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Summoner V Timberwolf

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#81 Reitrix

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Posted 06 June 2014 - 08:06 AM

View PostLevi Porphyrogenitus, on 06 June 2014 - 07:35 AM, said:


Depending on how the shoulder launchers work, the Mad Cat could well be far more vulnerable than the Catapult, even with its cXL survivability edge.


It was mentioned somewhere that there are actually 2 additional hit locations that the game CAN use. We've seen the bugged paperdoll screen seemingly supporting that statement as well.

Personally, I would not mind at all if the LRM/SRM slotted into that HP had a separate hitbox that allowed it to be destroyed independently of the Torso it's attached to. They could just use the weapons IHP and allow people to attack it directly. (Basically all hits against that hitbox counted as crits), but distribute damage downwards into the torso's armor at the same time.
-Hit rack with AC10, LRM installed takes 4 damage, armor of ST takes 6.
-Hit rack twice more, dealing the full 10 damage to it and additional damage to the ST.
-> Rack is blown off (much like an arm) and no longer visible/present on chassis.

#82 EyeOne

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Posted 06 June 2014 - 08:24 AM

View Postmogs01gt, on 06 June 2014 - 07:45 AM, said:

No Im speculating because I want a Summoner! Sadly I feel they will be DOA for me since I hate poptarting.


I hate pop tarting too. I jump shot while on the move in my Griffin. I just think a few of the Thor's pros are over looked like speed (89.1kph with ST for a 70tonner is pretty good). I think I can play it like my Griffin and it could work. My Griffin is used to flank, shoot as much as possible and never stop. Maybe. We'll see.

#83 Danghen Woolf

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Posted 06 June 2014 - 08:44 AM

Mechwarriors,

Your comparison of the clan fielded Thor seen primarily in the ranks of the Jade Falcons and the Mad Cat favored by the Wolf Clan seems to be based on comparing the Thor Prime to the Mad Cat S. I see where comparing the two heavy mechs the Mad Cat would be the superior of the two but it appears that the 'S' variant has been used sparingly and primarilty in dense urban settings. The omni configurations of both mechs are very role-centric, the Thor Prime has long-ranged weapons and is dependant on ammunition, the Mad Cat Prime is a well-rounded striker with weapons viable at all ranges. A better comparison would be to identify a variant of the Thor that is close to the operating parameters of the Mad Cat S such as the Thor C. Either way the ability to mix and match parts will probably see a lot of configurations of the Mad Cat S parts with Prime weapons. Hopefully the techs will be able to keep everything running with all of the hot-swapping parts going on.

Corporal Woolf signing off...

{I think they should have left the 'S' variant on the shelf and just done a 'Prime', 'A', 'B', run for each mech but I understand that many of the variants are similar and that the players want the most options when configuring a mech.}

(Edit for poor formatting)

Edited by Danghen Woolf, 06 June 2014 - 09:35 AM.


#84 Phlinger

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Posted 06 June 2014 - 08:47 AM

View Postmogs01gt, on 06 June 2014 - 07:45 AM, said:

No Im speculating because I want a Summoner! Sadly I feel they will be DOA for me since I hate poptarting.


I don't like the Poptart either and it seems the Summoner is being designed with that role in mind. Kind of pissed about that.

#85 Bishop Steiner

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Posted 06 June 2014 - 08:56 AM

Posted Image

#86 Strum Wealh

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Posted 06 June 2014 - 09:47 AM

View PostSgtMagor, on 05 June 2014 - 04:48 PM, said:

just wanted to clear something up, Does the Summoner have 360 torso twist in MWO?

Probably not, since no 'Mech was capable of it in TT.

The most any 'Mech could torso-twist was two hex-sides to either side (for a maximum of 120 to 165 degrees to either side) with the Extended Torso Twist Design Quirk from Strategic Operations; otherwise, 'Mechs were limited to torso-twisting one hex-side to either side (for a maximum of 60 to 90 degrees to either side) or being wholly incapable of doing so (with the No Torso Twist Design Quirk from Strategic Operations).

#87 Saint Scarlett Johan

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Posted 06 June 2014 - 10:42 AM

View PostBishop Steiner, on 05 June 2014 - 05:55 PM, said:

4 more than necessary for what? Poptarting bro? Some of us squeeze every bit of thrust out of those things, and when brawling, it also means a deeper thrust bottle before you are drained, so more, smaller jumps.


that will be the deciding issue. Without that, all the speculation in the world is pointless.


For anything. I've never noticed a reasonable difference between 1 and 4 JJs on any of my mechs. Especially on mediums and lights. So unless something changed drastically since I did the metrics on JJs two months ago, 4 tons (or 2 on lights and mediums) of JJ isn't worth the roughly 25% performance increase over the single JJ.

When 4 JJs is 4x better than one, then I'll reconsider. Until then MWO has the worst JJs of the franchise.

#88 Bishop Steiner

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Posted 06 June 2014 - 10:52 AM

View PostJohanssenJr, on 06 June 2014 - 10:42 AM, said:

For anything. I've never noticed a reasonable difference between 1 and 4 JJs on any of my mechs. Especially on mediums and lights. So unless something changed drastically since I did the metrics on JJs two months ago, 4 tons (or 2 on lights and mediums) of JJ isn't worth the roughly 25% performance increase over the single JJ.

