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6 Fixed Jumpjets Koshi


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#21 Kmieciu

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Posted 18 November 2014 - 11:33 PM

View PostUltimatum X, on 18 November 2014 - 05:18 PM, said:

I'll go as far to say that if you had IS vs. Clans and removed the big 3 clan mechs, Clan faction would likely lose repeatedly at this point.

Koshi must suffer for the sins of the Big Three!

#22 Deathlike

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Posted 18 November 2014 - 11:37 PM

Why couldn't PGI put out useful quirks for the Koshi? They did actually put some interesting quirks in the side torsos, but not the legs.

Leg/JJ quirks could have be had here...
JJ thrust increase/height
JJ heat reduction (6 JJs generates actual heat, which can cause you to shutdown in mid air after stepping on lava on Mordor)
Improved/Increased damage reduction from falls

I swear, it shouldn't be that hard to add in.

For the head, some quirks could have also been had...
Increased sensor range (ontop of BAP)
Increased speed at getting target info (ontop of BAP)
Reduction of missile lock time (like Artemis, but weaker)

Whatever, I guess.

Edited by Deathlike, 18 November 2014 - 11:42 PM.


#23 Joseph Mallan

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Posted 19 November 2014 - 05:35 AM

I never under stood the logic behind FIXED anything on a Mech designed to be "Versatile". Fixed armor... OK but adding more Sinks than your engine can hold as PERMANENT equipment was just stupid. But Fixed flamers or MGs??? :rolleyes:

#24 shintakie

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Posted 19 November 2014 - 05:42 AM

View PostJoseph Mallan, on 19 November 2014 - 05:35 AM, said:

I never under stood the logic behind FIXED anything on a Mech designed to be "Versatile". Fixed armor... OK but adding more Sinks than your engine can hold as PERMANENT equipment was just stupid. But Fixed flamers or MGs??? :rolleyes:


Maybe its a signal that Flamers and MGs are goin to be fixed?

Yes I'm an idiot for still holdin out hope.

#25 aniviron

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Posted 19 November 2014 - 05:49 AM

View PostDurant Carlyle, on 18 November 2014 - 06:07 PM, said:

Yep, so nerfed and broken they're not even worth using...

<snip>

Match number two in an MLX, and quite enjoying myself.


Wow, 346 damage, very impressive, clearly the MLX is an awesome death-dealing robot.

#26 CDLord HHGD

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Posted 19 November 2014 - 05:56 AM

View PostUltimatum X, on 18 November 2014 - 05:18 PM, said:



And by fair, we mean 1 set of inflexible rules for Clan mechs and a 2nd set of rules that allow IS lights to have higher than normal engines, no fixed equipment of any kind on IS mechs, lower heat weapons with heat quirks so they don't even need as many heatsinks (i.e. free tonnage), more pinpoint/short delivery options, etc.


I'll go as far to say that if you had IS vs. Clans and removed the big 3 clan mechs, Clan faction would likely lose repeatedly at this point.

Oh, I won't argue with you that they nerfed the Clan mechs into the dirt, but the JJ solution isn't part of that. Clan mechs were supposed to be OP. That was their whole point. I am very curious as to what Quirks the Clan mechs are getting what is PGI's no nerf, just buff new policy (which I don't think is feasible, time will tell).

#27 Joseph Mallan

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Posted 19 November 2014 - 06:28 AM

View Postshintakie, on 19 November 2014 - 05:42 AM, said:


Maybe its a signal that Flamers and MGs are goin to be fixed?

Yes I'm an idiot for still holdin out hope.

Why? 30 years of this Universe says MGs and Flamers are nuisance weapons at best against a Mech.

#28 Durant Carlyle

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Posted 19 November 2014 - 06:59 AM

View Postaniviron, on 19 November 2014 - 05:49 AM, said:

Wow, 346 damage, very impressive, clearly the MLX is an awesome death-dealing robot.

For my second match in a light light 'Mech, it was a good match. Is it a Firestarter or Jenner or even an LL-Raven? No. But it shouldn't be, as it's 10 tons lighter.

#29 Gyrok

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Posted 19 November 2014 - 07:14 AM

View PostRedshift2k5, on 18 November 2014 - 08:52 PM, said:

Not this has ZERO to do with the nerf to the Timberwolf, and instead the Koshi is in the same category as the Summoner.

6 fixed JJ is not exactly helping this mech(I drove Summoners so I feel your pain), but you don't get to use this as an attack on the balance change that nerfed the Timberwolf S pods.


