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Kit Fox (Uller)


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#41 InspectorG

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Posted 01 August 2014 - 05:08 PM

View PostMercules, on 01 August 2014 - 01:43 PM, said:

I find bukake mechs to be a little to limited. You spend most of the round waiting for you chance to run up and unload into someone's face.


Well, im a counterpuncher in the ring, so im patient!

And you dont have to wait, you can try to ninja lone assaults in the spine! Avoid Victors, they turn fast.

#42 SaltBeef

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Posted 01 August 2014 - 07:27 PM

Even the game MechCommander designers said they could not follow Tech manuals it would make the game difficult. MechCommander 2 and 1 game designer in the sybex game guide stated this.
The tech manual hardwired components of the Clan CT's.... I do not believe this should have applied to engines just components like Active probe and weapons. CT's were not omni. This is the 1st game to do that. Omni's pods are spot on. Engine and Internal structure restrictions are for balance in this version of the game...........and..............


I don't think it really makes the clans less enjoyable to play.... When the other 8 invasion mechs are released they were well designed enough to make their load-outs great even with the Restrictions. The Mist lynx and Ice ferret are larger than IS lights and would be larger targets.

Edited by SaltBeef, 01 August 2014 - 07:51 PM.


#43 GreyGriffin

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Posted 01 August 2014 - 07:35 PM

If any of the Clan mediums could mount ECM, the Kit Fox would be dead weight. It's really a pocket Blackjack with ECM.

#44 SaltBeef

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Posted 01 August 2014 - 08:05 PM

Several of the other invasion mechs were build for speed designated unit Headhunters and fast assault skirmishers.

Firemoth aka Dasher 200xl 162kph with out M.A.S.C. or Speed tweak.
Myst Lynx aka Koshi 175xl 118.8kph with out speed tweak.
Viper aka Dragonfly 320xl 129.6kph with out speed tweak.
Ice Ferret aka Fenris 360xl 129.6kph with out speed tweak
Mad Dog aka Vulture 300xl 86.4 with out speed tweak.
Hellbringer aka Loki 325xl 86.4 with out speed tweak.
Gargoyle aka Man o' War 400xl 86.2kph with out speed tweak.
Executioner aka Gladiator 380xl 65.2kph with out M.A.S.C. or speed tweak.

IS unit should be quaking in their BVD's these mechs are going to role you worse when released even with the restrictions. I can hear the whining already!

Edited by SaltBeef, 01 August 2014 - 08:13 PM.


#45 SaltBeef

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Posted 01 August 2014 - 08:09 PM

Clans had Crusher stars and sweeper stars the above 8 are sweepers.

#46 FupDup

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Posted 01 August 2014 - 08:12 PM

View PostSaltBeef, on 01 August 2014 - 08:05 PM, said:

Several of the other invasion mechs were build for speed designated unit Headhunters and fast assault skirmishers.

Firemoth aka Dasher 200xl 162kph with out M.A.S.C. or Speed tweak.
Myst Lynx aka Koshi 175xl 118.8kph with out speed tweak.
Viper aka Dragonfly 320xl 129.6kph with out speed tweak.
Ice Ferret aka Fenris 360xl 129.6kph with out speed tweak
Mad Dog Aka Vulture 300xl 86.4 with out speed tweak.
Hellbringer aka Loki 325xl 86.4 with out speed tweak.
Gargoyle aka Man o' War 400xl 86.2kph with out speed tweak.
Executioner aka Gladiator 380xl 65.2kph with out M.A.S.C. or speed tweak.

IS unit should be quaking in their BVD's these mechs are going role you worse when released even with the restrictions. I can hear the whining already!

Most of those mechs would be bad in MWO. The Viper and Ice Ferret would be the only unique ones, the Hellbie would only have ECM over the Mad Cat (otherwise inferior), and the Mad Dawg would be mostly inferior to the Mad Cat but might get the 6 missile variant and some quirks.

The others, though, don't have much going for them. The Gargoyle has mediocre hardpoints and low pod space for its size. The Gladiator has low pod space for its size and its nerfed JJs won't lift it off the ground. The Dasher will suffer from falling damage off nearly any surface (because MWO factors in horizontal speed for falling instead of just vertical only) and is a 20 ton mech...20 ton mechs are never good. Ever. The Koshi doesn't really go fast enough to qualify as a "fast" light in MWO and is 25 tons (not a very efficient tonnage to be at in Battletech).

