The Flea... *just shakes head*
Now the Urbanmech does fill a sort of role as a base defender (and not much else) and i am sure a group of three urbies with a ECM-Cicada working together would be a very nasty surprise for someone trying a cap. But i would mostly call it a waste of tonnage.


Flea?
Started by Evan Flynn, Jul 07 2014 09:17 PM
23 replies to this topic
#21
Posted 08 July 2014 - 04:51 AM
#23
Posted 08 July 2014 - 09:05 AM
JudgeDeathCZ, on 07 July 2014 - 11:15 PM, said:
You can say Firestarter is clone of Jenner with just different look...same for Awesome and Victor...
Your examples are inaccurate, for a few reasons.
The Firestarter has some ballistic capabilities, and far better hitboxes than the Jenner to differentiate it. The Victor has a completely different hardpoint scheme, far superior hitboxes, and jump capability to differentiate it from the Awesome.
The Flea, however, will/would suffer the same crappiness that the Lolcust does. It can't carry armor, it can't outrun the "viable" lights (Jenners, Firestarters, Ravens 3L) by large enough of a margin to matter, and it can't even keep its popcap laser array cooled decently. The only tangible difference is that it might be able to carry some MGs alongside lasers...which will be impractical due to tonnage limitations, meaning that anyone with half a brain would just use lasers only and skip the ballistic hardpoints (assuming that those people wouldn't just upgrade to a mech that's decent).
MWO's climate does not allow for mechs like this to be effective, sad as it is to say. This game is a shoebox Solaris arena dedicated to farming kills/damage/assists as the easiest and most viable way of making income. It's why lights and mediums in general are usually a smaller % of the population than heavies and assaults (hover your mouse over "Play Now" in game to see the breakdown).
#24
Posted 08 July 2014 - 11:09 AM
Scratx, on 07 July 2014 - 10:13 PM, said:
The speed the Flea with MASC can hit literally breaks the CryEngine as they have going. Don't expect MASC anytime soon, if ever. (they might implement MASC and let some Omnis like the Shadow Cat have them since they can't hit hyperspeed with them... but Fire Moth, lolno, afaik hits the kind of speed that breaks the game, sorry)
I decided to take a look at what we have in MWO compared to how speeds were originally setup in TT to get a feel for normal speeds, MASC and even TSM in relation to what we have in game at this point.
The main thing that made it interesting is that originally there was both a Walking and Running Speed, in MWO we can move at any speed up to our max running speed.
So speed-wise, it seems like the devs are close to being able to handle a little bit of ludicrous speeds to a point (and I don't expect to be seeing some of the massively engined Locusts I found with one mounting up to an XL 280! Good thing that is in the year 3071 and wouldn't need to ever make it into MWO).
So the 20 ton Firemoth running at 162.00 kph and then for 10 seconds being able to Sprint at 216.00 kph might also be doable in the future, (and one thing neat that I found was that our Speed Tweak speed looks to be the speed a mech can reach using Triple Strength Myomer with a 200 rated engine on a 20 ton mech).
The key that I found was determining what the actual walking speed was and building a table from there.
Here is the table I came up with:
Spoiler
So, what I saw is that a Flea that would mount a 155 could easily fit in at a top MASC speed of 167.4 kph with a normal running speed of 125.55 kph, without too much trouble.
If we would get stuck with Speed Tweak, then an engine at 145 might be fine at a MASC top speed of 172.26 kph.
The key then would be figuring out how to implement MASC into MWO.
More brainstorming in spoiler
Spoiler
Edited by Praetor Knight, 08 July 2014 - 11:17 AM.
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