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Uller = Not Totally Broken

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#1 SirLANsalot

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Posted 08 May 2014 - 05:32 PM

So looking at the Uller
Posted Image

The C config is the one that will have some very good nastys all setup on it. The 3 AMS and ECM all sit in the Right Arm, along with a Tag (thus granting an Energy HP). Its Left Arm has 2 Energy and 2 Ballistic as well.

Well the Clan Ultra AC/2 is 2 crits and 5 tons....so that means this little light mech will be able to pack 3 ER Medium Lasers AND 2 Ultra AC/2's. With 3 tons STILL LEFT to spare, plus a little more from armor tweaking. Also note that Clan ECM is 1 ton, not 1.5 tons like the IS have with there inferior tech. If you want even more tonnage to play with for things other then weapons, you can still run 3 ER Small Lasers (about 200ish opti range for still .5T) and the UAC's.


This little light mech is going to be a beast, packing firepower of most of the IS medium mechs AND still bringing ECM/triple AMS or even Streak Boating. Anyone thinking that the Clan Light mechs are DoA....will be sorely mistaken when they rip your precious Atlas up faster then you can say "oh crap".

Edited by Egomane, 08 May 2014 - 09:36 PM.
sorry, nothing changed... clicked "Save Changes" instead of "Cancel", after checking if the Tag is active


#2 ShinVector

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Posted 08 May 2014 - 05:35 PM

Pending reveal whether engine size can be adjusted...
Current thought is all clan lights mechs are inferior to IS lights.

Who cares about those XL engines when the most reliable way to kill light mechs in this game is to de-leg them anyway ?

Edited by ShinVector, 08 May 2014 - 05:49 PM.


#3 FupDup

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Posted 08 May 2014 - 05:38 PM

Ballistics on a light mech, Clan or not, is generally not the best idea because ballistics have less damage per ton than energy and missiles. If you want to squeeze the most out of your limited tonnage you're gonna want energy as your main guns and maybe some backup missiles.

As for the C config, do we have any confirmation that we're either getting the whole variant or at least its omnipods? Anyways, you probably don't need 3 AMS because they suck up your limited tonnage and ECM is the best AMS.


The one thing that will make or break the Kit Fox more than anything (even more than ECM) is if we can modify omnimech armor. It's important to remember that the Fox has literally 18 points of CT armor stock (TT is 9 points, MWO is doubled armor). Any remotely skilled player could end a Kit Fox's life in a single alpha strike, even with just an IS medium or light mech.

#4 MoonUnitBeta

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Posted 08 May 2014 - 05:38 PM

The speed is what's the issue (edit: and it seems like the armor is too haha). You really really need to watch your position on the battlefield. No matter what your weapons are, they're useless if you get blasted a couple times and die. If you're good with keeping out of trouble and making use of your optimum ranges, then you'll have a blast, but it's no firestarter or jenner.
It's a different play style, one that's pretty well forced upon you with the speed limit.
However,

I am hoping that because of the lack of speed, it'll shine in agility. I'd like to see 360 torso twist, and fast turning speeds that other light mechs running at 150kph aren't able to do.

Edited by MoonUnitBeta, 08 May 2014 - 05:40 PM.


#5 MalodorousMonkey

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Posted 08 May 2014 - 05:42 PM

One of the dev blog videos said that they were going to allow adjustable armor rates, just not the armor type. Believe it was the most recent ones. So that's good news. We will not, however, be able to change engine types. I'm concerned that clan lights just won't be fast enough. To me, I guess the puma is more like a light sniper, so it may not be such a big deal. But the kit fox/uller is more along the lines of your circle strafing light. How is it going to perform if it can't run circles around the big mech, or run away from the jenners?

Also, we don't know whether the Alt. C will be included as a variant. It would be nice if they gave at least one clan mech ECM.

#6 MalodorousMonkey

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Posted 08 May 2014 - 05:45 PM

View PostMoonUnitBeta, on 08 May 2014 - 05:38 PM, said:

The speed is what's the issue (edit: and it seems like the armor is too haha). You really really need to watch your position on the battlefield. No matter what your weapons are, they're useless if you get blasted a couple times and die. If you're good with keeping out of trouble and making use of your optimum ranges, then you'll have a blast, but it's no firestarter or jenner.
It's a different play style, one that's pretty well forced upon you with the speed limit.
However,

I am hoping that because of the lack of speed, it'll shine in agility. I'd like to see 360 torso twist, and fast turning speeds that other light mechs running at 150kph aren't able to do.


I have a feeling PGI wouldn't give it 360 twist and extra agility, not that I'm saying I think it's a bad idea. I guess I just hope that give the different configs a variety of engine ratings, so that you can switch out configs when you want to move slower or faster.

#7 Scratx

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Posted 08 May 2014 - 05:49 PM

View PostMalodorousMonkey, on 08 May 2014 - 05:45 PM, said:


I have a feeling PGI wouldn't give it 360 twist and extra agility, not that I'm saying I think it's a bad idea. I guess I just hope that give the different configs a variety of engine ratings, so that you can switch out configs when you want to move slower or faster.


Umm, you can't swap omnimech engines. You're stuck with the engine the mech comes with.

#8 MoonUnitBeta

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Posted 08 May 2014 - 05:50 PM

View PostMalodorousMonkey, on 08 May 2014 - 05:45 PM, said:


I have a feeling PGI wouldn't give it 360 twist and extra agility, not that I'm saying I think it's a bad idea. I guess I just hope that give the different configs a variety of engine ratings, so that you can switch out configs when you want to move slower or faster.