#47 SaltBeef

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Posted 01 August 2014 - 08:21 PM

I disagree they will be very effective for Clan units in CW. 3 above have ECM , EXMP Firemoth : 2 Clan Er meds and a Clan Srm 10 will tear IS arse...... it will be no worse than a commando currently on the legs!

Edited by SaltBeef, 01 August 2014 - 08:29 PM.


#48 FupDup

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Posted 01 August 2014 - 08:24 PM

View PostSaltBeef, on 01 August 2014 - 08:21 PM, said:

I disagree they will be very effective for Clan units in CW. 3 above have ECM , EXMP 2 Firemoth : 2 Clan Er meds and a Clan Srm 10 under will tear IS arse...... it will be no worse than a commando currently on the legs!

If you're using the Fire Moth's stock weapon load, you're gonna be running stock armor as well. You'll get 8 armor on each leg...lol.

Being no worse than a Commando isn't really saying much, because the Commie doesn't set the bar very high as it is...

#49 SaltBeef

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Posted 01 August 2014 - 08:32 PM

.They doubled armor values for all mech + quirks.
Faster than a commando with harder hitting weapons and a Ecm omni pod. I would say it will rival the firestarter.
Can go toe to toe with any light mech.

I have had very powerful games with the commando have also felt the affects of nerfings / buffing to weapons the commando is a great mech at times depends on devs and weapon perfomance changes. There was a time about 3 monts ago if I was in a match in death knell or 2d you were in serious trouble. Then came buff of lrms lights disappeared have not returned since. The game is not finished developing and is still beta changing every patch. B4 nerfings buffs I would kill 2 to 3 and have killed up to 5 before in a commando almost every match.

Game changes every patch.
Lights were getting out of hand but now they are easy kills and I am sure they will buff them a bit to compensate for current low %'s in matches.

Edited by SaltBeef, 01 August 2014 - 08:54 PM.


#50 FupDup

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Posted 01 August 2014 - 08:35 PM

View PostSaltBeef, on 01 August 2014 - 08:32 PM, said:

They doubled armor values for all mech + quirks.
Faster than a commanor with harder hitting weapons and a Ecm omni pod. I would say it will rival the firestarter.

Doubled armor gives you 8 points on each leg, because stock is 4 points. If you want to up the armor you gotta drop down the payload a little bit. In the end, yeah it can probably rival/beat the Lolcust and Commando...maybe even the ECM Commando, but unless some kind of miracle happened it wouldn't be that great of a light.

EDIT: Also, the only Fire Moth with ECM is a hero variant.

Edited by FupDup, 01 August 2014 - 08:36 PM.


#51 SaltBeef

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Posted 01 August 2014 - 08:47 PM

Firemoth B is not a hero it is a standard variant.
You forgot internal buffs as well will be no worse than a commando leg wise.
I took my Death knell out yesterday and at 171KPH did not damage my legs at all running around Alpine. They fixed the legs damage.
Just don't go dropping off cliffs and you will be fine.

Edited by SaltBeef, 01 August 2014 - 08:55 PM.


#52 FupDup

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Posted 01 August 2014 - 08:54 PM

View PostSaltBeef, on 01 August 2014 - 08:47 PM, said:

Firemoth B is not a hero it is a standard variant.
You forgot internal buffs as well will be no worse than a commando leg wise.
I took my Death knell out yesterday and at 171KPH did not damage my legs at all running around Alpine. They fixed the legs damage.

Well darn, looks like Sarna didn't mention ECM on the B (I had to look up the record sheet on Battletech Engineer). :\

The internal HP buff of +5% is basically nothing. 20 ton mechs in MWO come default with 8 internal HP on each leg. 5% of 8 is 0.4. So, this brings your leg internal HP up to 8.4...not impressed. A Commando, with the 5% buff, gets 12.6 internal HP per leg (12 default).

Edited by FupDup, 01 August 2014 - 08:54 PM.


