IS lights are the best lights and thats just always going to be that way. Its always been that way and will always be that way. In the TT clan is nice with the advantages in tech...but the BV for them? Youll get like 4 locusts for one Firemoth.
The paradigm shifts when you get to heavies. The clan heavies and assaults are all pretty much superior.
Myst Lynx...always In The Middle Of A Fight
Started by KraftySOT, Nov 20 2014 10:15 AM
42 replies to this topic
#41
Posted 20 November 2014 - 01:15 PM
#42
Posted 20 November 2014 - 01:22 PM
Brody319, on 20 November 2014 - 01:11 PM, said:
Yea but you would be locked with the base omnipods because IS doesn't have omnipods yet. So You can have at most 3 Lasers on the B, 2 on the C, and 0 on the prime. Sounds like a fun mech to play.
If the Banshee and Panther are any indication, I think 8 MGs could be some fun. 4M is the other possible option, but not much tonnage for those.
4E on the C, but all in the same arm. Like the Panther.
B might get 6.
Hardpoints save mechs, in some cases. It ruins them in others.
#43
Posted 20 November 2014 - 06:09 PM
Koniving, on 20 November 2014 - 11:00 AM, said:
Structure doesn't count as armor.
And I'm aware, but if you're running just 20 armor in the ST there is something already wrong as it holds 24. I've got 28.8. That's 21.6 front armor and 7.2 rear armor (with the 20%s added) for each side torso.
And I'm aware, but if you're running just 20 armor in the ST there is something already wrong as it holds 24. I've got 28.8. That's 21.6 front armor and 7.2 rear armor (with the 20%s added) for each side torso.
I meant to say, ~20 average front side torso armor.
Honestly, I don't see that much value in the extra protection (it's not significant enough IMO).
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I just wish the legs also had options, like turning / shock absorbance / extra health or so for the legs.
Agreed. Jumping is a liability to some degree. I'll have to adjust to the fuel needed for landing (I tend to run 2 JJs on most mechs).
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This thing does fight very well. The ultimate issue that people have is either arm size (don't use "every single hardpoint" and this is out the window) or heat (don't fire as often? Use heat-free or low heat weapons?)
I'm not sure about fighting very well. I don't think I've ever had to work it harder than Spider-5V, and that's already a PITA.
The playstyle it requires plays more like more like a fast medium... but not Cicada, but more like a 300+ engine 55-tonner (closest comparison to like a Wolverine-6K), but significantly more fragile (well, it's a 25-tonner, so) with tonnage limits that are on the same level as a Locust to some degree.
It's a combination of "bad" for most players (not having the Speed of a Light, the patience of a Medium, and the survivability comparable to a Locust).
I used to "try" to max the hardpoints, but reality set in that I need to make the mech heat viable (its uptime is problematic) and work with its survivability as much as possible. It's not even close to optimal for the masses.
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I should mention that unlike what most would think, I am NOT using the ECM arm. I have no interest in doing so and I believe that because of this no one has been really going for my arms.
The ECM arm has a value, but it limits the subset of "effective" weapon combos. Ultimately, it's the only shield option that makes it a "shield" in a wholly different way.
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Far as torso twist speed, with zero unlocks the torso twist is more than good enough for tracking enemies. I have no need for 'twisting' away from targets when they fire at me. IF I do that, I present the LARGEST SIDE OF THE ARMS... giving people an easy way to destroy them. This mech is smaller and narrower from the front than from the side when you consider that the front is 5 vertical rectangles of hitboxes, but the sides (the arms) are huge squares with a single hitbox that don't split or spread damage.
Torso twisting ultimately is the Myst Lynx's death. And that's fine by me, as I have a preference to DPS builds.
This little roughdraft is just to give a basic ratio of how much your arm / body is exposed when you are facing the target and when you are facing 90 degrees away.

"Simpler" hitboxes register better, so it is very likely that the hitboxes are much more box-like than the mech itself. From testing, this very basic layout really isn't far off at all.
Of course it doesn't take into account pelvis in the torso sizes. I'm certain they are fairly bigger but even then I don't think they can compare to how large the arms are from the side.
I'm sharing this because like I was expressing, torso twisting is a quick way for this thing to wind up disarmed.
Torso twisting ultimately is the Myst Lynx's death. And that's fine by me, as I have a preference to DPS builds.
This little roughdraft is just to give a basic ratio of how much your arm / body is exposed when you are facing the target and when you are facing 90 degrees away.

"Simpler" hitboxes register better, so it is very likely that the hitboxes are much more box-like than the mech itself. From testing, this very basic layout really isn't far off at all.
Of course it doesn't take into account pelvis in the torso sizes. I'm certain they are fairly bigger but even then I don't think they can compare to how large the arms are from the side.
I'm sharing this because like I was expressing, torso twisting is a quick way for this thing to wind up disarmed.
That would explain a lot, since torso twisting is the best method of increasing TTK... in this case, it's "technically" lowering it.
I dunno, half and half of two different quirks (torso twisting range increase and torso twisting speed increase) is kinda important, at least to me. You need more of an ability to fire back at your targets whenever possible, even though you want to avoid the majority of them just as well.
It's a complex mech.
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