Pnt-10K Panther, Will 127 Kph Be Fast Enough?
#21
Posted 22 October 2014 - 05:47 PM
#22
Posted 22 October 2014 - 05:50 PM
The impact of this is that the panther is going to get run down by Jenners and Firestarters, which I'll stick with.
The skinny hitbox, if it does have it, will only help against bigger mechs. A good light pilot will stick on your arse and poke your legs out
It's sad cause the Panther honestly had the potential to be another good Light chasis
Oh well.....
Edited by knightsljx, 22 October 2014 - 05:52 PM.
#23
Posted 22 October 2014 - 05:51 PM
#24
Posted 22 October 2014 - 05:54 PM
knightsljx, on 22 October 2014 - 05:50 PM, said:
The impact of this is that the panther is going to get run down by Jenners and Firestarters, which I'll stick with.
It's sad cause the Panther honestly had the potential to be another good Light chasis
Oh well.....
Crucial words "your playstyle".
Clan Lights were pre-judged DoA based solely on speed, too. Most Clanners know Clan Lights work well, just in a different role than most Speedster IS Lights.
Whether or not the Panther can similarly fill a support/guard role, etc like the Clanners, without Clan Tech? Well, that is the million dollar question.
But indeed, PinballWarrior Online is not the forte of the Panther.
Still and all, you can't really justify taking a 64 kph mech and making it as fast as the mechs that start at 120 kph. *shrugs*
#25
Posted 22 October 2014 - 05:54 PM
Also, the Raven-2X and 4X was bad back when the cap occurred. I was hoping the Panther's engine cap was closer to 275 instead (at this point, I'm collecting another 275XL engine from the Shadowhawk sale). They are "workable", but they are primarily bleh for what they are.
With that said...
My heart says no.
My brain says "yes, with limitations".
I say...
#26
Posted 22 October 2014 - 06:22 PM
But, yes, most of the time you'll be better off with a Jenner or Firestarter.
#27
Posted 22 October 2014 - 06:26 PM
Ultimatum X, on 22 October 2014 - 05:51 PM, said:
and still i manage to survive and kill many mechs with it...speed is important sure...but if its slower...better make a mech than can give a punch as a light support mech.
Clans lights can make it so IS sure can too.
#28
Posted 22 October 2014 - 06:31 PM
Augustus Martelus II, on 22 October 2014 - 06:26 PM, said:
Clans lights can make it so IS sure can too.
Agreed.
And the Panther can have a 250 engine for 10x true 2.0 DHS as well as overall less heat intensive weapons - unlike the Clan Lights who are all stuck with very sub-optimal engines in terms of both speed and internal DHS.
#29
Posted 22 October 2014 - 06:38 PM
For competitive play, Jenners and Firestarters for obvious reasons.
#30
Posted 22 October 2014 - 07:06 PM
#31
Posted 22 October 2014 - 07:06 PM
Edited by FupDup, 22 October 2014 - 07:27 PM.
#32
Posted 22 October 2014 - 07:25 PM
#33
Posted 22 October 2014 - 07:45 PM
We needed another 20, 25 or 30 ton mech to help fill out some lighter chassis and yet we get another 35 ton mech in an already crowded tonnage limit. I can't help but feel disappointment.
Baring some amazing quirks best to simply move on. I can't even bring myself to "Want" to like it. Not with that silly cockpit.
#34
Posted 22 October 2014 - 07:54 PM
Carrioncrows, on 22 October 2014 - 07:45 PM, said:
We needed another 20, 25 or 30 ton mech to help fill out some lighter chassis and yet we get another 35 ton mech in an already crowded tonnage limit. I can't help but feel disappointment.
Baring some amazing quirks best to simply move on. I can't even bring myself to "Want" to like it. Not with that silly cockpit.
It's just weird enough that I can't tell if I hate it or like it.
#35
Posted 22 October 2014 - 07:58 PM
#36
Posted 22 October 2014 - 08:00 PM
Bishop Steiner, on 22 October 2014 - 07:54 PM, said:
Oh I can tell.
I love almost all of Alex's work, but the cockpit in the mouth is so clown comical cheesy that I am down right shocked it was approved. So many cool ways to do the cockpit and instead slapped a Go-bot make-over on it.
Nope, Nope..and Nope.
I'll hold my peace on it from here on out, but I am let down.
#37
Posted 22 October 2014 - 08:07 PM
It doesn't have to be a Jenner in a different skin. Let it do what it was made to do.
Edited by Eddrick, 22 October 2014 - 08:14 PM.
#38
Posted 22 October 2014 - 08:12 PM
Carrioncrows, on 22 October 2014 - 08:00 PM, said:
Oh I can tell.
I love almost all of Alex's work, but the cockpit in the mouth is so clown comical cheesy that I am down right shocked it was approved. So many cool ways to do the cockpit and instead slapped a Go-bot make-over on it.
Nope, Nope..and Nope.
I'll hold my peace on it from here on out, but I am let down.
Eh. Join the crowd. Banshee was one of my Biggest let downs. Wolverine. The way he did the arms on the Jager. Happens.
#39
Posted 22 October 2014 - 08:12 PM
I'm sure it'll find a niche as a short-range fire support poker or something not unlike the Kit Fox, with better armor/speed at the cost of its ECM. At least it's not an Adder.
I mean, the Kit Fox has a niche, this will probably find one as a slower Jenner with more of a focus on FLD damage... The Adder is so bad it can't even find a niche. It's just there. EDIT: I feel I should clarify, I've tried just about every possible build on the Adder, it's just not worth using over other lights that are out there. I've done well in it, even in my swag "shoot me" variant (or is that particularly well? That one is amazing at baiting slower mechs into my teammates), but at the end of the day, no matter what playstyle I use on it, there's always something better for the job at hand.
It's also going to suffer from Griffin Syndrome: A few lucky shots and you're effectively disarmed. Except it would be like what, one lucky shot on a Panther?
I was kind of looking forward to the resistance pack as I never looked into the individual mechs in it before, but now? Eh. Existing mechs do everything these four can do and more, only better in every area. Barring some amazing quirks that specifically counter the fact that they can only really do builds that already exist on other faster or heavier (sometimes both) mechs, they're all pretty pointless. Zeus in particular is really just an Awesome/Battlemaster reskin, depending on the variant, but that's another topic.
Edited by Kassatsu, 22 October 2014 - 08:16 PM.
#40
Posted 22 October 2014 - 08:26 PM
The 8Z comes with a LL, so that'll probably get LL quirks. XL250, 2 LL, 2 SSRM2 w/ 1t, second-line support mech to take shots occassionally and protect LRMboats from Lights. Alternatively, XL250, 1LL, 2 ML, 2 SRM4 w/ 2t, 2 JJ.
9R is the closest thing to a brawler. Could run 4 MPL, SRM6 w/ 1t and 2 JJs.
I don't see any glaring "This is unplayable" issues with the mech, even though its payload is in the right arm, but I don't see it doing anything that can't already be done with other mechs in the same weight bracket. It better have major weapon quirks to make it worth taking over the other 35-tonners. I'm thinking Tier 5 PPC/LL quirks, maybe SRM/SSRM quirks too. RA structure boost for sure.
Edited by MarsAtlas, 22 October 2014 - 08:27 PM.
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