#53 SaltBeef

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Posted 01 August 2014 - 08:57 PM

It is in the 3050 battletech tech readout I have owned since it came out and holding in my hands dont make me photobucket you a pick. Sarna gets stuff wrong a lot.

Alternate config B

Med Pulse laser
ECM suite
Machine Gun
Machine Gun
Ammo(MG100)
A-pod
Med Pulse laser

Edited by SaltBeef, 01 August 2014 - 08:59 PM.


#54 FupDup

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Posted 01 August 2014 - 08:57 PM

View PostSaltBeef, on 01 August 2014 - 08:57 PM, said:

It is in the 3050 battletech tech readout I have owned since it came out in my hands Sarna gets stuff wrong a lot.

I wouldn't say a lot...but there are some errors here and there (like this one).

You don't need to send me a pic, I already got a PDF of the record sheet from the BT Encyclopedia site.

Edited by FupDup, 01 August 2014 - 08:58 PM.


#55 El Bandito

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Posted 01 August 2014 - 09:00 PM

View PostFupDup, on 01 August 2014 - 08:12 PM, said:

Most of those mechs would be bad in MWO. The Viper and Ice Ferret would be the only unique ones, the Hellbie would only have ECM over the Mad Cat (otherwise inferior), and the Mad Dawg would be mostly inferior to the Mad Cat but might get the 6 missile variant and some quirks. The others, though, don't have much going for them. The Gargoyle has mediocre hardpoints and low pod space for its size. The Gladiator has low pod space for its size and its nerfed JJs won't lift it off the ground. The Dasher will suffer from falling damage off nearly any surface (because MWO factors in horizontal speed for falling instead of just vertical only) and is a 20 ton mech...20 ton mechs are never good. Ever. The Koshi doesn't really go fast enough to qualify as a "fast" light in MWO and is 25 tons (not a very efficient tonnage to be at in Battletech).


Everyone forgets about the Arctic Cheetah/Hankyu. That mech is a beast with speed.

Edited by El Bandito, 01 August 2014 - 09:03 PM.


#56 FupDup

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Posted 01 August 2014 - 09:03 PM

View PostEl Bandito, on 01 August 2014 - 09:00 PM, said:


Everyone forgets about the Arctic Cheetah/Hankyu. That mech is a beast.

I'm the one who mentions the Hankyu most often. :P

Yeah, it would pretty much roflstomp nearly any other light known to mankind into the ground...maybe the 3137 Wulfen could stand a chance, but that's really about it.

Edited by FupDup, 01 August 2014 - 09:04 PM.


#57 SaltBeef

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Posted 01 August 2014 - 09:10 PM

The commando in 3050 had a armor value of 6 in the legs. Fire moth 4 so you are correct they would be a little weaker. I am in agreement but at 178.4KPH with out M.A.S.C. good luck hitting them
......at that speed Lrms miss every time. Their legs will be fine if we don't jump off cliffs. Clans get more armor per ton.

Edited by SaltBeef, 02 August 2014 - 05:52 AM.


#58 FupDup

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Posted 01 August 2014 - 09:11 PM

View PostSaltBeef, on 01 August 2014 - 09:10 PM, said:

The commando in 3050 had a armor value of 6 in the legs. Fire moth 4 so you are correct they would be a little weaker in agreement but at 178.4KPH with out M.A.S.C. good luck hitting them

I wouldn't need to hit them, falling damage would take care of that for me. :wub:

Failing that, I've always got my trusty hitscan lazors. Can't outrun the speed of light. :P

#59 SaltBeef

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Posted 01 August 2014 - 09:22 PM

I am sure your laser are very good aim :P good sir!

#60 Sandslice

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Posted 01 August 2014 - 09:26 PM

View PostGreyGriffin, on 01 August 2014 - 07:35 PM, said:

If any of the Clan mediums could mount ECM, the Kit Fox would be dead weight. It's really a pocket Blackjack with ECM.


If the rest of 3050 is released, Kit Fox / Uller may yet suffer that fate: Mist Lynx / Koshi is 25 tons@118 and has ECM in the C config --- and doesn't have to worry about CryEngine + MASC interaction. Also, Hellbie / Loki has ECM in its Prime, which will make it the first Heavy ECM... if it can get around its problem of resembling a Warhammer.





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