#18901
Posted 15 March 2018 - 03:30 AM
(and MW5)
#18903
Posted 15 March 2018 - 11:30 AM
Edited by Odanan, 15 March 2018 - 11:31 AM.
#18904
Posted 15 March 2018 - 11:54 AM
Odanan, on 15 March 2018 - 11:30 AM, said:
As I've said on other parts of this board, my 15min with the demo at MechCon '17 left me hopeful for it. Getting ambushed by a Cat K2 in a Shadowhawk 2D was best discribed as an "Oh !" moment, but to cap it off my time with the demo by using an AC/20 to hit my target some 1400m away in a stationary building, killing it was priceless.
#18905
Posted 15 March 2018 - 12:45 PM
Odanan, on 15 March 2018 - 11:30 AM, said:
You don't say? I wanted to go into cryostasis and have someone unthaw me when the Unseen lawsuit is over, and we finally have the rest of the MW:2 mech cast in MW:O.
#18906
Posted 15 March 2018 - 12:46 PM
Arnold The Governator, on 15 March 2018 - 12:45 PM, said:
MW2 cast?
Hmmm...
I could totally go for a Tarantula
#18907
Posted 15 March 2018 - 01:14 PM
Juodas Varnas, on 15 March 2018 - 12:46 PM, said:
Hmmm...
I could totally go for a Tarantula
It sure was fun defending that thing in my Turretman IIC during the clan wolf escort mission. It was a shame that it was locked and playable only on the console PS1 version.
#18908
Posted 15 March 2018 - 02:25 PM
Arnold The Governator, on 15 March 2018 - 01:14 PM, said:
There were "mods" to play with the Tarantula.
#18909
Posted 15 March 2018 - 02:40 PM
Arnold The Governator, on 15 March 2018 - 01:14 PM, said:
All you had to do was put in the right pilot name in the game and you could use the Tarantula and all kinds of other mechs. Like so (quick google search, first video that came up):
#18910
Posted 16 March 2018 - 07:15 AM
Sereglach, on 15 March 2018 - 02:40 PM, said:
Ah yes. I completely forgot about the name cheats that allowed you to play the battlemaster and tarantula.
#18911
Posted 22 March 2018 - 03:22 AM
The Sun Spider is a difficult mech to work with and it needs some fixing before being decent. The side torsos are huge and it has no armor quirks whatsoever, making it the epitome of a glass cannon. The mobility feels very good, I found it to be very responsive. It cannot brawl at all due to the squishy side torsos. If they quirk the ST armor a bit or rework the hitbox this thing will be a very fine mech.
Standard/collectors pack:
SNS-Prime: This one was actually the most difficult for me to figure out a build that utilizes all prime omnipods. What kinda worked was 1 UAC10, 1 HML, 4 SSRM6, CAP and 1 LB10X, 1 MPL, 4 SRM6A. This one is the only variant which I might actually swap omnipods on. I'm thinking about something like 2 LB10X, 2 MPL.
SNS-A: This is a fun one with 4 UAC2, 2 ERML. Just keep in mind to keep a distance and use cover to cool down as it gets hot really fast.
SNS-B: The best working loadout for me was 1 LB10X, 3 MPL, 2 ATM6. Quite easy to handle, but can run hot during extended firefights.
Reinforcement pack:
SNS-C: The missile boat is very deadly with 4 ATM6 and 2 SSRM6 with a CAP. I haven't tried LRMs yet... just don't like using LRMs.
SNS-D: The ECM Kodiak. 2 UAC5, 1 UAC10. Just skip the MG quirk... it's way too much fun. You might want to get the ammo nodes first tho.
Hero pack:
SNS-ML: The obvious build is 2 ERPPC, 3 MPL. If you slot the ERPPC after the MPL you have ridiculously high mounts, ideal for sniping. Gets hot fast... no surprise here.
Christmas special:
SNS-VG: Since all the quirks are energy and ballistic it's the obvious 2 UAC10, 1 LPL. Stays cool and has a decent dps.
