

#10021
Posted 23 December 2014 - 05:53 AM
#10022
Posted 23 December 2014 - 10:17 AM

arts by Flying Debris
template by Odanan
really crappy attempt to give it a dome by Bishop Steiner
Edited by Bishop Steiner, 23 December 2014 - 10:29 AM.
#10023
Posted 23 December 2014 - 10:21 AM
Bishop Steiner, on 23 December 2014 - 10:17 AM, said:

arts by Flying Debris
template by Odanan
really crappy attempt to give it a dome by Bishop Steiner
I don't think your attempt was crappy, the problem is just that Alex made the Urbie have a more "angular" body shape instead of the historical rounded trashcan look. So, the round dome isn't bad on its own, it just doesn't "sync" well with Alex's bulkiness and sharp angles.
Edited by FupDup, 23 December 2014 - 10:21 AM.
#10024
Posted 23 December 2014 - 10:29 AM
FupDup, on 23 December 2014 - 10:21 AM, said:
actually, the area around the cockpit is very rounded. I think, what needed doing, and is beyond my gimp skills, atm, is to make the ring of dome panels more 3d panel looking.
#10025
Posted 23 December 2014 - 01:26 PM
The usual MWO rebuilds would give you a darling little ballistic-spraying monster to play with. Bonus: If they deliberately underspeed it, the quirks to it's guns, etc. would make it a wicked defense machine, as intended.
#10026
Posted 23 December 2014 - 01:46 PM
wanderer, on 23 December 2014 - 01:26 PM, said:
The usual MWO rebuilds would give you a darling little ballistic-spraying monster to play with. Bonus: If they deliberately underspeed it, the quirks to it's guns, etc. would make it a wicked defense machine, as intended.
So, what the Urbie should be then?
#10027
Posted 23 December 2014 - 02:55 PM
So we'd have an AC/10 chunking along like mad on one, an AC/20 on another, and an LB-10X on a third (the two primary 3025 Urbies + the LB-X refit).
Huge torso twist to help compensate for the stubby arms.
#10028
Posted 23 December 2014 - 04:34 PM
#10029
Posted 23 December 2014 - 04:54 PM
Metus regem, on 23 December 2014 - 04:34 PM, said:
Last push. OHAI fresh company of ECM Urbies with AC/20s. It will be fun... for the Urbies.
#10030
Posted 23 December 2014 - 05:04 PM
Metus regem, on 23 December 2014 - 04:34 PM, said:
Does this scare you?
http://mwo.smurfy-ne...7a28a03a0528114
#10031
Posted 23 December 2014 - 05:05 PM
#10032
#10033
Posted 23 December 2014 - 11:12 PM
Brody319, on 23 December 2014 - 05:04 PM, said:
http://mwo.smurfy-ne...7a28a03a0528114
Urbies are 30 tons, not 35, so you're going to need to trim a bit of weight there. Speaking of which...
Metus regem, on 23 December 2014 - 06:13 PM, said:
Also need to find an extra ton of space for the 2 JJs.
I think one of the big things that CBT did that MWO does not, is that your first 10 heat sinks weigh nothing. The limitation that outside engine heat sinks required was space, not tonnage. In MWO you have to pay tonnage for those fewer heat sinks and in the case of something like an urbanmech, that means 6-8 tons, which isn't feasible...or do they factor that in with the lack of a gyro? I can't remember.
Either way, it's possible but I think you're only looking at 1-2 tons of ammo. A company of AC/10 Urbanmechs might almost be more useful at that point. You can engage at range whereas in close you're likely to get ripped to shreds by bigger mechs and you've got more ammo. Or perhaps an 8/4 mix?
Edited by ShadowbaneX, 23 December 2014 - 11:16 PM.
#10034
Posted 23 December 2014 - 11:19 PM
ShadowbaneX, on 23 December 2014 - 11:12 PM, said:
Urbies are 30 tons, not 35, so you're going to need to trim a bit of weight there. Speaking of which...
Also need to find an extra ton of space for the 2 JJs.
I think one of the big things that CBT did that MWO does not, is that your first 10 heat sinks weigh nothing. The limitation that outside engine heat sinks required was space, not tonnage. In MWO you have to pay tonnage for those fewer heat sinks and in the case of something like an urbanmech, that means 6-8 tons, which isn't feasible...or do they factor that in with the lack of a gyro? I can't remember.
Either way, it's possible but I think you're only looking at 1-2 tons of ammo. A company of AC/10 Urbanmechs might almost be more useful at that point. You can engage at range whereas in close you're likely to get ripped to shreds by bigger mechs and you've got more ammo. Or perhaps an 8/4 mix?
http://mwo.smurfy-ne...ac3c8d52b39fc7c
Here you go. Ac20, urbie. its got 5 tons to make up for the fact that I had to put it in a 35 ton chassis because the AC20 wouldn't fit in the spider. could move the armor around a bit. Raven have the slots open to allow it to work. Since the gun has to be in the arm or an XL won't fit. Sorry, no broken firestarter hitboxes to help the psudo-urbanmech
Edited by Brody319, 23 December 2014 - 11:22 PM.
#10035
Posted 23 December 2014 - 11:49 PM
Real or imaginary Militaries just aren't that stupid, yet here we are getting mechs that are just that way, why? Gettin tired of purchasing packages, just to find out the mechs are useless after losin a limb. Myst lynx useless mech, one shot your done. Guess if you want to play resource only..and only cap its fine, no such thing as equipping ecm and being able to engage mechs. Ravens must drool when they see one of these running around.
