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Urban Mech Viable With Quirks

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#41 YaKillinMeSmalls

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Posted 19 October 2014 - 01:21 AM

The best thing to make the Urbie viable I think would be a boost to horizontal thrust for its jump jets. The Urbie is supposed to come around the corner of a building, lob an AC-10 round into someones back, and then jump jet into the nearest cover when they turn around to see what hit them.

#42 Lobot

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Posted 19 October 2014 - 01:26 AM

On assault gamemode everyone on defending team should get one extra respawn in urban mech.

#43 A banana in the tailpipe

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Posted 19 October 2014 - 03:47 AM

View PostManDaisy, on 18 October 2014 - 03:47 PM, said:

Soo... bump up the torso and arm that holds the cannon and giving it the hunchback treatment to make that side equal to a 50 tonner internal and armor. Give it hunchback ac quirks and 360 torso twist that's a wet dream no matter what the engine speed.


But then it's not an Urban mech. They were cheap and disposable for a reason.

#44 Satan n stuff

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Posted 19 October 2014 - 04:48 AM

View PostKevjack, on 18 October 2014 - 05:26 PM, said:

Hey, maybe I'm wrong. Can someone theorycraft a decent Urbie build? What's its engine cap going to be? I forget the math on that.

60*1.4, so that's 84 rounded down to 80. Giving it a higher engine cap might be a good idea, maybe up to 120? At the very least it'll be tough because running such a low rated XL engine saves so little weight over a standard engine it isn't worth using.

Edited by Satan n stuff, 19 October 2014 - 04:52 AM.


#45 990Dreams

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Posted 19 October 2014 - 04:51 AM

Actually just give it more Hardpoint variety and allow it to have a higher maximum engine rating.

#46 KraftySOT

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Posted 19 October 2014 - 06:32 AM

Still dont see why it needs anything artificial...

Change out the engine for something better, its a light so an XL is probably fine, say a 260 XL.

Its got 2 hardpoints, one in each arm, energy and ballastic. Im getting my Endo and Ferro, so ive got plenty of space. Im gonna mount an AC/5 and an ERLL. My engines got my HS, I went DHS, max armor. With the high mounted arms...im sniping from almost complete cover at this point.

Not that much different than a Raven really. Just higher mounted arms.

#47 KraftySOT

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Posted 19 October 2014 - 06:39 AM

Urbanmech

Theres my fast one.

Urbanmech

And my slower one.


You guys are nuts if youre saying it needs anything more than a few 20-25% quirks.

#48 FupDup

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Posted 19 October 2014 - 07:19 AM

View PostMechwarrior Mousse, on 18 October 2014 - 10:39 PM, said:

You know Fup, if you really feel strongly about that, go talk to the Catalyst Game Labs crew about it if you haven't already. Might as well hit the issue at the source. And thank PGI for bringing it to your attention while you're at it.

Catalyst doesn't have much of a "need" for this because Tabletop was meant for some robots to be better than others, and in general the game wasn't meant to be "balanced" much. A large amount of the content in TT was just for "flavor" or arbitrary, added to make TROs and rule books sound more romantic and varied than if they had only 5-6 meta weapons and a handful of mech chassis in the entire universe.

MWO, however, being a PvP internet multiplayer game, tends to see much larger fallout from balancing issues than a board game played with pencils, paper record sheets, and pewter miniatures. In TT your GM can force you to use bad robots, but MWO doesn't have a GM here to play mechlab police. When there are noticeable disparities in a game like this, it's gonna become apparent eventually (leading to "flavors of the month" and "metas"). The pressure to win is also higher here, because it's anonymous over the internet against random people you'll never meet rather than face-to-face with your old friends that you've known for most of your life, relaxing to a nice beer and a game of robots.

I strongly doubt that FASA added this rule because of some sort of balancing issue that would arise if they hadn't. I bet dollars to donuts that it was a "quasi-realism" intended idea that just so happens to nerf mechs that are already sub-par to begin with.


Of all the TT rules that MWO has ignored thus far, I don't know why modifying this one would be so "heinous" compared to the others that already have been...

Edited by FupDup, 19 October 2014 - 07:40 AM.


#49 Bishop Steiner

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Posted 19 October 2014 - 08:27 AM

View PostSatan n stuff, on 19 October 2014 - 04:48 AM, said:

60*1.4, so that's 84 rounded down to 80. Giving it a higher engine cap might be a good idea, maybe up to 120? At the very least it'll be tough because running such a low rated XL engine saves so little weight over a standard engine it isn't worth using.

Russ already mentioned if it got in game, probably have a cap around 150-180

View PostFupDup, on 19 October 2014 - 07:19 AM, said:

Catalyst doesn't have much of a "need" for this because Tabletop was meant for some robots to be better than others, and in general the game wasn't meant to be "balanced" much. A large amount of the content in TT was just for "flavor" or arbitrary, added to make TROs and rule books sound more romantic and varied than if they had only 5-6 meta weapons and a handful of mech chassis in the entire universe.

