Seriously, it made me purchase Jester and I have though about this Mech for the same reason. Guys responsible for making visuals deserve a clap on the back.
Now the second part, the guys responsible for hardpoints somehow forgot how to make even remotely competitive Mechs. This Mech needs at least 1 more energy or missile hardpoint, without it it is simply underwhelming. It is the same with Oxide, you simply forgot to put one more thing into in. In case of Oxide you forgot the JJs, here you failed with the hardpoints. While there can be some fun builds, this Mech brings nothing that wasn't already there and it will suffer because of it. Just as with any Raven-4X, one can make it a pseudo-brawling Mech, a sniper Mech, a harasser or a finisher of weaker Mechs, but for the first three it doesn't have the armor (or ECM) and the last one means the Mech is actually too weak to be of any use.
Just one minor tweak, please. One more hardpoint. Thanks!
Edited by Mordin Ashe, 01 April 2014 - 08:33 PM.
#30
Posted 01 April 2014 - 08:33 PM
#31
Posted 01 April 2014 - 09:02 PM
#32
Posted 01 April 2014 - 09:11 PM
Otherwise, kudos for the camo, it looks really appealing. Couldn't play around with it yesterday, but I might pick it up, just because it's a raven and I really like 'em. But I have to agree, that the hardpoints are kinda weird... a CT energy might have made this thing more viable without being pay to win at all.
#33
Posted 01 April 2014 - 09:14 PM
On the upside the weapon models were updated as they usually are with the release of a hero.
Ballistics look distinct for the most part and the 2X and 4X can sport 20 tube launchers. The energy hard points all look like lasers and the 3L can only have a 10 tube launcher in the right torso. The left arm remains a single tube
#34
Posted 01 April 2014 - 11:59 PM
U R FREAKIN KIDDING ME???
Seriously though I've loved Ravens since GBL (Old school game for you young'uns)
Heck mate I've even got a Raven tattooed onto my left arm....
Crikey I'll even get over the lack of ECM...
But no hardpoint for a TAG...
PGI has paid for NOOBZ to design the most anticipated MO shooter of 15 years....
MUNINN better be epic by comparison cause I AINT spendin $$ on HUGINN
#35
Posted 02 April 2014 - 12:11 AM
#36
Posted 02 April 2014 - 12:15 AM
2 srm 6 artemis , 300 ammo - 4 mg - 2000 mg ammo - 134 kph
do 129 kph if you want a jumpjet
137 kph with a jumpjet added in with srm 6 downgraded to srm 4
http://mwo.smurfy-ne...4c0905ae08a1352
2 srm 6 - 300 srm ammo - 4 mg's - 4000 mg ammo - 137 kph - 1 jumpjet - 215 armor
http://mwo.smurfy-ne...649ef0a53d5f5ed
2 srm 4 - 300 ammo - 4 mg - 4000 mg ammo - 145 kph - 2 jumpjets - 232 armor
http://mwo.smurfy-ne...a9beec67502ed0b
Edited by kesuga7, 02 April 2014 - 12:20 AM.
#37
Posted 02 April 2014 - 12:17 AM
But really.. NO energy hardpoints?
#39
Posted 02 April 2014 - 12:26 AM
I am honestly curious.
No TAG, so LRM builds suffer.
No ECM/TAG so no real scouting (pitty considering its a electronic warfare mech...)
No ability to mount a weapon (and enough ammo for it) that can reliably punch through armor for the MGs to do their job without killing speed which is its main defense.
Could you please enlighten us to just what role and builds you planned this to be used for? I am not claiming you cant have fun in it, but a mech that costs real money should at least stand up to the Cbill versions of the chassi. This mech can not (until you fix SRMs at least).
Edited by Cavendish, 02 April 2014 - 12:29 AM.
#40
Posted 02 April 2014 - 12:36 AM
hanturaya, on 01 April 2014 - 04:22 PM, said:
*sigh*
I've been waiting for a hero raven, and now this... instead of a main rooster mech, it'll just sit in the mechbay as one of the collections
So you will buy it?
Well, then why should PGI bother to make it useful?
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