


#6741
Posted 14 January 2014 - 08:11 PM

#6742
Posted 14 January 2014 - 08:23 PM
Utilyan, on 14 January 2014 - 08:11 PM, said:

Love the Picture and how the hell did you write the text that way. It almost looks like Japanese writing over English text.
#6743
Posted 14 January 2014 - 09:19 PM
FireSlade, on 14 January 2014 - 08:23 PM, said:
I was going for like a broken radio transmission/matrix look.

Someone mentioned http://www.eeemo.net/ in some other thread, where you can make the weird text.
#6744
Posted 14 January 2014 - 09:30 PM
Edited by Utilyan, 15 January 2014 - 10:26 PM.
#6745
Posted 14 January 2014 - 10:00 PM
#6746
Posted 15 January 2014 - 03:04 AM
Utilyan, on 14 January 2014 - 08:11 PM, said:

That's a glitch in the Matrix, clearly.
BTW, you managed to make the Urbie scary...

BarHaid, on 14 January 2014 - 10:00 PM, said:
Do you see something? All I see is a long code (dang, I should have chose the red pill).
Edited by Odanan, 15 January 2014 - 04:31 AM.
#6747
Posted 15 January 2014 - 03:04 AM
#6748
Posted 15 January 2014 - 03:17 AM
Imperius, on 15 January 2014 - 03:04 AM, said:
There are few IS 100 tonners possible, in our timeline:
- King Crab: has (barely) enough variants, but the original mech has the AC/20s splitted between the arms and side torsos, something not possible in MWO. The only way to add it now would be to remove the hand and lower arm actuators.
- Annihilator: barely enough variants, extremely rare (basically restricted to the Wolf Dragoons). Slower than an Atlas but armed with quad large ballistics - something that would be over-power in the current meta game.
- Imp: like the Annihilator, extremely rare and restricted to the WD. Mostly an energy boat (something that doesn't quite work well in MWO).
My guess is: they won't add these mechs in at least 2 years.
Think about it: We will have the 8 Clan mechs from June 2014 to January 2015. After that, probably the remaining 8 original Clan omnimechs (until September, 2015). Since they are working with the Clans, why not release 4 extra omnimechs? (that's January, 2016 - see the OP for more info about the Clan mechs)
There are two "free" months between the last Phoenix mech and the first Clan mech - we expect a light and an assault mech to be release in this window.
The good options for assault mechs are the much more common and iconic Banshee (probably the next release), Zeus and Cyclops.
The light could be finally the Flea or, if they can't make the MASC work in time (or simply realize the Flea is too similar to the Locust), an unannounced new mech, which I would guess the Firestarter.
Edited by Odanan, 15 January 2014 - 03:49 AM.
#6749
Posted 15 January 2014 - 03:46 AM
Odanan, on 15 January 2014 - 03:17 AM, said:
- King Crab: has (barely) enough variants, but the original mech has the AC/20s splitted between the arms and side torsos, something not possible in MWO. The only way to add it now would be to remove the hand and lower arm actuators.
- Annihilator: barely enough variants, extremely rare (basically restricted to the Wolf Dragoons). Slower than an Atlas but armed with quad large ballistics - something that would be over-power in the current meta game.
Have heard the OP due to ballistics argument and I think both of these mechs are actually very good candidates, because they ARE balanced.
The KGC literally has next to no room for upgrades, would be near impossible to up engine, at least while keeping the ACs. So while better armored than a boomJager, it is also a slow ponderous target.
Even more so the annihilator. A Max engine of 240. With speed tweak, that's 42 kph. Much like the Stalker, if you park in front of it, you are in trouble, but it will be so unable to react to light mechs, unable to keep up with the battle. Only way to use it would be as a defensive anchor, and stick with it. And the shear weight of ballistics minimize what you could do. Quad Gauss? Doable, with nearly no ammo, and less armor than a Hunchback can carry. While moving 32 kph. So if one ignored it, it could core a few people. The moment naything faster than an Atlas pays attention to it, though, it dies.