These are fine for imaginary books and games, not worth anything in a multiplayer team based game. Why do you folks bother giving us these crap mechs, gotta be better ones to pick from.
Like the German artillery guns they mounted to guard the coasts that could not turn to face a flank, that didn't work out well for them either.
#10036
Posted 23 December 2014 - 11:59 PM
ShadowbaneX, on 23 December 2014 - 11:12 PM, said:
I think one of the big things that CBT did that MWO does not, is that your first 10 heat sinks weigh nothing. The limitation that outside engine heat sinks required was space, not tonnage. In MWO you have to pay tonnage for those fewer heat sinks and in the case of something like an urbanmech, that means 6-8 tons, which isn't feasible...or do they factor that in with the lack of a gyro? I can't remember.
The method used is different but the formula is the same. In BT the first 10 heatsinks requiring no tons had their weight paid for by the engine. With some super low rating engines this meant that they got 10 heatsinks for less than 10 tons, the Urban Mech was one of these designs.
In MWO the weight of the engines are reduced for the engines that require external heatsinks to be valid. This is the reason for the full ton increase in weight when you go from a 245 STD rating engine to a 250 STD rating engine, the engine is eating another heatsink into itself and getting one ton fatter.
Implementing the sub-100 rating engines into MWO would require the creation of engines with a negative tonnage due to this method.
Also, if you go ahead and strip your mech of everything in MWO, including armor, then you'll notice that the base weight of the frame is only accounting for the internal structure. Components that should have weight independently like the Gyro are still mounted in your mech but not reflected in the weight. The weight of these components have been rolled into the engine weight.
In the end once you make up a valid build it will weigh the same and take the same crit spaces in MWO as it would in the TT. The one Core Rule they have not been willing to compromise on is changing weight and crit costs/formulas as that would break stock builds. They still use the same formula and get the same answer, they just solve the formula in a different order.
#10037
Posted 24 December 2014 - 01:23 AM
Meta 2013, on 23 December 2014 - 11:49 PM, said:
Real or imaginary Militaries just aren't that stupid, yet here we are getting mechs that are just that way, why? Gettin tired of purchasing packages, just to find out the mechs are useless after losin a limb. Myst lynx useless mech, one shot your done. Guess if you want to play resource only..and only cap its fine, no such thing as equipping ecm and being able to engage mechs. Ravens must drool when they see one of these running around.
These are fine for imaginary books and games, not worth anything in a multiplayer team based game. Why do you folks bother giving us these crap mechs, gotta be better ones to pick from.
Like the German artillery guns they mounted to guard the coasts that could not turn to face a flank, that didn't work out well for them either.
Concentrating the firepower in one side of the mech might be an advantage if you know to use torso twist.
Mist Lynx is not a meta mech, but I'm having fun once I learned to play with it. (never walk alone, explore the low priority target advantage and use the jump jets)
#10038
Posted 24 December 2014 - 01:42 AM
#10039
Posted 24 December 2014 - 07:07 AM
Brody319, on 23 December 2014 - 11:19 PM, said:
http://mwo.smurfy-ne...ac3c8d52b39fc7c
Here you go. Ac20, urbie. its got 5 tons to make up for the fact that I had to put it in a 35 ton chassis because the AC20 wouldn't fit in the spider. could move the armor around a bit. Raven have the slots open to allow it to work. Since the gun has to be in the arm or an XL won't fit. Sorry, no broken firestarter hitboxes to help the psudo-urbanmech
Just taking 5 tons off doesn't exactly work since the tonnage for the chassis (endo-steel or other wise) depends on the weight. Granted, it's probably minor. The other thing is though: Jump Jets. Granted, this is MWO so people are going to take off 1 JJ & the SL for an extra ton of ammo, so meh, close enough for jazz?
#10040
Posted 24 December 2014 - 08:09 AM
Odanan, on 24 December 2014 - 01:23 AM, said:
Mist Lynx is not a meta mech, but I'm having fun once I learned to play with it. (never walk alone, explore the low priority target advantage and use the jump jets)
This. In fact, in comp MWO, heavily biased mechs are the preferred ones. Even if they have balanced hardpoints, competitive players will load as much on one side as possible, since it allows them to use the other side for a shield. In this situation, the Urbanmech is actually designed for competition. (Never say I do not give credit where it is due, even if I think the Urbanmech in general is worthless, lol)
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