Koshi, Hardwired Active Probe
#41
Posted 18 September 2014 - 10:37 AM
Removable BAP
or
True doubles for the first 10 his
Having true doubles would be a greater buff.
18.2 heat dissipation
vs
20 heat dissipation
Adding another 1.4 double as-is would only bring you to 19.6
I guess I have just wanted true doubles for the first 10 for awhile.
Who would support a locust, commando, and clan light Nerf? Because those are the mechs with engines below 250...
#42
Posted 18 September 2014 - 10:38 AM
Fire and Salt, on 18 September 2014 - 10:37 AM, said:
Removable BAP
or
True doubles for the first 10 his
Having true doubles would be a greater buff.
18.2 heat dissipation
vs
20 heat dissipation
Adding another 1.4 double as-is would only bring you to 19.6
I guess I have just wanted true doubles for the first 10 for awhile.
Who would support a locust, commando, and clan light Nerf? Because those are the mechs with engines below 250...
How about we mention it at the town hall. It should be an easy fix.
#43
Posted 18 September 2014 - 10:54 AM
#44
Posted 18 September 2014 - 10:58 AM
#45
Posted 18 September 2014 - 10:59 AM
Bishop Steiner, on 18 September 2014 - 07:28 AM, said:
Everyone want san exception for their pet mech.
NO.
Great. We'll have pointless mechs. Oh wait... Intro the Nova and the Summoner. We'll add the Koshi to that list. I don't need 4 tons locked in on a 25 ton mech that has 3.5 tons of armor... o.O
Has nothing to do with pet mech etc etc, has to do with balancing.
Joseph Mallan, on 18 September 2014 - 10:54 AM, said:
Its 7 crits and 4 tons
Edited by Saxie, 18 September 2014 - 11:00 AM.
#46
Posted 18 September 2014 - 11:06 AM
Saxie, on 18 September 2014 - 10:59 AM, said:
Great. We'll have pointless mechs. Oh wait... Intro the Nova and the Summoner. We'll add the Koshi to that list. I don't need 4 tons locked in on a 25 ton mech that has 3.5 tons of armor... o.O
Has nothing to do with pet mech etc etc, has to do with balancing.
Its 7 crits and 4 tons
I'm only concerned with the Active Probe. It is stupid the Jump jets and other things are hard wired to a "Flexible" Chassis but it is the rules and a very long standing one.
#47
Posted 18 September 2014 - 11:06 AM
#48
Posted 18 September 2014 - 11:06 AM
Joseph Mallan, on 18 September 2014 - 11:06 AM, said:
Then explain the Kit and the Timberwolf
#49
Posted 18 September 2014 - 11:10 AM
Saxie, on 18 September 2014 - 11:06 AM, said:
Are you talking about the one TW that had Pods with jets in it? That is self explanatory. Any Omni COULD add JJs to a build, but if the TRO said jets were Stock, they were stuck with em. Like I said it was dumb, but it was how it was.
#50
Posted 18 September 2014 - 11:12 AM
#52
Posted 18 September 2014 - 11:16 AM
Joseph Mallan, on 18 September 2014 - 11:10 AM, said:
So let me ask you, can you jump into a Timberwolf S with just one JJ in MWO - Yes. Those JJ's are not fixed to the pod that they are attached to. Much like the Kit fox. This is one of the things I've posted about all the time that they should fix those JJ's on there as soon as you put an S pod on. However we're suffering with it with the Nova, Summoner, and now the Koshi.
I'm not talking about TRO.
TygerLily, on 18 September 2014 - 11:12 AM, said:
Fixed to all Koshi variants: A-E, H & P
#53
Posted 18 September 2014 - 11:17 AM
Saxie, on 18 September 2014 - 11:16 AM, said:
So let me ask you, can you jump into a Timberwolf S with just one JJ in MWO - Yes. Those JJ's are not fixed to the pod that they are attached to. Much like the Kit fox. This is one of the things I've posted about all the time that they should fix those JJ's on there as soon as you put an S pod on. However we're suffering with it with the Nova, Summoner, and now the Koshi.
I'm not talking about TRO.
Fixed to all Koshi variants: A-E, H & P
Oh, I see it now. Thanks...
EDIT: Looks like I was confusing it with the Ice Ferret which has a variant with an AP locked in to the CT...
Edited by TygerLily, 18 September 2014 - 11:23 AM.
#54
Posted 18 September 2014 - 11:19 AM
As to everyone going "so what, big deal" about the CAP, the point is that the Mist Lynx looks like it has very limited options to begin with. This is basically turning into the Clan version of the Spider, which only has 2 or 3 viable builds, depending on the current meta.
EDIT: "Terrible" is a strong word. I mean, I guess it's as good as the other Clan light mechs, even if it's just a PPC poptart or ECM harasser with a few CERMLs and CSRMs. I was just hoping for something that could go up against an IS light mech in a duel and expect to win against an equally skilled opponent. But I doubt that will be possible.
Edited by Alistair Winter, 18 September 2014 - 11:27 AM.