#6750
Posted 15 January 2014 - 04:14 AM
Bishop Steiner, on 15 January 2014 - 03:46 AM, said:
The KGC literally has next to no room for upgrades, would be near impossible to up engine, at least while keeping the ACs. So while better armored than a boomJager, it is also a slow ponderous target.
Even more so the annihilator. A Max engine of 240. With speed tweak, that's 42 kph. Much like the Stalker, if you park in front of it, you are in trouble, but it will be so unable to react to light mechs, unable to keep up with the battle. Only way to use it would be as a defensive anchor, and stick with it. And the shear weight of ballistics minimize what you could do. Quad Gauss? Doable, with nearly no ammo, and less armor than a Hunchback can carry. While moving 32 kph. So if one ignored it, it could core a few people. The moment naything faster than an Atlas pays attention to it, though, it dies.
The problem with the King Crab is not the OPness, but the AC/20 disposition in the arms. And yes, you could put XL 360 Engine on it (or a smaller Std Engine), full armor, lots of ammo, some extra DHS, Endo Steel and an ER Large Laser. This would be better than the AC/40 Jager in everything.
I tested here an Annihilator with 4 Gauss Rifles, 8 tons of ammo (not much, but one could lower the armor for more ammo), SHS, (awful) stock speed (32,4 km/h) and 12.5 tons of armor (still more than a Hunchback). Is it OP? I don't know... but when the devs refused to add the Victor multi-ballistics variants, I think they made clear their opinion about multi-large ballistics assault mechs...
Edited by Odanan, 15 January 2014 - 07:23 AM.
#6751
Posted 15 January 2014 - 09:47 AM
Odanan, on 15 January 2014 - 03:17 AM, said:
- King Crab: has (barely) enough variants, but the original mech has the AC/20s splitted between the arms and side torsos, something not possible in MWO. The only way to add it now would be to remove the hand and lower arm actuators.
- Annihilator: barely enough variants, extremely rare (basically restricted to the Wolf Dragoons). Slower than an Atlas but armed with quad large ballistics - something that would be over-power in the current meta game.
- Imp: like the Annihilator, extremely rare and restricted to the WD. Mostly an energy boat (something that doesn't quite work well in MWO).
My guess is: they won't add these mechs in at least 2 years.
Think about it: We will have the 8 Clan mechs from June 2014 to January 2015. After that, probably the remaining 8 original Clan omnimechs (until September, 2015). Since they are working with the Clans, why not release 4 extra omnimechs? (that's January, 2016 - see the OP for more info about the Clan mechs)
There are two "free" months between the last Phoenix mech and the first Clan mech - we expect a light and an assault mech to be release in this window.
The good options for assault mechs are the much more common and iconic Banshee (probably the next release), Zeus and Cyclops.
The light could be finally the Flea or, if they can't make the MASC work in time (or simply realize the Flea is too similar to the Locust), an unannounced new mech, which I would guess the Firestarter.
Or... we could have more Mediums!

----------
Odanan, on 14 January 2014 - 05:51 PM, said:
EDIT: if you want to party, you better remove that LRMs (replace for PPCs?), add some tons, mount TSM and some larger melee weapon.

If that "100 tonner, with (at least) dual PPCs, 8 Medium Lasers, jump jets and a Hatchet" is using only 3025-era IS tech, it is far from unbeatable.

(Just set it up in RemLab - 3/5/3 movement profile, 11 extra HS, 303 armor points (shaved 2 off each leg to free up a half-ton, while leaving everything else at maximum), Hatchet in the right hand - an impressive 'Mech, true, but still no more "unbeatable" than the Titanic was "unsinkable".

The 3025-level MSC-1D is faster, jumps further/higher, and can still take out a Gyro or heavily damage an Engine (or decapitate a 'Mech) in a single strike, regardless of armor and (optionally) after softening up an opponent from range.