Ah yeah, that's one way to do it.. But they did say you can't swap out engines. Unless they mean freely... and instead allow something like you mention.

But being able to look directly behind you while you run away will definitely make other lights think twice about chasing you down, and maybe even reduce getting circle strafed. It's sad though, to think that PGI wouldn't allow that on something so obviously... well.. ... SLOW. lol. Maybe they know something we don't... *smirk... smiiiiirk* doubt it.

Edited by MoonUnitBeta, 08 May 2014 - 05:51 PM.


#9 Jin Ma

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Posted 08 May 2014 - 05:52 PM

View PostShinVector, on 08 May 2014 - 05:35 PM, said:

Pending reveal whether engine size can be adjusted...
Current thought is all clan lights mechs are inferior to IS lights.

Who cares about those XL engines when the most reliable way to kill light mechs in this game is to de-leg them anyway ?


i think engine size should be adjustable. just within much stricter margins

Edited by Jin Ma, 08 May 2014 - 05:52 PM.


#10 MalodorousMonkey

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Posted 08 May 2014 - 05:58 PM

Engine rating is not set to be adjustable. What I meant is that you would take different variants that are hard-wired with different engines. So, one variant may have an 180 XL, another might have a 210 XL. Then you could switch out omni-pods until you get the hardpoints you want. You could literally take the center torso (which is what identifies a variant) and strip all the other components off the variant you like, and stick them on that variant. Then you would have a different engine size with the hardpoints you want.

#11 Khobai

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Posted 08 May 2014 - 06:03 PM

Quote

i think engine size should be adjustable. just within much stricter margins


Engine size should be fully adjustable. Instead clan mechs should just count as being 10 tons heavier for purposes of matchmaking. Thats enough of a disadvantage.

Quote

This little light mech is going to be a beast, packing firepower of most of the IS medium mechs AND still bringing ECM/triple AMS or even Streak Boating. Anyone thinking that the Clan Light mechs are DoA....will be sorely mistaken when they rip your precious Atlas up faster then you can say "oh crap".


I doubt the C config will be added. Because there would literally be no reason not to use it. You can bet on it just being the Prime, A, and B.

Edited by Khobai, 08 May 2014 - 06:05 PM.


#12 Carrioncrows

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Posted 08 May 2014 - 06:03 PM

As long as I get a version with jumpjets and looks like this:

Posted Image

I will be pleased.

#13 A banana in the tailpipe

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Posted 08 May 2014 - 06:06 PM

I keep telling people that slow doesn't matter so much when you have the firepower of a heavy. It's basically an improved dragon with even less of a profile. Time to stick Dragons in the museum along with the Awesome.

#14 Davers

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Posted 08 May 2014 - 06:09 PM

The fact that PGI is still testing Clan stuff with only 6 weeks before they are released makes me think everything is going to be borked, not just light mechs.

As an aside, I really doubt we will get the C.

#15 MalodorousMonkey

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Posted 08 May 2014 - 06:10 PM

View Postlockwoodx, on 08 May 2014 - 06:06 PM, said:

I keep telling people that slow doesn't matter so much when you have the firepower of a heavy. It's basically an improved dragon with even less of a profile. Time to stick Dragons in the museum along with the Awesome.


You also have less armor though. Smaller profile is good, but what really makes it helpful is when it's combined with high speed.

#16 A banana in the tailpipe

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Posted 08 May 2014 - 06:12 PM

View PostMalodorousMonkey, on 08 May 2014 - 06:10 PM, said:


You also have less armor though. Smaller profile is good, but what really makes it helpful is when it's combined with high speed.


That's having your cake and eating it too.

#17 Khobai

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Posted 08 May 2014 - 06:14 PM

Quote

I keep telling people that slow doesn't matter so much when you have the firepower of a heavy.


More like the firepower of a medium.


Quote

It's basically an improved dragon with even less of a profile


Not really. Ullers only get 16 tons of pod space. A Dragon with 7.5 tons armor/FF/ES/360XL has 23 tons left.

#18 FupDup

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Posted 08 May 2014 - 06:15 PM

View Postlockwoodx, on 08 May 2014 - 06:06 PM, said:

I keep telling people that slow doesn't matter so much when you have the firepower of a heavy. It's basically an improved dragon with even less of a profile. Time to stick Dragons in the museum along with the Awesome.

You would need a very, very poorly designed heavy to have less firepower than 16 tons of Clan weapons on a light mech (excluding the CERPPC, if it is allowed to do 15 damage).

View PostKhobai, on 08 May 2014 - 06:14 PM, said:

Not really. Ullers only get 16 tons of pod space. A Dragon with 7.5 tons armor/FF/ES/360XL has 23 tons left.

You are NOT going to want stock armor on the Uller, unless you like 18 points of protection on your CT. Max armor basically reduces your pod space by 1 ton (if my calculations are not totally wrong).

#19 MalodorousMonkey

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Posted 08 May 2014 - 06:16 PM

I'm not saying a 97kph light can't be run effectively, but if you don't have any light mech on the clan side that can go over 100kph, I think, if you were to run nothing but clan mechs on a team, you would be at a strategic disadvantage on, say, conquest games.

#20 Khobai

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Posted 08 May 2014 - 06:20 PM

Quote

You are NOT going to want stock armor on the Uller


Kit Fox has 4 tons of armor. Max is 210 armor points for a 30 ton mech. So -1.5 tons for max FF armor (forgot clan FF was x1.2 more armor per ton). You basically get 14.5 pod space if you go with max armor.

Edited by Khobai, 08 May 2014 - 06:27 PM.






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