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Nova Screenshots Released!


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#61 sabujo

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Posted 23 May 2014 - 01:01 PM

So prrrrretty....

#62 Maxx Blue

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Posted 23 May 2014 - 01:03 PM

I'm going to go ahead and predict that this will be the most effective of the initial clan mechs. I think it is going to have the right hitboxes, useful loadout options, and the manuverability to do very well. The only thing that MIGHT work out better is the Dire Wolf, but I need to see it first. I can easily see how the Nova might become a 'meta' mech.

#63 Vanguard319

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Posted 23 May 2014 - 01:18 PM

View PostForte, on 23 May 2014 - 12:41 PM, said:


The alpha alone would send this thing into over heat as cER ML have the same heat as IS ML. So that is 70 heat right there, plus whatever your threshold is for moving. Add in ghost heat, which with 12 would probably be an extra 30 heat or something ridiculous that thing would slag itself.

As for the comment about the arms, there are a lot of mechs with big arms, or big something that get by. No one is saying this will be the cutting edge of jump snipe meta, just that it will be fun.

Actually, I thought ER med lasers generate 5 points of heat instead of 3, regardless of whether clan or IS spec, the clan version has better range (almost on par with a large laser) and do 7 damage however.

#64 Pariah Devalis

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Posted 23 May 2014 - 01:53 PM

High rez here:

https://plus.google....693646736105521

Click on the zoom in option and you can save/view the images at max resolution.

Edited by Pariah Devalis, 23 May 2014 - 01:54 PM.


#65 Splatshot

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Posted 23 May 2014 - 02:05 PM

Um, the arms are supposed to be outside the legs with the torso between the legs, and very limited torso movement is allowed.

This is all wrong.

#66 Jacon Ceronia

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Posted 23 May 2014 - 02:07 PM

Best looking mech from the Clan release. Very well done!!

Bring on the torso twisting Nova!

#67 Wabbit Swaya

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Posted 23 May 2014 - 02:24 PM

"The default configuration carries a staggering array of 12 ER Medium Lasers. Even with 18 Double Heat Sinks, the `Mech is unable to handle the heat this loadout generates on an Alpha Strike, forcing the SANE pilot to fire in volleys. "

There, corrected that. The rest of you non-sane pilots feel free to use this chassis as yet another pop-tart alpha strike warrior.

And as for those of you pissing and moaning about it actually getting a torso twist. You would be pissing and moaning even harder, after you died for the hundredth time because you had NO torso twist and just couldn't hit that (insert annoying light mech of choice here) that was circling you and punching through your leg and back armor.

Edited by Wabbit Swaya, 23 May 2014 - 02:28 PM.


#68 101011

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Posted 23 May 2014 - 02:25 PM

View PostSplatshot, on 23 May 2014 - 02:05 PM, said:

Um, the arms are supposed to be outside the legs with the torso between the legs, and very limited torso movement is allowed.

This is all wrong.

Aff, and the Jenner is wrong too. No use complaining now.

#69 AlbertoT16

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Posted 23 May 2014 - 02:39 PM

Now this might be pure fun!! Gotta take it for a spin NOW! You hear me? NOW!! ;)

#70 Koniving

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Posted 23 May 2014 - 02:42 PM

On a side note, while impossible to do in terms of tonnage:
I found out that you can fit 4 ER PPCs per arm.
5 if you remove the lower arm and hand actuators.

Anyone want to complain about ghost heat now?
o.O;
(I still will, but just saying).

Edited by Koniving, 23 May 2014 - 02:43 PM.


#71 Nemesis Duck

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Posted 23 May 2014 - 02:51 PM

Oh, I'll be alpha firing this, because I'm the KING OF OVERHEAT!

#72 DONTOR

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Posted 23 May 2014 - 02:56 PM

I LOVE the clan mechs cockpit coloring makes it really stand out from IS. Looking forward to looking out of em!

