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Urban Mech Confirmed


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#101 KharnZor

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Posted 19 December 2014 - 02:15 AM

You'll never get the urbie. My only proof is Bishop Kurita being a snake now, so if that can happen you got 0 chance
:P

#102 Bishop Steiner

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Posted 19 December 2014 - 04:00 AM

View PostBrody319, on 18 December 2014 - 09:16 PM, said:

Make the Police Urbie the hero and call it the Enforcer

1 Ballistic in each arm
2 Energy in the CT

the "police urbie" already HAS a name, tyvm.

#103 Karl Streiger

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Posted 19 December 2014 - 06:07 AM

Funny to read that the UrbanMech is a joke?
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 MoonUnitBeta

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Posted 22 December 2014 - 07:17 PM

Boomyah!
Posted Image

#105 GreyNovember

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Posted 22 December 2014 - 08:30 PM

So an urbie that runs at 115 with an xl195.

As long as it flails it's little legs as fast to compensate.

#106 Augustus Martelus II

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Posted 22 December 2014 - 08:33 PM

View PostAztecD, on 17 December 2014 - 07:28 PM, said:

trashcan zerg rush

Except at 32.4 kph....that won't be a rush.

#107 SgtMagor

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Posted 22 December 2014 - 08:55 PM

I guess the Urbie will feel right at home with Annihilator. since it has an Urbie mounted in its torso  heh!  http://www.sarna.net...Annihilator.jpg

Edited by SgtMagor, 22 December 2014 - 08:55 PM.


#108 TripleEhBeef

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Posted 22 December 2014 - 08:57 PM

I'm honestly surprised that there are people arguing against the inclusion of a 30 ton walking AC20.

And btw, that Police Urbie is awesome.

#109 Alistair Winter

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Posted 23 December 2014 - 12:08 AM

View PostMoonUnitBeta, on 22 December 2014 - 07:17 PM, said:

Boomyah!

Who made that? Looks legit.

#110 Anjian

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Posted 23 December 2014 - 12:11 AM


Red Android?

#111 MeiSooHaityu

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Posted 23 December 2014 - 03:06 AM

View PostAugustus Martelus II, on 22 December 2014 - 08:33 PM, said:

Except at 32.4 kph....that won't be a rush.


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.

#112 MoonUnitBeta

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Posted 23 December 2014 - 08:02 AM

View PostAlistair Winter, on 23 December 2014 - 12:08 AM, said:

Who made that? Looks legit.

Yeah it's official artwork.

#113 Agent 0 Fortune

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Posted 23 December 2014 - 08:15 AM

Unless it can carry a 60 rating engine it is just a knock-off.

#114 Bishop Steiner

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Posted 23 December 2014 - 08:30 AM

View PostMoonUnitBeta, on 23 December 2014 - 08:02 AM, said:

Yeah it's official artwork.

and the hat and sack don't ...obviously added after, meaning it was not made JUST for Xmas Card.

View PostAgent 0 Fortune, on 23 December 2014 - 08:15 AM, said:

Unless it can carry a 60 rating engine it is just a knock-off.

check game files. Maybe they are hiding in there for us.

#115 FupDup

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Posted 23 December 2014 - 08:32 AM

View PostBishop Steiner, on 23 December 2014 - 08:30 AM, said:

and the hat and sack don't ...obviously added after, meaning it was not made JUST for Xmas Card.


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 Bishop Steiner

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Posted 23 December 2014 - 08:39 AM

View PostFupDup, on 23 December 2014 - 08:32 AM, said:

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.

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 FupDup

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Posted 23 December 2014 - 09:40 AM

View PostBishop Steiner, on 23 December 2014 - 08:39 AM, said:

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.

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 Bishop Steiner

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Posted 23 December 2014 - 10:08 AM

View PostFupDup, on 23 December 2014 - 09:40 AM, said:

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.

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 Gill

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Posted 24 December 2014 - 07:37 PM

I don't understand all the hate... lore aside, it's a mech. I have yet to find ANY mech that doesn't have some useful loadout. What is it, 30 tons? Great. Gimme one. I'll find a loadout that kicks your butt no problem. Don't think I have any 30 tonners yet.

#120 Soul Tribunal

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Posted 24 December 2014 - 07:56 PM

View PostMAVRICK64, on 18 December 2014 - 06:18 AM, said:

Lets not make this a kiddy version of MechWarrior. Please forget the Urban Mech...


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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