Tidy, on 04 January 2015 - 08:56 AM, said:
The thing is terrible, out of all the lights (light player always from way back to beta days) it is the one I'm truely upset about.
Wanted a clan light that can be played as a light not some small slow weapon support thing. Speed for brawling and scouting/light intercept is none exsistant in clan lights, hell only one to work this way is the ice ferret, what?
Myst takes to long to cool down, armour is pretty much summed up with arm value, to slow to out run even some heavys, full speed turning circle is terrible for this currant speed limit, pod space is frustrating when building it, JJ's add to cooling problems, and many many more issues!
Lock item fixes:
1)JJ's unlocked
2)cap placement replaced with ECM
Quirks I've thought of, as it's the only way to revive this thing:
1)Speed limit to 160kph
2)-50% heat cost on all weapons or +100% heat dissipation as a flat rate.
3)+200% armour on arm values
I've tryed to stay away from weapon related quirks but here's what I would like to see for myself(only fun factor imo):
1)Gauss rifle weighs 1 ton(Want light gauss but untill then I would be smiling about Mysty with this)
2)AC2 weighs 1 ton
3) all ammo weighs half less
Sick of hit scan lazor vomit.
"Played like a light"
"brawling and scouting/ light intercept"
Sorry tidy, but it doesn't seem like you know the concept of brawling or the traditional role of a light mech.
(which is scout / harasser with the other less common being fire support. If the mist lynx has just 1 medium laser it can do that just fine)
124.7 kph is still enough to out run the fastest of heavy mechs. which is 106.9 kph for the dragon and quickdraw with a 360 engine rating. The mist lynx doesn't have the brute speed to out run most light mechs of the inner sphere it's true. However it makes up with that by being the 2nd highest mech in terms of jumpjets. Only mech that can out do it is the spider which only has 2 E hardpoints in the CT. So if your comparing this thing to a spider having more then 2 er medium lasers is already far better then that thing can ever go.
Locked item fixes.
1)Unlocking Jumpjets is unnecessary. It takes away your only main (and iconic) advantage for very little. (only 3T is gained by lossing all jumpjets)
Please show a document presenting where jumpjets isn't hardwired on the mist lynx
2) please show the spread sheet that shows that the ECM hardpoint is in the head and the CAP is in the arm.
Quirks:
1) that isn't a quirk. that's MASC
2)not really needed. all my builds have no heat problems. One would think that 3 hardwired heatsinks would be enough.
3) is there a reason you want this thing to have as much armour as a centuriosn arms?
Weapon quirks:
1)that's not a quirk. That's an overhaul
2)^
3) ammo related stuff could be altered... I think adding the "Caseless" ammo type would be your cup of tea. gives you double the ammo per ton for ballistic autocannons but gives a jam chance for the weapon that uses it.
Why not use SRM 6's? LRM 5's? or an UAC 2?
on topic of autocannons... is there a reason you want the AC 2 quirked without the LBX 2? (same weapon. AC 2 is placeholder for HEAP ammo type for LBX 2). or a reason you want an AC 2 quirk but not a UAC 2 quirk?
My take on the quirks would be along the lines of increased sensor range of all mist lynxes.
Having the missile arms reduce the cooldown of SRM's (the B arm doesn't have as strong quirks as the Prime missile arm. but it reduces the SRM 6 cooldown). ballistics arm has enhanced ballistics cooldown and range, (if the Mist lynx A is ever in game. it's ballistic arm should have a UAC 2 specific quirk). etc.