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Oxide Redesign Challenge


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#1 Cattra Kell

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Posted 15 January 2014 - 05:49 PM

So on NGNG #100, Russ mentioned that the Oxide feels really nerfed. He said originally the Oxide had 6 Missile, but dropped to 4 after determining that 6 SSRM 2's were a bit OP.

That being said, he suggested that the community steps up and come up with a new build for the oxide to try and help give it a boost so it isn't subpar to the other Jenners, while also staying unique.

That being said - this isn't official or even 100% guaranteed - its just the community brainstorming and hopefully something will be done and try to get this mech made better by showing how the community can come together to create.

So lets do it!


My suggestion:

Oxide "C.K" Custom -

Hardpoints
2 Missile Left Arm
1 AMS Left Torso
1 Missile Center Torso
1 Ballistic Right Torso
2 Missile Right Arm

Total Hardpoints - 7 (6 + AMS)
Total Weapon Hardpoints - 6

These hardpoints keep the Oxide in line with the amount of hardpoints on all the other Jenners, which are 6 + 1 AMS, while at the same time it also keep the Jenner special by having no energy and being the only one with a ballistic hardpoint.

The next thing I would do is allow, but limit, the amount of Jump Jets allowed on the mech. The Jump Jets are needed for sure for the Jenner for be mobile and fill its role on the battlefield. That being said, having 5 JJ's on a streak boat could be considered a bit OP and as such limit the amount of JJ's or either 2 or 3. This allows for some more mobility while still keeping it in line and not totally better then other Jenners.

ECM is still a No, and Module slots still at 2.


Final Build: - 29 Tons free with Armour at default, Endo + Double Heat Sinks
2x SSRM2's - 3 tons
1 Jump Jet - .5 tons
1x SSRM2 - 1.5 tons
1x MG, 1x Jump Jet - 1 tons
2x SSRM2's - 3 tons

Total Weapons.JJ's - 9
Leftover: 20

Engine - XL 300 @ 15.5 Tons
Leftover: 4.5

Ammo - 1x MG Ammo, 3x SSRM Ammo @ 4 tons
Leftover: .5 tons

Armour -
RA: 10/24
RT: 18/23, RRT: 9/14
CT: 21/35, CTR: 9/23 , H: 14/18
LT: 18/23, LTR: 9/14
LA: 10/24

RL: 13/32
LL: 13/32


Very rough Smurfy mock-up: http://mwo.smurfy-ne...02e4052c5984c48


Post your ideas! Lets see if we can get something great built!

Edited by Cattra Kell, 15 January 2014 - 06:04 PM.


#2 Homeless Bill

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Posted 15 January 2014 - 06:15 PM

Oxide += Jumpjets;

The concept of the 'mech is actually pretty awesome. It's totally different than all the other Jenners, and though worshipers of the Church of Skill may deride it for it's lock-on-heavy layout, I was thinking about grabbing one when I start spending again. And then it had no jumpjets. WUT

It needs jumpjets to really excel in its role. Every other Jenner has them, hunting lights requires mobility and a quick escape plan for those oh-****-there's-their-whole-team moments, and it gives them an edge on the more heavily armored medium Streak boats (TBT, SHD, KTO).

More missile slots (and weapons in general) will make it overpowered in picking off stragglers, but still inadequate in a real role. Sure, it would be brutal to have a SSRM12 Jenner running down the trenches in Canyon because you'd evaporate any other non-JJ light you ran into. But you're also susceptible to turning the wrong corner and getting demolished because you're trapped or being ditched by any opponent with jumpjets.

TL;DR: An all-Streak loadout is a risky proposition; without being able to escape easily or pursue lights with jumpjets, it can't truly fulfill the role it needs to.

Edited by Homeless Bill, 15 January 2014 - 08:47 PM.


#3 Deathlike

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Posted 15 January 2014 - 06:22 PM

View PostHomeless Bill, on 15 January 2014 - 06:15 PM, said:

NewOxide = Oxide + Jumpjets;


That would be too easy.

View PostCattra Kell, on 15 January 2014 - 05:49 PM, said:

So on NGNG #100, Russ mentioned that the Oxide feels really nerfed. He said originally the Oxide had 6 Missile, but dropped to 4 after determining that 6 SSRM 2's were a bit OP.


Gee, I wonder why. I remember something called the Streakcat.

Quote

That being said, he suggested that the community steps up and come up with a new build for the oxide to try and help give it a boost so it isn't subpar to the other Jenners, while also staying unique.



It's not even that complicated.

Add one energy hardpoint to the head or the CT (not both). There, done.

Quote

That being said - this isn't official or even 100% guaranteed - its just the community brainstorming and hopefully something will be done and try to get this mech made better by showing how the community can come together to create.


That's why I'm not even trying to put much effort. Very few solutions suggested to PGI is paid attention to (like the Spider-5V), so color me exceptionally skeptical.

Quote

So lets do it!


/shrug

#4 FupDup

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Posted 15 January 2014 - 06:26 PM

Just for derps n giggles, add 2 ballistic hardpoints to each arm. 4 SSRM2 + 4 MG troll, activate!

#5 Solis Obscuri

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Posted 15 January 2014 - 06:26 PM

View PostHomeless Bill, on 15 January 2014 - 06:15 PM, said:

NewOxide = Oxide + Jumpjets;

I'd buy that.

#6 Veranova

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Posted 15 January 2014 - 06:28 PM

I just want a single Jumpjet. That's all I want!
I love my Oxide!