#55
Posted 18 September 2014 - 11:24 AM
Saxie, on 18 September 2014 - 10:59 AM, said:
Great. We'll have pointless mechs. Oh wait... Intro the Nova and the Summoner. We'll add the Koshi to that list. I don't need 4 tons locked in on a 25 ton mech that has 3.5 tons of armor... o.O
Has nothing to do with pet mech etc etc, has to do with balancing.
Its 7 crits and 4 tons
Funny, while I would like more agility for my Summoner, I find it far more fun to drive than my Twolf. Hardly useless at all. More difficult to learn and master? Yes. More satisfying to do well in? Absolutely.
I've already found multiple uses for the Myst Lynx and even the poor old Gargoyle. Not everything has to be a cookie cutter gunboat for "balance". (Not saying that is what you are saying, but 90% of the time all the "balance argument on the forums seems to focus on is firepower, speed, hitboxes and ecm. Other roles don't pay well, but at least for team play, can still be very useful and vital, IMO) That Mist Lynx will work well as is as a fast striker, and make the premiere Nacr/Spotter with a little bit of work. Yes, NARC is laughable for the Comp crowd, but I don't play there. And lets face it, for them, 90% of the mechs are useless, period.
For the rest of us, the great, unwashed, plebeian masses? I think they will work. But then again, I am weird like that.
#56
Posted 18 September 2014 - 11:24 AM
Joseph Mallan, on 18 September 2014 - 10:54 AM, said:
That 1 ton is nearly 15% that's being wasted! the difference between 6.5 and 7.5 tons...is a ton of ammo. Which is 200 damage.
JJs I'm fine with. Probe, not so much, since it's fairly useless in MWO.
TygerLily, on 18 September 2014 - 11:12 AM, said:
As stated above, hardwired on all the chassis'.
#57
Posted 18 September 2014 - 11:25 AM
I will say this, ECM + BAP + Adv. Sensor Range means you're seeing stuff out to 1000 meters. Like a little, permanent UAV. Give it a NARC and use the other missile and energy for a TAG or maybe a laser and missile loadout...seems like a nice little LRM helper!
I run Narc and one ML on my Commando but having JJ's and a little more firepower would be nice! Even if it's a lot slower...almost like its...a trade off...hmm...
Edited by TygerLily, 18 September 2014 - 11:27 AM.
#58
Posted 18 September 2014 - 11:27 AM
Side Step, on 18 September 2014 - 07:19 AM, said:
In TRO 3050.
"The Beagle active probe appears to be fixed equipment on the Koshi, meaning that it is rare to see two of these 'Mechs serving together."
The TRO test, as well as the weapon/equipment layouts, can also be found here.
TygerLily, on 18 September 2014 - 11:12 AM, said:
The AP is part of the "base configuration", which (as 1453R explained here) is NOT the same thing as the "prime configuration".
1453 R, on 18 September 2014 - 08:54 AM, said:
An OmniMech's base configuration and its Prime configuration are not at all the same thing. The base configuration is the default OmniMech, with all optional equipment (Omnipods, in MWO) removed. What's left after that is hardwired to the chassis and can't be mucked with.
The Missed Lynx does indeed have a fixed Active Probe in its head, which is part of the base configuration rather than any given variant, as well as six fixed jump jets. As it was designed as a recon 'Mech of sorts, the fixed probe makes some sense. Fixed jets have had everyone swearing since the Clans were introduced, but I have no sympathy for people who, to this day refuse to take more than one jump jet on a 'Mech for any reason and have had a direct hand in contributing to the current, lamentable state of jump jets. The Missed Lynx was designed to jump. Deal with it.
#59
Posted 18 September 2014 - 11:29 AM
Side Step, on 18 September 2014 - 07:28 AM, said:
The base config for all Omnimechs is the Prime. The others (A, B, S, whatever) are variants of the Prime config.
The Kit Fox's base config (the Kit Fox Prime) does not have jump jets, so from that you can infer that the Kit Fox S's jump jets are not hardwired but rather are omnipod (read: replaceable) jump jets.
#60
Posted 18 September 2014 - 11:31 AM
TygerLily, on 18 September 2014 - 11:25 AM, said:
I will say this, ECM + BAP + Adv. Sensor Range means you're seeing stuff out to 1000 meters. Like a little, permanent UAV. Give it a NARC and use the other missile and energy for a TAG or maybe a laser and missile loadout...seems like a nice little LRM helper!
I run Narc and one ML on my Commando but having JJ's and a little more firepower would be nice! Even if it's a lot slower...almost like its...a trade off...hmm...
exactly. Honestly? I would rather my spotter be unarmed in some regards. Why? Removes the temptations to hunt, duel, etc. Keeps me focused on my NARC and TAG work. Most of my best Matches In team play running a NARC mech, I end up with less than 100 damage anyhow, but end up landing those vital narcs on their ECM carriers and other vitals to break them down.
But I guess I don't view my Lights as Duellers or Snipers, most times, so again, guess I'm weird like that.
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