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Ultimate Mech Discussion Thread

BattleMech Balance

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#15321 CK16

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Posted 10 January 2017 - 09:04 AM

View PostMetus regem, on 10 January 2017 - 08:59 AM, said:



Only issue I see with it, is it's two tons of armour short... I could've trimmed the UAC ammo down to 2t from 4t to max out the armour, but for a "MWO" build it didn't feel right to run with so little UAC ammo.


I agree, but with how this game usually results in new mechs getting stripped right away and maxed armor. I think it would be fine. Could be a varriant based solely on longer range fighting do to the rather large loadout of long range weapons. Thus armor was reduced in thinking of not required for longer range duels ect.

#15322 Metus regem

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Posted 10 January 2017 - 09:11 AM

View PostCK16, on 10 January 2017 - 09:04 AM, said:

I agree, but with how this game usually results in new mechs getting stripped right away and maxed armor. I think it would be fine. Could be a varriant based solely on longer range fighting do to the rather large loadout of long range weapons. Thus armor was reduced in thinking of not required for longer range duels ect.



See my more MWO friendly edits to it.

#15323 CK16

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Posted 10 January 2017 - 09:28 AM

View PostMetus regem, on 10 January 2017 - 09:11 AM, said:



See my more MWO friendly edits to it.


I like both, wouldn't probably enjoy those as builds themselves personally. Nothing super meta but flexible enough for my taste to not seem overly flexible (aka like 1 LRM 10 and 1 SRM 6). I hope they take any of them honestly for a made up varriant. Kind of my gruff with the Mk II is latter varriants seem rather...dull?

#15324 Metus regem

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Posted 10 January 2017 - 09:33 AM

View PostCK16, on 10 January 2017 - 09:28 AM, said:

I like both, wouldn't probably enjoy those as builds themselves personally. Nothing super meta but flexible enough for my taste to not seem overly flexible (aka like 1 LRM 10 and 1 SRM 6). I hope they take any of them honestly for a made up varriant. Kind of my gruff with the Mk II is latter varriants seem rather...dull?



Well they both are and are not dull.. the enhanced with hardend armour is very tanky, if a little slow, and the 6 is a pain in the *** to bring down thanks to Harjel III.

#15325 CK16

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Posted 10 January 2017 - 09:43 AM

View PostMetus regem, on 10 January 2017 - 09:33 AM, said:



Well they both are and are not dull.. the enhanced with hardend armour is very tanky, if a little slow, and the 6 is a pain in the *** to bring down thanks to Harjel III.


Those yes are uniqe, but the 4 and 5 just seem lacking in hard points, 3 is alright but pretty much it's a 1 with a different loadout and no jj's. Those I would rather see PGI varriants bring some flavor to the chassis.

#15326 Uncle Totty

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Posted 10 January 2017 - 02:25 PM

Any news on the new mech? Any news? Come on. We know you have the art ready. GIVE US SOMETHING!

(Hell. It's day TEN and you STILL don't have a roadmap up yet.)

Edited by Uncle Totty, 10 January 2017 - 02:27 PM.


#15327 Metus regem

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Posted 10 January 2017 - 02:52 PM

View PostUncle Totty, on 10 January 2017 - 02:25 PM, said:

Any news on the new mech? Any news? Come on. We know you have the art ready. GIVE US SOMETHING!

(Hell. It's day TEN and you STILL don't have a roadmap up yet.)



Apparently Russ has been down with the Flu... it's a bad Flu season in BC right now....

#15328 Uncle Totty

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Posted 10 January 2017 - 03:27 PM

View PostMetus regem, on 10 January 2017 - 02:52 PM, said:



Apparently Russ has been down with the Flu... it's a bad Flu season in BC right now....


Sorry to hear that but was there no backup plan? Posted Image

#15329 Ovion

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Posted 10 January 2017 - 04:06 PM

View PostMetus regem, on 10 January 2017 - 02:52 PM, said:

Apparently Russ has been down with the Flu... it's a bad Flu season in BC right now....
Yeah, but there's more than Russ at the company.

To announce in January, they would have to have at least the mech chosen and the vague concept ready, and surely by this point, should have the concept art and page ready to drop for preorders....