When 4 JJs is 4x better than one, then I'll reconsider. Until then MWO has the worst JJs of the franchise.

patch notes, March 4, 2014
Gameplay

Jump Jet Fixes and Updates:
Jump Jets will now have slower turning rates based on the class of Jump Jets equipped and the 'Mech's base turning speed.
Heavies and Assaults will notice this the most as they will not be able to snap turn as fast as they used to.
Medium 'Mechs will barely notice the change.
Light 'Mechs will not notice any change.
There is now a significant difference between bringing full Jump Jets and 1 Jump Jet and there is a linear scale to them based on the number equipped to the 'Mech.
The issue of 1 Jump Jet providing nearly the same amount of thrust as 3 Jump Jets is no longer the case.

http://mwomercs.com/...73-04-mar-2014/

#89 EyeOne

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Posted 06 June 2014 - 10:56 AM

View PostJohanssenJr, on 06 June 2014 - 10:42 AM, said:

For anything. I've never noticed a reasonable difference between 1 and 4 JJs on any of my mechs. Especially on mediums and lights. So unless something changed drastically since I did the metrics on JJs two months ago, 4 tons (or 2 on lights and mediums) of JJ isn't worth the roughly 25% performance increase over the single JJ.

When 4 JJs is 4x better than one, then I'll reconsider. Until then MWO has the worst JJs of the franchise.


I run my 3 Griffins with 2, 4 and 7 JJs and you can tell a huge difference between the three. The 7/7 JJ one can really fly.

#90 Khobai

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Posted 06 June 2014 - 11:19 AM

Quote

Mad Cats will be dead mechs walking. Thors will probably have far more robust hitboxes,


They might if they didnt have hunchback armor.

#91 Bishop Steiner

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Posted 06 June 2014 - 11:20 AM

View PostKhobai, on 06 June 2014 - 11:19 AM, said:


They might if they didnt have hunchback armor.

hitboxes time and again have proven more helpful than armor, which is why the VTR, well piloted is usually more robust than an Atlas.

#92 Saint Scarlett Johan

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Posted 06 June 2014 - 11:49 AM

View PostBishop Steiner, on 06 June 2014 - 10:52 AM, said:

patch notes, March 4, 2014
Gameplay

Jump Jet Fixes and Updates:
Jump Jets will now have slower turning rates based on the class of Jump Jets equipped and the 'Mech's base turning speed.
Heavies and Assaults will notice this the most as they will not be able to snap turn as fast as they used to.
Medium 'Mechs will barely notice the change.
Light 'Mechs will not notice any change.
There is now a significant difference between bringing full Jump Jets and 1 Jump Jet and there is a linear scale to them based on the number equipped to the 'Mech.
The issue of 1 Jump Jet providing nearly the same amount of thrust as 3 Jump Jets is no longer the case.

http://mwomercs.com/...73-04-mar-2014/


Hot damn, they finally did it. Something I've been pressing them about since CB and they put it in and I never even noticed. Well that's embarrassingly good news.

Now if they want to drop a hammer on the toes of the poptart, they'll make JJs an all or none affair. None of this, just a single one for popping up high enough to shoot.

#93 Sephlock

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Posted 06 June 2014 - 11:55 AM

View PostKhobai, on 06 June 2014 - 11:19 AM, said:



They might if they didnt have hunchback armor.
Everyone loves to de-hunch my poor Hunchbacks. I'm not looking forward to getting reservoir-dogged in a Mad Cat.

#94 Bluefalcon13

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Posted 08 June 2014 - 04:06 PM

Even if the Summoner is the worst mech in the game, I will be piloting it. Till the game goes belly up. In stock configs. Cause they are awesome. :ph34r:

I preordered one much chassis. The only one that is amazing. (IMO atleast)

#95 LordKnightFandragon

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Posted 08 June 2014 - 04:18 PM

View PostSephlock, on 05 June 2014 - 04:24 PM, said:

I bet you've piloted one already...
Posted Image



Lol, actually ive not driven one of those...commanded a few in mechcommander 2, but never driven it.

#96 SgtMagor

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Posted 08 June 2014 - 04:28 PM

gonna be a tough fight but we know the Summoner wins by a dfa! Posted Image



#97 Sephlock

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Posted 08 June 2014 - 04:41 PM

View PostSgtMagor, on 08 June 2014 - 04:28 PM, said:

gonna be a tough fight but we know the Summoner wins by a dfa! Posted Image




Posted Image

#98 Tremendous Upside

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Posted 08 June 2014 - 05:11 PM

I don't know if it'll be 100% possible... but the idea of a UAC20/4ERML/1LRM20 Summoner... I just can't see it being all that bad. Definitely wouldn't be DOA. There will be combos that'll "work" and be worth having.

#99 Khobai

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Posted 08 June 2014 - 10:53 PM

Quote

hitboxes time and again have proven more helpful than armor, which is why the VTR, well piloted is usually more robust than an Atlas.


the VTR is more robust than the Atlas because of JJ, not hitboxes.

#100 Lightfoot

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Posted 08 June 2014 - 11:03 PM

Historically, (which means nothing) the Summoner is the brawler with small CT and tight turning and the Timber Wolf is the long-range powerhouse.

I think the Summoner is being shafted on hardpoints in MWO and I have no idea how PGI will deploy it's CT hitbox. Could be smallish or similar to the Awesome.





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