

Firemoth Please?
#1
Posted 29 August 2014 - 09:43 PM
#2
Posted 29 August 2014 - 09:45 PM
#3
Posted 29 August 2014 - 09:54 PM
#4
Posted 29 August 2014 - 10:01 PM
Edited by KursedVixen, 29 August 2014 - 10:01 PM.
#5
Posted 29 August 2014 - 10:02 PM
#6
Posted 29 August 2014 - 10:06 PM
Lucky Moniker, on 29 August 2014 - 09:54 PM, said:
Until it runs 216 kph off a cliff and TK's someone with it's landing. Then you have something to laugh at.
So is that 162 without speed tweak? Because if so... 178.2 kph.
I agree though. It would be a tiny 20 ton cruise missile. Assuming it has the hardpoints for high damage output.
#7
Posted 29 August 2014 - 10:06 PM
Lucky Moniker, on 29 August 2014 - 09:54 PM, said:
You'll only go 216 for a short time, and then you'll have to turn MASC off or you'll get legged from internal leg damage. Also, 20 tons is still bad for any faction. A 25 ton Clan light built to same/similar specs as the Moth would be superior. A 30 ton one would also be superior. A 35 ton one wouldn't get as fast, but would still reach the optimal speeds for lights in MWO and easily roflstomp the 20 ton Moth.
20 tons is simply never advantageous, ever. They have proportionally lower leg internal HP than any other lights. They have proportionally lower leg armor than any other lights. They have the least tonnage for weaponry. And, their smaller engines means more external sinks which means less cooling (thanks to 1.4 poordubs) and less critspace for packing stuff in (which I guess doesn't bother Clans as much because of their smaller items, but it's still inferior to larger engines).
---
About leg armor and leg internals:
35 ton light: 16 HP and 32 armor
30 ton light: 14 HP and 28 armor
25 ton light: 12 HP and 24 armor
Looks like a pattern, doesn't it? But wait, we still have 20 ton lights to look at...
20 ton light: 8 HP and 16 armor
Notice that huge dropoff? The larger lights lose 2 HP and 4 armor for every bump down in tonnage, but the 20 tonner loses 4 HP and 8 armor compared to a 25 tonner. It loses twice as much, basically. Using the pattern above, a 20 ton light *should* have 10 internal HP and 20 armor capacity. 8 HP and 16 armor would be for a 15 ton ultralight mech.
And why does this happen? Because FASA probably somehow thought 20 ton mechs would be overpowered if they weren't artificially handicapped somehow, beyond an already low armor limit and low weapon tonnage.
Edited by Carrie Harder, 29 August 2014 - 10:21 PM.
#8
Posted 29 August 2014 - 10:21 PM
You can think of a lot of annoying things to do with that... compared to the Lolcust.
Edited by Deathlike, 29 August 2014 - 10:21 PM.
#9
Posted 29 August 2014 - 10:23 PM
Carrie Harder, on 29 August 2014 - 10:06 PM, said:
And why does this happen? Because FASA probably somehow thought 20 ton mechs would be overpowered if they weren't artificially handicapped somehow, beyond an already low armor limit and low weapon tonnage.
Maybe they just looked at the locust and went "Nah, it wouldn't make sense." http://www.sarna.net...T-3M_Locust.jpg I actually prefer this design. The other pictures look more like mosquitos or angry crayfish.
Crayfish would be a great name for a light mech.I call dibs if we ever get to make our own designs.
#10
Posted 29 August 2014 - 10:23 PM
#11
Posted 29 August 2014 - 10:28 PM
Damien Tokala, on 29 August 2014 - 10:23 PM, said:
The Firemoth didn't appear in MW4 until one of MekTek's MekPaks for MW4: Mercs. MW4:Mercs didn't feature high explosives like Vengeance and I think Black Knight did, and even if it did have those the Moth didn't have enough hardpoint space to fit them (high explosives took 2 hardpoints, Firemoths hardpoints were only 1 slot each).
#12
Posted 29 August 2014 - 10:29 PM
KursedVixen, on 29 August 2014 - 10:01 PM, said:
Clan armour isn't better than IS armour. You get more Ferro per ton, but same max cap. Endo (IS or Clan) is always better than Ferro.
162+10%? 180 is fast, but not faster than hitscan. Give the Clans a useful light, rather than just another Lolcust.
Though, at least you can max the armour. Stock firemoth would be so DoA. Max armour...slightly less DoA.
#13
Posted 29 August 2014 - 10:31 PM
Carrie Harder, on 29 August 2014 - 10:28 PM, said:
yeah, they stripped armor because it was pointless for the suicide dash
#14
Posted 29 August 2014 - 10:57 PM
#15
Posted 31 August 2014 - 08:28 PM
#16
Posted 31 August 2014 - 08:40 PM
Yeonne Greene, on 29 August 2014 - 10:57 PM, said:
Eh depends on the pilot. I had one enemy Lolcust run behind my lines in Frozen Night in one game, but was too incautious. I got him locked up and taken down with a few salvos. Locusts just doesn't pack enough armour to take a concentrated battering for any amount of time.
KursedVixen, on 29 August 2014 - 10:01 PM, said:
Misconception. Clan armour is no better than IS armour in protection. And each mech tonnage has a fixed maximum armour capacity. Clan armour is "better" in that it is lighter, so you can squeeze other stuff in, but by itself it has no protective edge over IS armour.
#17
Posted 31 August 2014 - 10:27 PM
Actually they have trouble with current speeds

#18
Posted 31 August 2014 - 10:30 PM
Darth Futuza, on 31 August 2014 - 08:28 PM, said:
You know there are currently 21 weapons in MWO that have a longer range than the so-called long range missiles...and 1000m isn't that great a distance (not that LRM's are really viable over around 600m+).
#19
Posted 31 August 2014 - 10:37 PM
Wolfways, on 31 August 2014 - 10:30 PM, said:
Yeah but a Gauss rifle etc actually require skill to use and so if they make the shot they deserve it. Plenty of the maps only have effective playing areas that are within that 1000m.
#20
Posted 31 August 2014 - 10:40 PM
Darth Futuza, on 31 August 2014 - 10:37 PM, said:
Nobody gets hit at anywhere near 1000m by LRM's.
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