To basically hear nothing is a shame.

#15330 Ovion

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Posted 10 January 2017 - 04:10 PM

According to his twitter - Russ may have had pneumonia, but has been back in the office for at least 1-2 days?

#15331 Odanan

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Posted 10 January 2017 - 05:08 PM

View PostOvion, on 10 January 2017 - 04:06 PM, said:

Yeah, but there's more than Russ at the company.

To announce in January, they would have to have at least the mech chosen and the vague concept ready, and surely by this point, should have the concept art and page ready to drop for preorders....

To basically hear nothing is a shame.

Twitter suggests they are having a lot of meetings this week. Maybe this time they will do something different?

#15332 Metus regem

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Posted 10 January 2017 - 08:50 PM

View PostOdanan, on 10 January 2017 - 05:08 PM, said:

Twitter suggests they are having a lot of meetings this week. Maybe this time they will do something different?


Wouldn't that be the definition of insanity? Doing the same things over and over, expecting a different outcome?

#15333 Bishop Steiner

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Posted 10 January 2017 - 09:30 PM

[Redacted]

Edited by draiocht, 14 January 2017 - 04:30 PM.
nonconstructive


#15334 Clownwarlord

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Posted 10 January 2017 - 10:48 PM

If they get melee into the game the mechs I know I would want to see in the game shortly after are hatchetman (of course), but also the thug. While it has those 2 PPCs and then only 2 SRM packs for 80 ton assault mech it is said to be fast. BUT it also has 2 hands which make the mech perfect for melee. Also because of its light load out and size it can fit a huge engine in it.

#15335 Karl Streiger

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Posted 11 January 2017 - 12:08 AM

View PostBishop Steiner, on 10 January 2017 - 07:05 AM, said:

Eh, it's really not. First thing most players I know did (and a lot of canon variants, too) was remove the IS ERMLs because the slight range buff wasn't worth it. for almost doubled heat. had they been 4 heat, they probably would be a no brainer.... (same way I always laugh at IS MPL fans.... but but but -2 to hit modifier! Of course, with only 2/3 the range... that's immediately negated at anything beyond 2 hexes by range modifiers....... all for twice the weight! Shamwow!)

only time I ever see ERMLs as worth it is for mechs with a generous heat cap to begin with, or a lot of Lights that aren't packing that much heat.

Well depends on your loadout.

ERML and MPL worked very well together (both generate a 0 to hit mod up to 4 ranges) add a LB20X to the mix and things become more intersting.... uh food for though - the Blitzkrieg might perform better (on the average) if you take a LB20X and a ERM instead of the Ultra AC20 - of course the reason for the blitzkrieg are the moment it performs better than average and bring both shots of the Ultra into the target

Usually CBT range control is a thing - and that tiny range difference of 1 or only 2 ranges was the difference between rolling a 8 or a 10 or a 10 or a 12. (we are talking about some serious damage differences)

That and the armor distribution is also the reason i would take a Large Laser over 4 MLAS and a SHS all the time (in CBT) (OK I'm the math guy that know that a Large Laser vs Commando result in a 3% guaranteed kill - same chance as to hit the head)
In MWO however - no way i would ever take the single large laser - heck i would take 5 MLAS instead of 4 and a SHS

So with those concepts broken, I have to ask why does PGI stick to all the other stuff from CBT - like damage numbers, long ranges and other stuff?

Edited by Karl Streiger, 11 January 2017 - 12:09 AM.


#15336 Odanan

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Posted 11 January 2017 - 04:03 AM

View PostKarl Streiger, on 11 January 2017 - 12:08 AM, said:

Well depends on your loadout.

ERML and MPL worked very well together (both generate a 0 to hit mod up to 4 ranges) add a LB20X to the mix and things become more intersting.... uh food for though - the Blitzkrieg might perform better (on the average) if you take a LB20X and a ERM instead of the Ultra AC20 - of course the reason for the blitzkrieg are the moment it performs better than average and bring both shots of the Ultra into the target

Usually CBT range control is a thing - and that tiny range difference of 1 or only 2 ranges was the difference between rolling a 8 or a 10 or a 10 or a 12. (we are talking about some serious damage differences)

That and the armor distribution is also the reason i would take a Large Laser over 4 MLAS and a SHS all the time (in CBT) (OK I'm the math guy that know that a Large Laser vs Commando result in a 3% guaranteed kill - same chance as to hit the head)
In MWO however - no way i would ever take the single large laser - heck i would take 5 MLAS instead of 4 and a SHS

So with those concepts broken, I have to ask why does PGI stick to all the other stuff from CBT - like damage numbers, long ranges and other stuff?