This mech has 6.3 tons of pod space with max armor after all the locked equipment...seriously...even the summoner was not THAT screwed.

If you want maxed armor + ECM, you cannot take a single CERPPC on this mech...really....?

View PostDurant Carlyle, on 19 November 2014 - 06:59 AM, said:

For my second match in a light light 'Mech, it was a good match. Is it a Firestarter or Jenner or even an LL-Raven? No. But it shouldn't be, as it's 10 tons lighter.


This mech is not even close to the same ballpark as a commando.

TDK > Any MLX, ever. ECM does not even remotely level the playing field because you cannot bring anything with it.

#30 BARBAR0SSA

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Posted 19 November 2014 - 07:20 AM

Yeah it's pretty bad, I can clearly outplay this in Spider, Commando, Firestarters etc.

Quirks will of course happen for clan mechs as well, and this lil guy needs them in the form of a speed boost quirk would be MY recommendation, 150+ speed is needed to really put it on par with IS lights.

That simple change would more than likely up it's viability.

#31 Almond Brown

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Posted 19 November 2014 - 07:30 AM

So the new word is that JJ's are not an advantage? OK, will spread the bad news and take all the JJ off all my JJ capable Mechs. Thanks for the insight. ;)

Wow. Then blame Leg Damage because a Mech has to many JJ's. Just Wow!!! o.m.g.

#32 Ultimax

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Posted 19 November 2014 - 09:29 AM

View PostDeathlike, on 18 November 2014 - 11:37 PM, said:

Why couldn't PGI put out useful quirks for the Koshi? They did actually put some interesting quirks in the side torsos, but not the legs.


For reference.


Posted Image



View PostJoseph Mallan, on 19 November 2014 - 05:35 AM, said:

I never under stood the logic behind FIXED anything on a Mech designed to be "Versatile". Fixed armor... OK but adding more Sinks than your engine can hold as PERMANENT equipment was just stupid. But Fixed flamers or MGs??? :rolleyes:



We need to get you on Twitter, so you can send tweets like this to Russ daily.


The Engine I can live with, even the hardlocked extra DHS in those Engines - even though I'd love bigger engines on the lights, but really things like JJs and DHS being fixed is just silly - especially those located in Legs/Torosos.



If I can remove all the guns, or swap to a new pod - I should be able to...swap to a pod that does not have JJs or DHS or remove an active probe.

#33 Malcolm Vordermark

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Posted 19 November 2014 - 04:16 PM

View PostMordin Ashe, on 18 November 2014 - 11:13 PM, said:

Fixed JJs, fixed CAP in the head... Why did PGI feel the need to nerf already weak chassis I have no idea.


I have no idea what nerfs you are talking about. They introduced this mech as it was in TT. It was probably just as bad there except I doubt lights were considered bad if they didn't go 150kph.

#34 Moonlander

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Posted 19 November 2014 - 04:20 PM

I'm a really terrible light mech pilot but my favorite thing about the MLX is it's crazy awesome jumping propulsion. You can just launch yourself across the map (well, not really but it feels like it) and it's just fun.

#35 terrycloth

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Posted 19 November 2014 - 04:22 PM

In TT you only needed to go 120k to be impossible to hit. :P

#36 Christof Romulus

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Posted 19 November 2014 - 04:43 PM

View PostUltimatum X, on 18 November 2014 - 05:18 PM, said:



And by fair, we mean 1 set of inflexible rules for Clan mechs and a 2nd set of rules that allow IS lights to have higher than normal engines, no fixed equipment of any kind on IS mechs, lower heat weapons with heat quirks so they don't even need as many heatsinks (i.e. free tonnage), more pinpoint/short delivery options, etc.


I'll go as far to say that if you had IS vs. Clans and removed the big 3 clan mechs, Clan faction would likely lose repeatedly at this point.

I disagree.

So, let's remove the Direwolf, Timberwolf, and Stormcrow.

You still have the Maskari - which moves at a decent clip for its weight and can bring withering firepower in its own right, the Summoner - which except for its PRIME variant, isn't a terrible mech, and the Kit Fox - which is the ultimate support mech in the game. This is, of course not counting the Ice Ferret or the Myst Lynx.

Clan weapons are still lighter, reach farther, and do more damage.

As for Inner Sphere Lights "not needing as many heatsinks" I'm not even going to dignify that with a response, as my Jenner's name is 'sleepy' for a reason.





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