Urban Mech Confirmed
#101
Posted 19 December 2014 - 02:15 AM
#103
Posted 19 December 2014 - 06:07 AM
Really? Considering the actual game play - the Panther is a joke either.
But its allready recognized by the Devs - so the max engine rating of the Panther is a 250. Making it as fast as the "Koshi"
Ok - you say that is not fast enough - well i think it is fast enough considering the PPC and ERPPC quirks it will get - looking at you TDR-9S
So the Panther would be a great addition for CW
Same could be said about the UrbanMech. Give it a 195 Engine Cap - should be enough for 15ton of equipment with 5t of FF armor - ES and of course a XL.
Given a small signature (wider but not as heigh as a spider) the Urban Mech could be worth its money
#104
Posted 22 December 2014 - 07:17 PM
#105
Posted 22 December 2014 - 08:30 PM
As long as it flails it's little legs as fast to compensate.
#107
Posted 22 December 2014 - 08:55 PM
Edited by SgtMagor, 22 December 2014 - 08:55 PM.
#108
Posted 22 December 2014 - 08:57 PM
And btw, that Police Urbie is awesome.
#110
Posted 23 December 2014 - 12:11 AM
Red Android?
#111
Posted 23 December 2014 - 03:06 AM
Augustus Martelus II, on 22 December 2014 - 08:33 PM, said:
I thought the same thing, but that's what you get for putting a Howitzer in a Honda Civic and still lug it around with the stock 4-banger.
I'm sure there will be quicker builds available when not toting an A/C10. Even so, I have a feeling the Urbanmech will get a HUGE speed quirk anyway so as to keep the A/C10 viable. If people couldn't run the A/C10 in their Urbie, there would be rioting on the forums lol.
#113
Posted 23 December 2014 - 08:15 AM
#114
Posted 23 December 2014 - 08:30 AM
MoonUnitBeta, on 23 December 2014 - 08:02 AM, said:
and the hat and sack don't ...obviously added after, meaning it was not made JUST for Xmas Card.
Agent 0 Fortune, on 23 December 2014 - 08:15 AM, said:
check game files. Maybe they are hiding in there for us.
#115
Posted 23 December 2014 - 08:32 AM
Bishop Steiner, on 23 December 2014 - 08:30 AM, said:
check game files. Maybe they are hiding in there for us.
Well, at least in the Engines.xml file, the lowest engines at the moment are 100 rated.
For those that don't know (you already do Bish), PGI's subtracting of external heatsink tonnage from the engine's base tonnage causes sub-100 engines to display negative tonnages. However, once you add in all the external sinks, the weight is what it would normally be by BT standards. The issue is that even with that workaround, PGI doesn't like the look of a "negative" engine tonnage before you add the 10 sinks.
Edited by FupDup, 23 December 2014 - 08:34 AM.
#116
Posted 23 December 2014 - 08:39 AM
FupDup, on 23 December 2014 - 08:32 AM, said:
For those that don't know (you already do Bish), PGI's subtracting of external heatsink tonnage from the engine's base tonnage causes sub-100 engines to display negative tonnages. However, once you add in all the external sinks, the weight is what it would normally be by BT standards. The issue is that even with that workaround, PGI doesn't like the look of a "negative" engine tonnage before you add the 10 sinks.
one more reason to break lore, I reckon. With heat management how it is, sub 250 mechs (aka most lights, several mediums) are punished and run way to hot (another issue the Mist Lynx struggles with, for instance).
Even though it changes the internal space for some mechs (again, mostly Lights), it's time to simply ghost the 10 SHS or DHS into the Engine, period. Then you not only help a lot of subpar Lights with their heat, but free up sub 100 engines. And it doesn't make the top tier lights any stronger, as they are already running 295s, 300s, etc.
Really is not any different at the end of the day, IMO then swapping rear and leg weapons around, or giving the Hellbringer Prime extra armor in place of A-Pods, and certainly no more lore breaking than Quirks.
#117
Posted 23 December 2014 - 09:40 AM
Bishop Steiner, on 23 December 2014 - 08:39 AM, said:
Even though it changes the internal space for some mechs (again, mostly Lights), it's time to simply ghost the 10 SHS or DHS into the Engine, period. Then you not only help a lot of subpar Lights with their heat, but free up sub 100 engines. And it doesn't make the top tier lights any stronger, as they are already running 295s, 300s, etc.
Really is not any different at the end of the day, IMO then swapping rear and leg weapons around, or giving the Hellbringer Prime extra armor in place of A-Pods, and certainly no more lore breaking than Quirks.
Don't need to convince me twice.
I already have the modded XML's prepped and ready on my desktop. I even added in my own entries for sub-100 engines, under the assumption that the item ID's under the ID for the 100 engine were free to use (i.e. XL100 has an ID of 3318, so I made the XL95 have an ID of 3317).
The only issue I can think of with the current system is what to do with Clan XL, because Omnimechs have their external dubs hardwired...that would require some rearranging of the "core" config on light Omnis. Or, since the Clan tech is more compact anyways, they don't really lose out on critical slots anyways so they don't need it as much as IS lights like the Urbie do.
Edited by FupDup, 23 December 2014 - 09:42 AM.
#118
Posted 23 December 2014 - 10:08 AM
FupDup, on 23 December 2014 - 09:40 AM, said:
I already have the modded XML's prepped and ready on my desktop. I even added in my own entries for sub-100 engines, under the assumption that the item ID's under the ID for the 100 engine were free to use (i.e. XL100 has an ID of 3318, so I made the XL95 have an ID of 3317).
The only issue I can think of with the current system is what to do with Clan XL, because Omnimechs have their external dubs hardwired...that would require some rearranging of the "core" config on light Omnis. Or, since the Clan tech is more compact anyways, they don't really lose out on critical slots anyways so they don't need it as much as IS lights like the Urbie do.
they don't need the space, but it fixes the issue to simply internalize them. Because they do need the cooling.
And like the Endo argument, removing something doesn't really "break" the stock builds (look to the apods on the Hellbringer), not like trying to add things would. So some Clan Lights get some more internal space they really can't utilize. Whoopty?
#119
Posted 24 December 2014 - 07:37 PM
#120
Posted 24 December 2014 - 07:56 PM
MAVRICK64, on 18 December 2014 - 06:18 AM, said:
Forgetting about the Urban Mech would be akin to PGI saying "No, its okay, we really DON'T need any of your money. Ever."
The revenue alone from happy players is worth 20x its development costs.
-ST
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