You lost me on the LBX. LBX are probably the worst weapons in TT (and not exactly good in MWO either).

#15337 Karl Streiger

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Posted 11 January 2017 - 06:42 AM

Worst weapon?
Depends on the rule set you are playing - well not even in this case.
For Is they are simple better than those standard guns (special ammo is a joke)
Switch ammo forgotten?
Ln20x fire slug consider to use pellets based on hit - say round has gone into the RS of a HBK 4g
So when playing tac ops critical rule set it's fire pellets consider hits (locations below 20armor put a slug into that son and enjoy the crits.

Not to mention that your ERML and Lb20x outrange ac20 and standard mlas


And then you still have the papercut softkill option. Put enough rounds in your enemy and watch his pilot suffer - at least this works well until you enemy uses ferro lamelor

Edited by Karl Streiger, 11 January 2017 - 06:44 AM.


#15338 Metus regem

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Posted 11 January 2017 - 08:01 AM

View PostOdanan, on 11 January 2017 - 04:03 AM, said:

You lost me on the LBX. LBX are probably the worst weapons in TT (and not exactly good in MWO either).



LB's are a direct 100% upgrade over normal AC's untill some special ammo and limited LAC's come into play...

Just look at the TT stats of the AC/10 vs the LB-10X..

IS AC/10:
Damage: 10
Heat: 3
Tons: 12
Crits: 7
Range: 5/10/15
Ammo/ton: 10

IS LB-10X:
Damage: 10 (or 10 1 point pellets)
Heat: 2
Tons: 11
Crits: 6
Range: 6/12/18
Ammo/ton: 10

#15339 Bishop Steiner

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Posted 11 January 2017 - 09:02 AM

View PostOdanan, on 11 January 2017 - 04:03 AM, said:

You lost me on the LBX. LBX are probably the worst weapons in TT (and not exactly good in MWO either).

Only knock on IS LB-X outside the 10 is that they decided they would all get "fatter". The LB-10x is longer ranged, lower heat, and has the ability to be a normal AC10, or a bonus to hit/crit seeker.

In most cases, I'd take an LB-X over an equivalent UAC, since LB-X never jam and become useless for the entire match. Likewise, most gimmick ammo doesn't feel that worth it.

UACs with their jam issues, and TBH, 50ish % chance of actually hitting with both shots, are something I am less likely to use in TT.

But especially in the SLDF era, the LB-10X was one of the best guns in the game. 18 hex range, no minimum. Meant better "accuracy" even with normal rounds. 2 Heat, 10 pinpoint damage. Not seeing the down side.

Compared to later Clan Tech and Monty Haul guns like HAGs, RACs, etc, yes they lose some luster, but all those weapons have their downsides, too. Heck, my only knock on the IS LB-20X is that stupid 11 crits nonsense. So without split crits, you can either ST it, with no Lite or XL engine, or you can CT/ST it, or lock it;s arc to the STs in an arm. I don't see why they thought it needed that extra crit space.

#15340 Odanan

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Posted 11 January 2017 - 11:00 AM

Yes, LBX equipped with slug rounds are a direct upgrade of the equivalent AC. I'm not talking about that (specially because having direct upgrades with no drawbacks is something that really hurts the "balance" in Battletech).

I'm talking about the "classic" cluster rounds. When you shoot with a LB 20-X, you roll the amount of pellets that hit the target (missile hits table), much like a LRM-20. So, you don't do 20 damage (unless you roll 11 or 12 in the dice), but 6-20 damage, split in groups of 5 damage. Tell me how a LB 20X doing a scattered ~12 damage is better than a full 20 damage of the AC/20?
Or am I playing the cluster ammo wrong?





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