#7 Ertur

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Posted 15 January 2014 - 06:29 PM

With streaks, if it is around 2 ecm's then it is completely useless. It is entirely ammo dependant, and not one weapon can be used to pinpoint damage. Even SRM's (regular ones, not streaks) spread rapidly in a cone shape. Artemis would help with narrowing the cone, but the weight limitation would allow only 2 SRM4+A with decent speed, armor, and ammo. It doesn't need to be nerfed at all. There's already a host of trade-offs that need to be made to make it work.
Just say no to jump jets.

edti:
At first it sounded like the call was to nerf the Oxide, which it really doesn't need.
However, I also don't see that it needs any buffs. Yes, it is already quite limited as I show above, but within those limitations it can be very effective. 1 ECM or less and it has a blast. IF the goal is to improve the Oxide then the fix is simply to add an energy point to the head, as suggested above. It's still a missile boat, but you can add a medium or small laser of some kind so you aren't complety useless when the ammo runs out.
I would not add the energy point to any torso, limiting it to the head forces it to be a small/med laser.
Still, no JJ.

Edited by Ertur, 15 January 2014 - 06:35 PM.


#8 Cattra Kell

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Posted 15 January 2014 - 06:33 PM

View PostFupDup, on 15 January 2014 - 06:26 PM, said:

Just for derps n giggles, add 2 ballistic hardpoints to each arm. 4 SSRM2 + 4 MG troll, activate!


I love this haha!

#9 LegoPirate

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Posted 15 January 2014 - 06:44 PM

6 missle hardpoints is pretty much the only way this thing is useful without jumpjets.

#10 VikingN1nja

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Posted 15 January 2014 - 06:52 PM

OMEGAS OXIDE!
Hardpoints
2 Missile Left Arm
1 AMS Left Torso
2 ENERGY CENTER TORSO
2 Missile Right Arm
2 JUMP JETS(MAYBE)

Edited by omegagun, 21 January 2014 - 04:19 PM.


#11 Durant Carlyle

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Posted 15 January 2014 - 06:55 PM

JR7-DCO Durant Carlyle Oxide

Hardpoints:
LA: 2 Missile, 1 Energy
RA: 2 Missile, 1 Energy
LT: 1 AMS

Jump Jets: 3

ES, FF, 245XL, DHS

Visual Customization:
Torso of JR7-F
Arms of Oxide + JR7-F under-slung energy + extra missile pod on side of each arm.

#12 Sephlock

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Posted 15 January 2014 - 06:59 PM

Give it six SSRM2s. Or give it a pair of ballistic hardpoints in the arms. Or a pair EACH :mellow:.

Edited by Sephlock, 15 January 2014 - 07:00 PM.


#13 Cattra Kell

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Posted 15 January 2014 - 07:04 PM

View PostSephlock, on 15 January 2014 - 06:59 PM, said:

Give it six SSRM2s. Or give it a pair of ballistic hardpoints in the arms. Or a pair EACH :mellow:.


I really like the idea now of something like 1 ballistic in each torso and keep the 4 missiles as they are already so it would be:
1 Missile Left Arm
1 AMS, 1 Ballistic Left Torso
2 Missile Center Torso
1 Ballistic Right Torso
1 Missile Right Arm

#14 OneBildoNation

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Posted 15 January 2014 - 07:04 PM

LA: 1x missile
LT: 1x energy
CT: 2x missile
RT: 1x energy
RA: 1x missile

Kit it out with 2xSRM2, 2xSRM4, 2xSLas, 2xJJs (max), 3 tons of ammo, near max armor, ES, FF, DHS, XL 300.

I think that this would run a unique roll in the Jenner family while still retaining its flavor. It would be a fast striker with a decent punch, and any build on the current oxide would work on it.

Edited by OneBildoNation, 15 January 2014 - 07:05 PM.


#15 VikingN1nja

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Posted 15 January 2014 - 07:04 PM

OMEGAS CICADA-X5!
Hardpoints

2 ENERGY LEFT TORSO
1 missle left torso
1 AMS Left Torso
1 ENERGY CT(maybe at least then the tonnage makes it slighly more powerful than a jenner-D)
1 missle right torso
2 ENERGY RIGHT TORSO

Flappy arms better as shields, makes no sense to have 2 lasers on them nice to have 5 pinpont.
GIVE ME A JOB!

Edited by omegagun, 15 January 2014 - 07:06 PM.


#16 p8ragon

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Posted 15 January 2014 - 07:10 PM

Double the tonnage. Call it Oxide.rar

#17 MavRCK

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Posted 15 January 2014 - 07:17 PM

I would love to see the Oxide with 4 missile hardpoints and being able to have jumpjets, but lower the maximum size of the engine to 255.

This would allow the Oxide to possess some mobility but ultimately lack the top end speed to chase down faster mechs.

#18 Goose

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Posted 15 January 2014 - 08:17 PM



Three Ballistic in each arm

One Missile each in CT, head, and legs

Nether ECM nor AMS

280 max engine, seven jump jets

:mellow:

#19 TheMagician

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Posted 15 January 2014 - 08:19 PM

If you add any missile slots to the oxide, it will be fairly OP. One energy slot would be okay.

Right now, its nearly as good as any light. If you give it JJ, it will offer a unique mech and light experience, but 4 strk 2s will still be on par against a Jenner F or D. But don't give it JJ and an energy.

#20 Noober

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Posted 15 January 2014 - 08:20 PM

Give it a JJ, all it needs. If you really want to get adventurous, give it ECM, now that ECM isn't OP it's safe to put it into a hero. A total redesign would make me very sad, I do love my streakboat Oxide.





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