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Be Honest, How Many Of You Are Going To Run Earless Timber Wolves?

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#1 Sephlock

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Posted 02 May 2014 - 11:24 PM

I was definitely going to prior to the recent LRM buff, now I'm on the fence.

Past experience in a Catapult has taught me that there is nothing people like more than to play Reservoir Dogs with my poor ears, so I am very wary of venturing out in another Mickey Mouse Mech.

That said, I seems like the Dire Wolf is going to be omgwtf awesome, and the Warhawk stands a decent chance of being even better (due to jump jets), depending on how clan PPCs are handled.

Thoughts? Both on those mechs, and in general? Which ones do you think are going to be the best? The coolest/most satisfying to pilot?

Edited by Egomane, 02 May 2014 - 11:41 PM.


#2 Gryphorim

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Posted 02 May 2014 - 11:40 PM

I'm going to build a Marauder, clan style

#3 meteorol

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Posted 03 May 2014 - 12:06 AM

Difference between the Catapult and the Madcat/Timberwolf will probably be that for the catapult those huge ears count as his arms, which means they have only one hitbox you really can't miss from any ankle.

The Madcats/Timberwolfs "ears" will probably be part of the side torso, which means they should have a front and a rear hitbox. Therefore, it should be able to take a bit more punishment than the catapults ears if you twist the damage. Downside is if the "ears" really count for the side torsos, the hitbox of either the CT or the side torso will probably be absurdly large.

Oh and on topic: I'm saving 90mio cbills for 3 Daishis/Dire Wolfs. I always need the biggest and baddest mech aviable :unsure:

Edited by meteorol, 03 May 2014 - 12:09 AM.


#4 MischiefSC

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Posted 03 May 2014 - 12:10 AM

Even more likely - much like every other mech with oddly shaped torsos intended to hold missiles, even if you take the missiles off the Mad Cat it'll still have the huge torso hitboxes - just with nothing in them.

Unless someone's seen photos of it without the missile boxes?

#5 Jin Ma

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Posted 03 May 2014 - 12:18 AM

they'r prolly about as removable as catapult ears. of course u can always switch pod

#6 Wolfways

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Posted 03 May 2014 - 02:06 AM

Stock forever! :unsure:

#7 ThatBum42

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Posted 03 May 2014 - 02:22 AM

Presumably it will be handled something like this:

Posted Image

It was discovered from a UI bug, so shoulder pod hitbox support may be at least partially implemented already.

Even if it doesn't work out like that, remember that Clan XL engines can survive a side torso destruction. :unsure:

#8 Vermaxx

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Posted 03 May 2014 - 02:34 AM

I can't justify the real-money costs to get a clan mech NOW, seeing how narfed Omnimechs have to be to stay 'balanced.' Considering the smart PGI plan is to keep them MC-only for a couple months after Clan launch, I may not have access to one until next year.

I'd pay real money right now for a Clan NON OMNI, but that may never happen and it certainly isn't happening anytime soon.

#9 Ovion

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Posted 03 May 2014 - 03:47 AM

View Postmeteorol, on 03 May 2014 - 12:06 AM, said:

Oh and on topic: I'm saving 90mio cbills for 3 Daishis/Dire Wolfs. I always need the biggest and baddest mech aviable :unsure:
I'd say go for at least 100mil to be sure.
Probably going to be roughly 30,000,000ish each, then upgrades if needed.

That said - grinding 34mil for my Atlas's is taking bloody ages...
I shudder to think how long it'll take for the 75mil~ on Mad Cats. Even the Nova / Stormcrow will take more grind than the atlas's :P
And the Lights I want most will run IS high-heavy prices.

This might take a while.

#10 Daekar

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Posted 03 May 2014 - 04:24 AM

Those who try out the Timber wolf will probably regret it, in all honesty, or the ears will go empty. I can't see Clan LRMs being any more meta than current ones - they'll still be shutdown by good players.

#11 Redshift2k5

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Posted 03 May 2014 - 04:30 AM

Will depend on how Clan LRMs work (we've been given hints, reduced damage below 180, firing in streams not full salvos, etc). If it's effective at killing the other guy before he kills you, then people will run them.

We also don't know what size/shape the mech will be if you remove the missile weapons, or how big a Clan SSRM6 will be if mounted instead.

