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Urban Mech Viable With Quirks

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#1 ManDaisy

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Posted 18 October 2014 - 03:47 PM

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.

#2 Col Jaime Wolf

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Posted 18 October 2014 - 04:27 PM

give me urbie! take my money PGI just give me an urbie :)

#3 LT. HARDCASE

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Posted 18 October 2014 - 04:29 PM

No quirk will make the Urbie viable, outside of one that gives it 500% engine output.

#4 Nick Makiaveli

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Posted 18 October 2014 - 04:43 PM

Didn't Koniving make a Urbie? IE low speed, AC/10 and SL.

#5 KamikazeRat

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Posted 18 October 2014 - 04:58 PM

View PostNick Makiaveli, on 18 October 2014 - 04:43 PM, said:

Didn't Koniving make a Urbie? IE low speed, AC/10 and SL.

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 KraftySOT

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Posted 18 October 2014 - 05:07 PM

Yeah after you swap out the engine itll be pretty nice.

#7 FupDup

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Posted 18 October 2014 - 05:22 PM

The best quirk it needs is having sub-250 engines getting their 10 required DHS all allocated inside the engine, rather than needing to split some externally and some internally. Engine weights would be increased to represent these added sinks, but the net tonnage in the end would be the same (you'd just save a whole lot of critslots).

#8 LT. HARDCASE

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Posted 18 October 2014 - 05:26 PM

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.

#9 El Bandito

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Posted 18 October 2014 - 05:29 PM

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

Urban Mech Viable With Quirks


The one quirk the Urbie must get is... ...100% crit chance on all equipped weapons!

Cause of that video. :ph34r:


View PostFupDup, on 18 October 2014 - 05:22 PM, said:

The best quirk it needs is having sub-250 engines getting their 10 required DHS all allocated inside the engine, rather than needing to split some externally and some internally. Engine weights would be increased to represent these added sinks, but the net tonnage in the end would be the same (you'd just save a whole lot of critslots).


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 FupDup

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Posted 18 October 2014 - 05:29 PM

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.

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 FupDup

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Posted 18 October 2014 - 05:34 PM

View PostEl Bandito, on 18 October 2014 - 05:29 PM, said:

Would saving crit space matter if the Urbie has so little hardpoints in the first place?

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 Impyrium

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Posted 18 October 2014 - 06:16 PM

Urban Mech as a reward for the top purchase of the upcoming IS pack. Do it PGI. :D

#13 Fiona Marshe

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Posted 18 October 2014 - 07:55 PM

View PostFupDup, on 18 October 2014 - 05:22 PM, said:

The best quirk it needs is having sub-250 engines getting their 10 required DHS all allocated inside the engine, rather than needing to split some externally and some internally. Engine weights would be increased to represent these added sinks, but the net tonnage in the end would be the same (you'd just save a whole lot of critslots).


Current HS allocation rules are 'canon' and working correctly. The problem is that external heatsinks require tonnage for sub-250 engines.

#14 FupDup

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Posted 18 October 2014 - 08:00 PM

View PostFiona Marshe, on 18 October 2014 - 07:55 PM, said:

Current HS allocation rules are 'canon' and working correctly. The problem is that external heatsinks require tonnage for sub-250 engines.

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 Bishop Steiner

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Posted 18 October 2014 - 08:05 PM

View PostKevjack, on 18 October 2014 - 04:29 PM, said:

No quirk will make the Urbie viable, outside of one that gives it 500% engine output.

Which is not outside of consideration. though 300% would be sufficient.

View PostEl 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:


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 FupDup

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Posted 18 October 2014 - 08:13 PM

And another thing, my idea for having sub-250 engines getting all 10 sinks allocated internally also solves the single hurdle that prevents the Urbie from being in MWO.

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


We could now have the Urbanmech without negative engine weights! Huzzah!

Edited by FupDup, 18 October 2014 - 08:15 PM.


#17 Tezcatli

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Posted 18 October 2014 - 08:15 PM

They should release it, but make it private matches only. That's the only way I seem them releasing it.

#18 Bishop Steiner

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Posted 18 October 2014 - 08:19 PM

All the reason I need for the Urbanmech to exist?

Right here:
Posted Image

If I need a second reason?
Posted Image

Nuff said. I been killing Metamechs in tier 5 Mechs since CB. See no reason to stop now.

#19 LordKnightFandragon

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Posted 18 October 2014 - 08:24 PM

God, if we ever get an Urbie, the team with the most urbies will lose.,....

#20 FupDup

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Posted 18 October 2014 - 08:25 PM

View PostLordKnightFandragon, on 18 October 2014 - 08:24 PM, said:

God, if we ever get an Urbie, the team with the most urbies will lose.,....

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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