#73 IraqiWalker

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Posted 23 May 2014 - 02:57 PM

View PostVanguard319, on 23 May 2014 - 01:18 PM, said:

Actually, I thought ER med lasers generate 5 points of heat instead of 3, regardless of whether clan or IS spec, the clan version has better range (almost on par with a large laser) and do 7 damage however.


You are mostly correct. The ERMLs are not the same as the current ER modules we have in the mechbay. They will generate roughly the same heat as TT, their beam duration is going to be longer, and they will have range equivalent to that of an IS LL.

Basically they will have similar DPS, however, the beam will last longer, I think they Clan ERMLs will generate a bit more heat than IS ERMLs, however, considering the beam duration and the cooling abilities of the mech, especially with double basics, you won't notice the difference. Unless you fire all 12 together.


The main question is going to be whether Ghost heat applies exactly the same to Clan tech or not.

#74 Merrick

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Posted 23 May 2014 - 02:58 PM

View PostXeno Phalcon, on 23 May 2014 - 11:11 AM, said:

Hmmmm old girl looks pretty good, but even with my overall preferred clan mech getting revealed im still on the fence about buying, especially with the missile nerf preview we got recently XD


The nerf is to help balance out the fact that the launchers are all lighter thus you can pack on more missiles

#75 LordDread

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Posted 23 May 2014 - 03:01 PM

remove its arms then ignore it for the rest of the game ;)

#76 IraqiWalker

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Posted 23 May 2014 - 03:02 PM

View PostXeno Phalcon, on 23 May 2014 - 11:11 AM, said:

Hmmmm old girl looks pretty good, but even with my overall preferred clan mech getting revealed im still on the fence about buying, especially with the missile nerf preview we got recently XD

Pretty sure that was just a mess up on coding. Clan LRMs will be dealing their full damage, they will not fire in one salvo like IS LRMs, however they will have ripple fire. So for example a Clan LRM 20 can be 10 tubes and two missiles will launch out of each tube.

#77 The Boneshaman

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Posted 23 May 2014 - 03:10 PM

Now this is what the nova should have looked like in the TT. I have not seen a mech yet that PGI hasn’t messed up. The old MAD CAT was nice but the arms looked like the klans used dryer exhaust hoses for the arms. I never was big fan of the mechs that looked like it had tooth picks for arms/legs and suppose to withstand 2 AC/20 rounds, and not giving a mech a twisting torso is like a tank with out a turret. TANK not a WW2 TANK DISTROYER 2 different vehicles. A true tank must have 1. heavy armor 2. tracks 3. heavy fire power 4. a turret. Nice job on ALL your mechs.

Edited by The Boneshaman, 23 May 2014 - 03:11 PM.


#78 Xoxim SC

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Posted 23 May 2014 - 03:23 PM

View PostShimmering Sword, on 23 May 2014 - 12:26 PM, said:

Soooo, all you guys complaining about it's inability to fire 12 medium lasers, do you really run your mechs stock? Of course you don't, that's just silly, you can stop saying such dumb things in here because everyone knows you're going to tweak this before you deploy in it.

Drop a few lasers, or trade in some ER Smalls, add heat sinks, perfectly working mech. And if you don't understand how to alpha and run, go pilot a jenner, you'll learn.

I actually run quite a few of my mechs stock, or EXTREMELY close to it. I'll add the double heat sink upgrades to the ones that don't have it, endosteel and throw in some more ammo/heat sinks when required.

I try to play the game for what it is, and try to avoid the lame builds as much as possible. It's far more enjoyable that way.

#79 Cannydog

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Posted 23 May 2014 - 03:40 PM

View PostJudgeDeathCZ, on 23 May 2014 - 11:03 AM, said:

...(snip)...
Not in this game.IMHO DOA bcuz of 1,4 DHS and Ghostheat.
...


I was wondering about this same issue. I suppose all I can do is wait and see.

#80 A banana in the tailpipe

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Posted 23 May 2014 - 03:45 PM

I dig the looks of the nova. It will be an interesting mech to play where "twisting" is the worst possible thing you can do and it's all about fist-pumping like a candy raver holding glow sticks.





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