

#21
Posted 05 May 2014 - 05:03 PM
#22
Posted 05 May 2014 - 05:04 PM
ProtoformX, on 05 May 2014 - 03:43 PM, said:
#23
Posted 05 May 2014 - 05:19 PM
edit: spelling
Edited by thantos911, 05 May 2014 - 05:19 PM.
#24
Posted 05 May 2014 - 05:37 PM
1) I wish the missile pod was shoulder-mounted like on the current mini and the TRO3050U image. It makes more sense to me to mount LRMs there.
2) I wish the forward cockpit glass was inverted, so that the top of the glass was foremost, with the bottom closer to the pilot, like on the model and TRO, similar to many John Deere combines.
Other than that, I do like it. I just want to find out more about Clan weapons before I put money down on a Warhawk package!
Edited by TELEFORCE, 05 May 2014 - 05:37 PM.
#25
Posted 05 May 2014 - 05:54 PM
Black Arachne, on 05 May 2014 - 05:03 PM, said:
There are only two things they can do with it given this is a real-time first-person game.
Option 1: Lead computing sight. Screws you on weight and crit usage if you have beams, but easiest to implement and least likely to cause backlash.
Option 2: Some form of auto-aim. Gives you full benefit regardless of the weapon, but the backlash will make the response to 3rd-person view look like a shouting match between four-year-olds.
Edited by Firelizard, 05 May 2014 - 05:55 PM.
#26
Posted 05 May 2014 - 06:24 PM
The TT version can barely handle 3 ERPPCs every other turn, much less 4. Now add MWO's 2.5x fire rate and you got a recipe for eternal shutdown.
The only one that will be half decent is the pod config with the gauss rifle and 3 energy points. Unless they have access to the full suite of Clan basic weapons. Then 4 Clan normal PPCs would probably be usable for peekaboo alpha strike shenanigans.
The model does look very good, just like the TRO came to life. Except for the weird missile pod infection growing out of its arm.
Edited by PanchoTortilla, 05 May 2014 - 06:29 PM.
#27
Posted 05 May 2014 - 06:27 PM
PanchoTortilla, on 05 May 2014 - 06:24 PM, said:
The TT version can barely handle 3 ERPPCs a turn, much less 4. Now add MWO's 2.5x fire rate and you got a recipe for eternal shutdown.
The only one that will be half decent is the pod config with the gauss rifle and 3 energy points.
The model does look very good, just like the TRO came to life. Except for the weird missile pod infection growing out of its arm.
Given how heat is managed in this game you will JUST be able to handle firing all four.
Chain fired.
Afterwards you would be able to cook an egg on the dashboard.
Edited by Firelizard, 05 May 2014 - 06:28 PM.
#28
Posted 05 May 2014 - 06:29 PM
PanchoTortilla, on 05 May 2014 - 06:24 PM, said:
The TT version can barely handle 3 ERPPCs a turn, much less 4. Now add MWO's 2.5x fire rate and you got a recipe for eternal shutdown.
The only one that will be half decent is the pod config with the gauss rifle and 3 energy points. Unless they have access to the full suite of Clan basic weapons. Then 4 Clan normal PPCs would probably be usable for peekaboo alpha strike shenanigans.
The model does look very good, just like the TRO came to life. Except for the weird missile pod infection growing out of its arm.
The loadout I'm thinking of for the Prime might be 2 ERLL, 2 ERPPC, and then DHS from head to toe.
EDIT: Oh wait, might not have enough critslots to fill up all of the remaining tonnage with DHS. Darn it.
Edited by FupDup, 05 May 2014 - 06:32 PM.
#30
Posted 05 May 2014 - 06:34 PM
That and they have a lot of love for low slung weapons.
As for the amusing and possibly silly LRM-10: it's placement there compared to the original artwork would matter due to the chance of it being replaced with SRMs/SSRMs and consistency with arm reticule targeting.
#31
Posted 05 May 2014 - 06:40 PM
#32
Posted 05 May 2014 - 06:44 PM
Deathlike, on 05 May 2014 - 06:32 PM, said:
You could simply build that on a Stalker, and hill hump much better.
Let us ponder what the value of Clan DHS happens to be...
Well, teh Clanz might possibly have higher damage ERPPCs (if piggy allows), which if true would have the alpha power of 3 PPCs plus a pair of ERLL as backup. You can peek around corners rather than over hills to sort of mitigate the weaknesses of low-mounted arms.
Also, I played around in SSW. I can almost create a "ghetto Hellstar" out of the Warhawk. The only issue is 0.5 free tons of weight after adding 8 extra DHS to the chassis (total of 28). I can't subtract armor for the tonnage to add an extra DHS because of critslot issues (1 critslot open on each arm, need 2 open slots in the same body part). I dunno what to do with those extra 0.5 tons. :\
Edited by FupDup, 05 May 2014 - 06:45 PM.
#33
Posted 05 May 2014 - 06:45 PM
Firelizard, on 05 May 2014 - 05:54 PM, said:
There are only two things they can do with it given this is a real-time first-person game.
Option 1: Lead computing sight. Screws you on weight and crit usage if you have beams, but easiest to implement and least likely to cause backlash.
Option 2: Some form of auto-aim. Gives you full benefit regardless of the weapon, but the backlash will make the response to 3rd-person view look like a shouting match between four-year-olds.
Option 3: Its a dead component that does nothing and is immediately removed (a la Command Console from Atlas D-DC) and replaced with something else.
Option 4: Its a dead component that does nothing and can't be moved or removed to make space for anything else to prevent certain other things from fitting (clan balance nerf).
Of the options most likely to happen; I am hoping for #3, but wouldn't be surprised by # 4.
#34
Posted 05 May 2014 - 06:46 PM
FupDup, on 05 May 2014 - 06:44 PM, said:
Also, I played around in SSW. I can almost create a "ghetto Hellstar" out of the Warhawk. The only issue is 0.5 free tons of weight after adding 8 extra DHS to the chassis (total of 28). I can't subtract armor for the tonnage to add an extra DHS because of critslot issues (1 critslot open on each arm, need 2 open slots in the same body part). I dunno what to do with those extra 0.5 tons. :\
Put an A-Pod

