Jump to content

Huginn And The Ultra Srm4 Quirk

Metagame Gameplay

83 replies to this topic

#1 PurpleNinja

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,097 posts
  • LocationMIA

Posted 06 November 2014 - 06:28 PM

Got a Huginn before the quirks just because I like the Raven design, now is one of my favorites mech.

That's why:



#2 CtrlAltWheee

    Member

  • PipPipPipPipPipPipPip
  • The Merciless
  • The Merciless
  • 610 posts

Posted 06 November 2014 - 06:54 PM

Ok NInja, I'll dust off the huginn :)

#3 Lucian Nostra

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,659 posts

Posted 06 November 2014 - 06:59 PM

re-tard-ed

#4 BourbonFaucet

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 767 posts

Posted 06 November 2014 - 07:00 PM

I tried SRM 4's on chainfire with Huginn

It was like 100 Crack Fist with SRMs.

Glorious.

#5 Foxfire

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,904 posts

Posted 06 November 2014 - 07:16 PM

Really don't think that these quirks will be left as is.

Honestly though.. these are the types of stats that I typically averaged in a Huginn before Quirks, when the Huginn was supposed to be worthless(the only exception is post MG 'fix' where MG's were made worthless tonnage again).

Edited by Foxfire, 06 November 2014 - 07:19 PM.


#6 Drop_FF

    Member

  • PipPip
  • The Privateer
  • The Privateer
  • 35 posts
  • LocationMadison, GA

Posted 06 November 2014 - 07:43 PM

I watched that video before a match started, and it just so happens you were there Ninja! It also just so happens the first mech I came across before I went to PPC snipe with the other Ice Ferret, was a Huginn D: My stomach turned, I settled in for what I was sure to be a short dog fight, then realized it was streak-2, SRM-6, machine guns... close call.

Edited by Narcissistic, 06 November 2014 - 07:44 PM.


#7 Foxfire

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,904 posts

Posted 06 November 2014 - 07:47 PM

View PostNarcissistic, on 06 November 2014 - 07:43 PM, said:

I watched that video before a match started, and it just so happens you were there Ninja! It also just so happens the first mech I came across before I went to PPC snipe with the other Ice Ferret, was a Huginn D: My stomach turned, I settled in for what I was sure to be a short dog fight, then realized it was streak-2, SRM-6, machine guns... close call.


The Huginn, IMO, was never really a 'bad mech'... but it was a mech that was typically horrid(in most cases) in the early phases of the game, became good mid-game, and an absolute killer late game.

*edits to add*

To make sure, this is pre-quirk pass. Now it is a beast.

Edited by Foxfire, 06 November 2014 - 07:48 PM.


#8 Macksheen

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,166 posts
  • LocationNorth Cackalacky

Posted 06 November 2014 - 07:49 PM

Poor thing is so ammo bound ....

#9 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 06 November 2014 - 07:52 PM

Its not a bad mech, but I feel the reliance on weapons that have ammo is what drags it down. I mean just replace 1 of those missiles with a laser and it would be one fantastic light mech.

But yea after the quirk pass its pretty scary. Never leave your whales behind.

#10 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 06 November 2014 - 07:52 PM



#11 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 06 November 2014 - 07:58 PM

View PostFupDup, on 06 November 2014 - 07:52 PM, said:




Just wanna say, traditional missiles would be absolute garbage in space. they don't have a shock wave or transfer heat very well because of the lack of air.

#12 Greenjulius

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,319 posts
  • LocationIllinois

Posted 06 November 2014 - 07:59 PM

Yeah, MGs just need stripped for more LRMs.

I'm loving the changes. I may actually use this thing now.

#13 Elkfire

    Member

  • PipPipPipPipPipPip
  • Survivor
  • Survivor
  • 483 posts

Posted 06 November 2014 - 08:01 PM

How did you manage to find so many people who ignore it when they start getting shot in the back repeatedly?

#14 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 06 November 2014 - 08:02 PM

View PostElkfire, on 06 November 2014 - 08:01 PM, said:

How did you manage to find so many people who ignore it when they start getting shot in the back repeatedly?

pugs

#15 Foxfire

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,904 posts

Posted 06 November 2014 - 08:04 PM

View PostGreenjulius, on 06 November 2014 - 07:59 PM, said:

Yeah, MGs just need stripped for more LRMs.