MWO, however, being a PvP internet multiplayer game, tends to see much larger fallout from balancing issues than a board game played with pencils, paper record sheets, and pewter miniatures. In TT your GM can force you to use bad robots, but MWO doesn't have a GM here to play mechlab police. When there are noticeable disparities in a game like this, it's gonna become apparent eventually (leading to "flavors of the month" and "metas"). The pressure to win is also higher here, because it's anonymous over the internet against random people you'll never meet rather than face-to-face with your old friends that you've known for most of your life, relaxing to a nice beer and a game of robots.

I strongly doubt that FASA added this rule because of some sort of balancing issue that would arise if they hadn't. I bet dollars to donuts that it was a "quasi-realism" intended idea that just so happens to nerf mechs that are already sub-par to begin with.


Of all the TT rules that MWO has ignored thus far, I don't know why modifying this one would be so "heinous" compared to the others that already have been...

Actually, the game started reasonably balanced, with some mixed good, bad and ugly for flavor.

Didn't give up the semblance of balance until 3050 and Clans. All downhill from there.

#50 Psydotek

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Posted 19 October 2014 - 09:55 AM

View PostBishop Steiner, on 18 October 2014 - 09:51 PM, said:

180 is good enough for me. I run backwards in my griffins too often already!!! :P

But then instead of shooting your teammates in the back at the start of the match, everybody can just spin in place!

#51 Brody319

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Posted 19 October 2014 - 11:38 AM

Urbie the love mech.

#52 Utilyan

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Posted 19 October 2014 - 01:20 PM

Urbanmech would be the most efficient mech. In a 240 ton limit match that means I can field 8 urbanmechs.
The mistake noobs are making is assuming that urbanmech's slow speed makes him the worst scout so obviously the worst light. They are also ASSUMING urbanmech will run only in stock.

Urbanmech is not a scout he is an assault. THE light assault. I doubt anyone will run it stock
That 12-ton cannon he is holding can easily be changed to 12 medium lasers or 24 machine guns.


To give you a better perspective lets look at my mw4 urbanmech. 77 kph, full armor (more then a hunchback), ECM, Jump Jet, 4 med lasers and a AC2 cannon. In a drop ship match 240tons expect 8 of these. It would be optimal for baby sitting assaults providing ecm bubble. (btw I still had tonnage left over )



Posted Image


Posted Image

#53 Xarian

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Posted 19 October 2014 - 01:22 PM

PGI needs to include very small engines first.

#54 KuroNyra

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Posted 19 October 2014 - 01:30 PM

Urbie.


YES PLEASE!
I would pay whatever you want!

WHATEVER YOU WANT!

#55 Kreisel

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Posted 19 October 2014 - 06:25 PM

As I recall it's been pointed out MWO doesn't have engine sizes below 100. So to add the Urban Mech either the mech would have to be a build different than Cannon or they have to add quite a few more engines into the game. Personally I would lean towards just giving them the larger engine and calling them Urbanmech refits.

#56 jaxjace

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Posted 19 October 2014 - 07:26 PM



#57 Alek Ituin

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Posted 20 October 2014 - 02:14 AM

View PostKreisel, on 19 October 2014 - 06:25 PM, said:

As I recall it's been pointed out MWO doesn't have engine sizes below 100. So to add the Urban Mech either the mech would have to be a build different than Cannon or they have to add quite a few more engines into the game. Personally I would lean towards just giving them the larger engine and calling them Urbanmech refits.


Urbanmech ( r )

Edited by Alek Ituin, 20 October 2014 - 02:14 AM.


#58 Utilyan

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Posted 20 October 2014 - 09:01 AM

View PostKreisel, on 19 October 2014 - 06:25 PM, said:

As I recall it's been pointed out MWO doesn't have engine sizes below 100. So to add the Urban Mech either the mech would have to be a build different than Cannon or they have to add quite a few more engines into the game. Personally I would lean towards just giving them the larger engine and calling them Urbanmech refits.


Listen to Russ in town hall meeting, He said engine issue is a piece of cake. And its viableness is easily fixed with more hardpoints, 360 twist, and same speed forward and backwards. They summarize the only "challenge" is getting its looks and taking the "joke" seriously, If you look around there's plenty good looking drafts already. Even the bobble head/joke urbanmech looks great, i'd give that a pass.

Posted Image

#59 Timuroslav

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Posted 20 October 2014 - 09:19 AM

PGI just put it in the game. Callmejon keeps turning his spider into an Urban mech and it hurts my brain.

I suddenly had the idea that for the first 5 matches in PUG queue, New Players would have to pilot only Urban mechs. Also the scripted training missions could have urban mechs. Urban Mech assault core.
I think this goes right up there with the 2 year obsession about "where is my MadCat" jargon XD

...yes just put the mech in PGI

#60 Alek Ituin

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Posted 20 October 2014 - 09:26 AM

If the Urbanmech isn't a reward Mech in the new IS package, I'll flip my s**t.

Make it like the Mad Dog, then eventually release it for C-Bills... I don't think PGI realizes exactly how much money they'd lose by not doing that.





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