#36
Posted 05 May 2014 - 06:48 PM


#37
Posted 05 May 2014 - 06:54 PM
DHS 1.4, time for this dinosaur of the Closed Beta to go PGI. You have Ghost Heat to control more than 2x group-fired weapons and only Energy weapons are affected by Ghost heat anyway.
#38
Posted 05 May 2014 - 07:12 PM
Lightfoot, on 05 May 2014 - 06:54 PM, said:
The Warhawks may not need a third salvo to put an IS mech down.
#39
Posted 05 May 2014 - 07:34 PM
Lynx7725, on 05 May 2014 - 07:12 PM, said:
The Warhawks may not need a third salvo to put an IS mech down.
Good luck, but I assure you at least one of these ERPPCs is just dead weight. With the AWS-9M you can really only use two. Do the math. They recycle in 4 seconds and it takes 10 seconds to shed the heat from just two. That means that just two will fill your firing rotatation and the mech will shut down after 5 single-fired ERPPCs in this pattern. MWO needs desperately to drop DHS 1.4. It just doesn't support the Battletech configs which MWO is locked in to using.
#40
Posted 05 May 2014 - 08:14 PM
Lightfoot, on 05 May 2014 - 07:34 PM, said:
Good luck, but I assure you at least one of these ERPPCs is just dead weight. With the AWS-9M you can really only use two. Do the math. They recycle in 4 seconds and it takes 10 seconds to shed the heat from just two. That means that just two will fill your firing rotatation and the mech will shut down after 5 single-fired ERPPCs in this pattern. MWO needs desperately to drop DHS 1.4. It just doesn't support the Battletech configs which MWO is locked in to using.
QFT
The first thing to do with one of these is ditch two ERPPCs and swap them for something usable. With ghost heat and the wacked MWO heat scale they are dead weight. You would think that stock configs would at least be exempt from ghost heat as a quirk...
Edited by EgoSlayer, 05 May 2014 - 08:16 PM.
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