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#1
Posted 18 October 2014 - 03:47 PM
#2
Posted 18 October 2014 - 04:27 PM
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
#3
Posted 18 October 2014 - 04:29 PM
#4
Posted 18 October 2014 - 04:43 PM
#5
Posted 18 October 2014 - 04:58 PM
Nick Makiaveli, on 18 October 2014 - 04:43 PM, said:
i've seen several Urbie replicas running around, the spider Anansi is the closest with the HP being on each arm. but i've seen all matter of spiders and firestarter urbie knock-offs.
some of them wrecking face i might add...some of them not so much...but still...urbie ftw....(take my money....)
#6
Posted 18 October 2014 - 05:07 PM
#7
Posted 18 October 2014 - 05:22 PM
#8
Posted 18 October 2014 - 05:26 PM
#9
Posted 18 October 2014 - 05:29 PM
ManDaisy, on 18 October 2014 - 03:47 PM, said:
The one quirk the Urbie must get is... ...100% crit chance on all equipped weapons!
Cause of that video.
![:ph34r:](https://static.mwomercs.com/forums/public/style_emoticons/default/ph34r.png)
FupDup, on 18 October 2014 - 05:22 PM, said:
Would saving crit space matter if the Urbie has so little hardpoints in the first place?
Edited by El Bandito, 18 October 2014 - 05:30 PM.
#10
Posted 18 October 2014 - 05:29 PM
Kevjack, on 18 October 2014 - 05:26 PM, said:
If we used the typical formula, the engine cap would be 85, allowing for a top speed of 50.49 kph...30 tonner that's slower than a Dire Whale.
PGI would have to raise the engine cap to at least 180 for it to be semi-viable.
#11
Posted 18 October 2014 - 05:34 PM
El Bandito, on 18 October 2014 - 05:29 PM, said:
Yes, because being able to use Endo and FF is pretty nice on mechs with limited tonnage... The internal sinks would also give more dissipation and capacity, too, and this would indirectly buff the Locust, Commando, slow BJs, and slow Vindis.
Also, hardpoints can be inflated...I'd personally give each variant at least 8. 6 is the absolute bare minimum for viability, but I'd recommend 8 so that it can truly outgun other light mechs (at the cost of not being able to outrun them).
Edited by FupDup, 18 October 2014 - 05:38 PM.
#12
Posted 18 October 2014 - 06:16 PM
![:D](https://static.mwomercs.com/forums/public/style_emoticons/default/biggrin.png)
#13
Posted 18 October 2014 - 07:55 PM
FupDup, on 18 October 2014 - 05:22 PM, said:
Current HS allocation rules are 'canon' and working correctly. The problem is that external heatsinks require tonnage for sub-250 engines.
#14
Posted 18 October 2014 - 08:00 PM
Fiona Marshe, on 18 October 2014 - 07:55 PM, said:
The canon HS allocation rules are dumb because they penalize small and/or slow mechs that already have enough weaknesses as it is. If a Locust has drastically lower armor and firepower than a Jenner, does it really need to also be deprived of 9-12 critical slots on top of that? It seriously doesn't help the game.
By the way, if you're going to use the canon argument, our engine weights were actually reduced to account for those external sinks. TT just gives the sinks for no tonnage, but the engine tonnage in TT is higher instead. MWO's engine tonnage is correct after you add on the external sinks. If the external sinks in MWO didn't add weight, but we left engine weights the same, our MWO engines under 250 would actually be lighter than TT.
Edited by FupDup, 18 October 2014 - 08:02 PM.
#15
Posted 18 October 2014 - 08:05 PM
Kevjack, on 18 October 2014 - 04:29 PM, said:
Which is not outside of consideration. though 300% would be sufficient.
El Bandito, on 18 October 2014 - 05:29 PM, said:
The one quirk the Urbie must get is... ...100% crit chance on all equipped weapons!
Cause of that video.
![:ph34r:](https://static.mwomercs.com/forums/public/style_emoticons/default/ph34r.png)
actually, just for small lasers, plus 75% cooldown bonus, and 2000x times range, 100x damage multiplier for a single Small LAser. Multiple energy lose all the bonuses.
#16
Posted 18 October 2014 - 08:13 PM
Currently, as mentioned earlier, MWO subtracts external heatsink tonnage from the engine's tonnage, therefore making the engine's tonnage initially "lower" (until you add the sinks). For the very small engines under 100, this means negative tonnages right now. Since the Urbie uses a STD60, this means PGI doesn't want to deal with negative engine weights. In the Urbie's case, it would be -2.5 tons because it needs 8 external sinks (meaning that you subtract 8 tons from the engine's default weight to compensate).
But my idea solves this issue beautifully:
![Posted Image](http://i.imgur.com/eKlyB2n.png)
We could now have the Urbanmech without negative engine weights! Huzzah!
Edited by FupDup, 18 October 2014 - 08:15 PM.
#17
Posted 18 October 2014 - 08:15 PM
#18
Posted 18 October 2014 - 08:19 PM
Right here:
![Posted Image](http://th00.deviantart.net/fs70/PRE/i/2013/127/e/b/urbanmech_by_bishopsteiner-d64ic42.jpg)
If I need a second reason?
![Posted Image](http://th00.deviantart.net/fs70/PRE/i/2013/127/9/9/1_by_bishopsteiner-d64ico7.jpg)
Nuff said. I been killing Metamechs in tier 5 Mechs since CB. See no reason to stop now.
#19
Posted 18 October 2014 - 08:24 PM
#20
Posted 18 October 2014 - 08:25 PM
LordKnightFandragon, on 18 October 2014 - 08:24 PM, said:
That would depend on how much PGI tried to make it viable...this isn't an impossible task. Difficult, perhaps, but not impossible (if they put their minds to it).
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