Clan Arm Nerf
#21
Posted 02 April 2014 - 12:32 AM
while higher slung arms which expose more side torso are better for the offensive
#22
Posted 02 April 2014 - 12:35 AM
kesuga7, on 02 April 2014 - 12:32 AM, said:
while higher slung arms which expose more side torso are better for the offensive
Yep, but arm shield works better on upright mechs. Most Clan starting mechs are chicken walkers with protruding CT--arm shield is not gonna be as effective.
Edited by El Bandito, 02 April 2014 - 12:35 AM.
#23
Posted 02 April 2014 - 01:33 AM
as usually when somebody is writing something about the positioning of a weapon (why can't the PPC mount on the Banshee or BattleMaster could be the highest slot - that i can shoot from cover....
When you want to dig in - go to the tanks - and shoot from behind a bush
When you want to snipe - go to the infantry - and shoot from cover of a building
But when you want to pilot a wandering machine of death and destruction - then hell use those legs - and move.... use it for positioning - flanking manouvers and several other things - 4 Mechs behind cover that pop up from time to time -give me time for reload my weapons - and to prime them when they appear allone....4 Mechs that form a wedge and move as one over a ridge - will scrap me in seconds.... but this very principal is so hard to transport...
#27
Posted 02 April 2014 - 03:12 AM
Mellifluer, on 01 April 2014 - 09:22 PM, said:
really pheonix pack was not pay to win neither should the clans.
Though you are correct, without working Actuators, the low slung arms are a negative. Mechs need to be able to raise their arms to be functioning properly.


Are better than this
#28
Posted 02 April 2014 - 05:12 AM
Without being able to change the engine, the clans are gonna be slower and more easy to out-manover, so will need to hunker down more often. Their weapons are going to be balance by more heat, adding more of a need to stay in cover to cool down and take the advantage of the extra range they have.
#29
Posted 02 April 2014 - 05:59 AM
What about this guy?
http://www.sarna.net...025_Dragon1.jpg
Or this one?
#30
Posted 02 April 2014 - 06:20 AM
#31
Posted 02 April 2014 - 10:22 AM
Diablobo, on 01 April 2014 - 09:16 PM, said:
Is it really necessary to nerf the clans even further in all the various ways they are proposing?
Are you new to Battletech?
#32
Posted 02 April 2014 - 11:31 AM
Now, this might come in handy to mount a UAC20, but it hurts the tracking of lights. Both arms will lose the use of that actuator.
#33
Posted 02 April 2014 - 12:41 PM
Trauglodyte, on 02 April 2014 - 10:22 AM, said:
Are you new to Battletech?
No, I have played TT for about 25 years. I read the novels, played the video games, and even played at the Battletech Center that was in Chicago. I played Battletech at GenCon back in the late 80's. I used to have the weapon ranges memorized, and could tell hit locations without having to look at the charts. It was and is my favorite TT game.
#34
Posted 03 April 2014 - 05:44 AM
Quote
They're getting statted to within +5 tons of an IS 'Mech in terms of power.
That is, nerfed into the ground, then hammered down into the subterranean like a tent peg for good measure.
Fun thoughts: For balance sake, a Clan LRM 20 will have to roughly be equal to an IS LRM 10 in effectiveness, given they're half the weight. A Clan ER ML will have to be roughly equal to an IS standard ML. And so on. Welcome to PGI's CINO Project, Clans In Name Only.
Quote
That's straight from tabletop, PGI's not nerfing anything. A Clan Omni with those guns in the arms never had those actuators before, either.
Edited by wanderer, 03 April 2014 - 05:46 AM.
#35
Posted 03 April 2014 - 08:03 AM
Rat of the Legion Vega, on 01 April 2014 - 09:24 PM, said:
That's what they say
The invading Clan mentality was far different than post Tukkyad (SP?) Clan mentality I am sure.
BTW, I like the quote though
#36
Posted 03 April 2014 - 08:06 AM
Mellifluer, on 01 April 2014 - 09:22 PM, said:
In "canon" articulated arms (with the appropriate actuators) can be raised or "aimed" like you would holding an actual weapon, or even point backwards. Basically there are none of those 'canon' options for more realistic 'key presses' to articulate your Mech arms. For instance, we can not raise an Atlas Arm so your weapon gains a better firing position over an object or terrain.
Edited by General Taskeen, 03 April 2014 - 08:07 AM.
#37
Posted 03 April 2014 - 09:17 AM
Diablobo, on 01 April 2014 - 09:16 PM, said:
Is it really necessary to nerf the clans even further in all the various ways they are proposing?
You do realize that that profile and the low slung arms also makes them rather effective shiels as well right?
#38
Posted 03 April 2014 - 09:33 AM
#39
Posted 03 April 2014 - 09:38 AM
wanderer, on 03 April 2014 - 05:44 AM, said:
They're getting statted to within +5 tons of an IS 'Mech in terms of power.
That is, nerfed into the ground, then hammered down into the subterranean like a tent peg for good measure.
Fun thoughts: For balance sake, a Clan LRM 20 will have to roughly be equal to an IS LRM 10 in effectiveness, given they're half the weight. A Clan ER ML will have to be roughly equal to an IS standard ML. And so on. Welcome to PGI's CINO Project, Clans In Name Only.
The only nerf Clan LRMs are getting, is a reduced damage scale under 180m, PGI did mention they might toy with the tonnage, but that would be too much. As the "flavor" of Clan tech is 1/2 tonnage and fewer crits (damage can be played with all they want), those two things are the "core" of clan tech weapons.
Quote
They should be mounting like guns on a Jager do. So they would "high mount" for those noobcakes out there who have no clue how to fight in open warfare, without hiding behind a hill or sommin. As far as everyone can figure out (until PGI says something about it) they are sticking with that rule, allowing you to remove Hands/Lower Arm actuators.
#40
Posted 03 April 2014 - 09:39 AM
You guys are high.
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