Edited by Redshift2k5, 03 May 2014 - 04:30 AM.


#12 Grimmrog

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Posted 03 May 2014 - 04:37 AM

guess they get taken off for engine pimping and PPk sniping.

#13 Jun Watarase

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Posted 03 May 2014 - 05:11 AM

IIRC the ears on the timber wolf are part of the side torsos, not putting any weapons there wont help because people will still shoot it to deprive you of a side torso anyway...

#14 El Bandito

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Posted 03 May 2014 - 05:14 AM

If I am forced to run an earless T-Wolf to stay competitive, I might as well not play T-Wolf in the first place.

#15 JohnnyWayne

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Posted 03 May 2014 - 05:16 AM

View PostGryphorim, on 02 May 2014 - 11:40 PM, said:

I'm going to build a Marauder, clan style


Exactly the same.

#16 3rdworld

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Posted 03 May 2014 - 05:47 AM

Using Missile hardpoints.

Not even once.

#17 Bishop Steiner

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Posted 03 May 2014 - 09:06 AM

View PostThatBum42, on 03 May 2014 - 02:22 AM, said:

Presumably it will be handled something like this:

Posted Image

It was discovered from a UI bug, so shoulder pod hitbox support may be at least partially implemented already.

Even if it doesn't work out like that, remember that Clan XL engines can survive a side torso destruction. :unsure:

Unlikely they will add the extra hit boxes, as it would cause a total rewrite of armor values, and force them to remap mechs like the HBK and such for balance reasons, to boot.

And while yes, a Clan mech can survive losing 1 ST, losing that arm and incumbent weaponry, weakens said mech precipitously, and should the ears prove the gunnery magnet the HBK's hunch does, considering how little armor STs carry, comparably, It's going to be a short lived mech.

#18 101011

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Posted 03 May 2014 - 09:08 AM

View PostBishop Steiner, on 03 May 2014 - 09:06 AM, said:

Unlikely they will add the extra hit boxes, as it would cause a total rewrite of armor values, and force them to remap mechs like the HBK and such for balance reasons, to boot.

And while yes, a Clan mech can survive losing 1 ST, losing that arm and incumbent weaponry, weakens said mech precipitously, and should the ears prove the gunnery magnet the HBK's hunch does, considering how little armor STs carry, comparably, It's going to be a short lived mech.

Er...what? Why would they need to remap the hunchback?

#19 Bishop Steiner

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Posted 03 May 2014 - 09:15 AM

View Post101011, on 03 May 2014 - 09:08 AM, said:

Er...what? Why would they need to remap the hunchback?

All IS mechs with huge additions that draw fire and earn instant death would require those pieces to be remapped, like the ears of a Timberwolf. Thus, while the Catapult would not change (those are arm hit boxes already) the AC on a HBK would be just as deserving and in need of it's own hitbox as the torso mounted missiles on a Timberwolf. As would the shoulder launchers on Banshees, Battlemasters, Thunderbolts, and any other mech that is currently gimped with an "Aim-a-Matic3000" Torso hitbox addition. In fact the HBK would be more deserving as even if you don't equip the AC, it still has the hitbox of doom, despite the fact the rt shoulder is obviously a massive add-on when compared to the lt shoulder.

Can't just go and make the Clans even MORE impervious to side torso shots than their XLs already make them, and leave teh IS mechs lagging even further behind.

Edited by Bishop Steiner, 03 May 2014 - 09:17 AM.


#20 Coralld

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Posted 03 May 2014 - 09:16 AM

View PostBishop Steiner, on 03 May 2014 - 09:06 AM, said:

Unlikely they will add the extra hit boxes, as it would cause a total rewrite of armor values, and force them to remap mechs like the HBK and such for balance reasons, to boot.

And while yes, a Clan mech can survive losing 1 ST, losing that arm and incumbent weaponry, weakens said mech precipitously, and should the ears prove the gunnery magnet the HBK's hunch does, considering how little armor STs carry, comparably, It's going to be a short lived mech.

Not really an issue if it is a fixed armor value that cannot be changed.

If I remeber correctly, that's how it was in MW4.

Edited by Coralld, 03 May 2014 - 09:18 AM.






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