I'm loving the changes. I may actually use this thing now.


To me, this is an issue.

MG's need to be effective as well. I honestly don't see how these bonuses don't get reduce on Quirk Pass round 2.. and my fear is that this issue will mask the need to address MG effectiveness.. if not in general, than specifically for this mech. MG range increase is laughable.

#16 PurpleNinja

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,097 posts
  • LocationMIA

Posted 06 November 2014 - 08:07 PM

View PostNarcissistic, on 06 November 2014 - 07:43 PM, said:

I watched that video before a match started, and it just so happens you were there Ninja! It also just so happens the first mech I came across before I went to PPC snipe with the other Ice Ferret, was a Huginn D: My stomach turned, I settled in for what I was sure to be a short dog fight, then realized it was streak-2, SRM-6, machine guns... close call.

Gone for DWF in that match, but there was a Timber Wolf hanging around and BAM, ammo explosion.
One can't win everytime.

#17 Greenjulius

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,319 posts
  • LocationIllinois

Posted 06 November 2014 - 08:09 PM

View PostFoxfire, on 06 November 2014 - 08:04 PM, said:


To me, this is an issue.

MG's need to be effective as well. I honestly don't see how these bonuses don't get reduce on Quirk Pass round 2.. and my fear is that this issue will mask the need to address MG effectiveness.. if not in general, than specifically for this mech. MG range increase is laughable.

Yet a million forum goers claim that MGs are great. I have never seen someone play impressively with MGs. They can do some damage in a 6x config, but 4x are laughable and are the reason people ignore the Huginn.

When they lowered damage on the Huginn after they "found an issue" with it, that made the mech drop 100 damage a round from my usual average.

Edited by Greenjulius, 06 November 2014 - 08:10 PM.


#18 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 06 November 2014 - 08:11 PM

View PostGreenjulius, on 06 November 2014 - 08:09 PM, said:

Yet a million forum goers claim that MGs are great. I have never seen someone play impressively with MGs. They can do some damage in a 6x config, but 4x are laughable and are the reason people ignore the Huginn.


Actually 4 are decent. Anything below that is pretty much useless. The trial spider with 4 machine guns and 1 er large laser can rip people up before they can retaliate if they have no armor on.

#19 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 06 November 2014 - 08:12 PM

Speaking of MG effectiveness, it's actually COMPLETELY in PGI's current XML-coding potential to increase the "RoF" attribute of the Machine Gun (default value set to 10, meaning 10 bullets per second). How do I know this? Because AMS already has its own RoF modified by a module. Use the same type of code, but replace AMS with MGs and place it into a quirk instead of a module, and BLAMO you've got faster firing MGs (more DPS).

For some reason, though, they decided that all they feel like quirking about MGs is range. Trollolololololololololololloll.

Edited by FupDup, 06 November 2014 - 08:12 PM.


#20 Foxfire

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,904 posts

Posted 06 November 2014 - 08:14 PM

View PostGreenjulius, on 06 November 2014 - 08:09 PM, said:

Yet a million forum goers claim that MGs are great. I have never seen someone play impressively with MGs. They can do some damage in a 6x config, but 4x are laughable and are the reason people ignore the Huginn.

When they lowered damage on the Huginn after they "found an issue" with it, that made the mech drop 100 damage a round from my usual average.


My average dropped ~200. I went from averaging 400-650 to averaging 250-450 a match with the mech.

View PostBrody319, on 06 November 2014 - 08:11 PM, said:


Actually 4 are decent. Anything below that is pretty much useless. The trial spider with 4 machine guns and 1 er large laser can rip people up before they can retaliate if they have no armor on.


A significant part of that has to do with 1 large laser. Take a mech that can equip 4 MG's, burn off the armor on a mech and see how long it takes you to actually burn through the internals. It takes a significant amount of time and ammo with MG's themselves( the one area where they are supposed to excel in).

I don't pilot anything that can equip more than 4 MG's, so I don't know abut things like the Arrow and such... but I know that 4 MG's took a significant hit with the damage reduction that they did.





5 user(s) are reading this topic

0 members, 5 guests, 0 anonymous users