And now, the 3050-level refit!

#6752
Posted 15 January 2014 - 10:03 AM
Strum Wealh, on 15 January 2014 - 09:47 AM, said:
Oh God no.
Strum Wealh, on 15 January 2014 - 09:47 AM, said:

(Just set it up in RemLab - 3/5/3 movement profile, 11 extra HS, 303 armor points (shaved 2 off each leg to free up a half-ton, while leaving everything else at maximum), Hatchet in the right hand - an impressive 'Mech, true, but still no more "unbeatable" than the Titanic was "unsinkable".

I mean, unbeatable in terms of optimization. You put the 2 PPCs in the hatchet's opposing arm and all lasers in the torsos - so it can make melee attacks and still fire all lasers. It is a safe mech for overheat and it will zombie because it has no ammo. Of course, PPCs and Medium Lasers are the two best weapons in TT...
About the Misericorde, is a cool ride, but TT favors the heavier mechs.
#6753
Posted 15 January 2014 - 05:50 PM
Strum Wealh, on 15 January 2014 - 09:47 AM, said:

Odanan, on 15 January 2014 - 10:03 AM, said:

#6754
Posted 16 January 2014 - 12:51 PM
Strum Wealh, on 15 January 2014 - 05:50 PM, said:

The 2 Sabre mediums are already exceeding the other weight classes in numbers... I hope there will be 1 more light and 1 more assault before the Clans, to "even things up" with the heavy weight class.
And the Flea... we can wait. (and pray for they quitting to add this mech, replacing for another light)
Edited by Odanan, 16 January 2014 - 12:52 PM.
#6755
Posted 16 January 2014 - 02:49 PM
Odanan, on 16 January 2014 - 12:51 PM, said:
And the Flea... we can wait. (and pray for they quitting to add this mech, replacing for another light)
You know what this game needs?
More Medium Mechs.
#6757
Posted 16 January 2014 - 02:55 PM
FireSlade, on 16 January 2014 - 02:53 PM, said:
I prefer more Heavies but I will take Mediums if I have too.
you know what we DON'T need?
More assault Mechs,atm.
I'm totally fine with more Light and Mediums being added, and am OK with Heavies, though I feel no shortage on their part overall.
#6758
Posted 16 January 2014 - 03:13 PM
Bishop Steiner, on 16 January 2014 - 02:55 PM, said:
More assault Mechs,atm.
I'm totally fine with more Light and Mediums being added, and am OK with Heavies, though I feel no shortage on their part overall.
We need 1 more assault, the Banshee. After it, I don't care.
#6759
Posted 16 January 2014 - 03:14 PM
Bishop Steiner, on 16 January 2014 - 02:55 PM, said:
More assault Mechs,atm.
I'm totally fine with more Light and Mediums being added, and am OK with Heavies, though I feel no shortage on their part overall.
Yeah I agree, too many Assaults at the moment. I was in a game last night where my team had 6 Assaults, 3 Heavies, and 3 Mediums and they claimed that they were not a premade. I was under the impression where Mediums should be the most numerous with Heavies coming in second and Lights and Assaults being last.
#6760
Posted 16 January 2014 - 03:48 PM
FireSlade, on 16 January 2014 - 03:14 PM, said:
Yeah I agree, too many Assaults at the moment. I was in a game last night where my team had 6 Assaults, 3 Heavies, and 3 Mediums and they claimed that they were not a premade. I was under the impression where Mediums should be the most numerous with Heavies coming in second and Lights and Assaults being last.
Wait a minute.
This is not a problem of how many different chassis are in the assault weight class.
People don't play mediums because:
- mediums are hard to play well;
- some mediums chassis are simply not good;
- generally, mediums don't excel in anything;
- larger mechs present more customization options.
Adding more medium chassis won't help the number of mediums in-game.
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