Edited by Gasoline, 22 March 2018 - 03:22 AM.
#18913
Posted 25 March 2018 - 05:06 PM
- High mounts
- Good and plentiful hardpoints
- Ability to twist off or spread dmg in some way, good hitboxes, shield arms, no weapon buldge, etc
- Mobility in good balance with durability and firepower
- High cockpit in line with or nearly in line with high mounts
- Good convergence
- No useless hand actuators
- For omnis, has endo/FF (unless IS), Has dhs, has enough slots/tonnage
Obviously not every single one is required but those are things to look for.
2. What happens after it goes through PGI. I like the Nightstar and I'm grateful PGI released it but it got some things that hurt it like the huge ST vents. It would of had an epic frontal profile but for those vents. Basically don't assume PGI won't add something or that they will do something to "fix it".
For you guys what affect does it have if someone says "X chassis would be a strong mech if added"? Maybe they give valid reasons, maybe not.
#18914
Posted 25 March 2018 - 08:58 PM
TheArisen, on 25 March 2018 - 05:06 PM, said:
- High mounts
- Good and plentiful hardpoints
- Ability to twist off or spread dmg in some way, good hitboxes, shield arms, no weapon buldge, etc
- Mobility in good balance with durability and firepower
- High cockpit in line with or nearly in line with high mounts
- Good convergence
- No useless hand actuators
- For omnis, has endo/FF (unless IS), Has dhs, has enough slots/tonnage
Obviously not every single one is required but those are things to look for.
2. What happens after it goes through PGI. I like the Nightstar and I'm grateful PGI released it but it got some things that hurt it like the huge ST vents. It would of had an epic frontal profile but for those vents. Basically don't assume PGI won't add something or that they will do something to "fix it".
For you guys what affect does it have if someone says "X chassis would be a strong mech if added"? Maybe they give valid reasons, maybe not.
I really don't care about MetaMechs. I just want my Wasp (and Crusader).
#18915
Posted 25 March 2018 - 09:01 PM
Gasoline, on 22 March 2018 - 03:22 AM, said:
SNS-C: The missile boat is very deadly with 4 ATM6 and 2 SSRM6 with a CAP. I haven't tried LRMs yet... just don't like using LRMs.
Don't feel bad about not using all the hardpoints. 3x9 ATM runs cooler than 4x6 and gets you 3 more tubes for the extra ton.
#18916
Posted 25 March 2018 - 09:50 PM
TheArisen, on 25 March 2018 - 05:06 PM, said:
- High mounts
- Good and plentiful hardpoints
- Ability to twist off or spread dmg in some way, good hitboxes, shield arms, no weapon buldge, etc
- Mobility in good balance with durability and firepower
- High cockpit in line with or nearly in line with high mounts
- Good convergence
- No useless hand actuators
- For omnis, has endo/FF (unless IS), Has dhs, has enough slots/tonnage
Obviously not every single one is required but those are things to look for.
2. What happens after it goes through PGI. I like the Nightstar and I'm grateful PGI released it but it got some things that hurt it like the huge ST vents. It would of had an epic frontal profile but for those vents. Basically don't assume PGI won't add something or that they will do something to "fix it".
For you guys what affect does it have if someone says "X chassis would be a strong mech if added"? Maybe they give valid reasons, maybe not.
Well... The problem is that art and competitiveness are two sides of the same medal and sometimes seem to be mutually exclusive to PGI. The other problem is us to be fair. We want meta mechs that have to look as close to the original as possible. If PGI let those vents go I hear the screams of thousands of people that the mech doesn't look like a Nightstar at all.
One of the biggest design flaws is actually on mechs like the Archer, Hellspawn, Catapult... weapon doors that stick out of cover and provide a hitbox. There is literally no way to peak with an Archer as the enemy has plenty of time to shoot your weapon doors before you even clear the ridge. I had hopes that PGI would actually learn from that on the Hellspawn and let the weapon door either go, or open to the side... not happening... It's not as bad on the Hellspawn as it is on the Archer, but I really wish PGI would drop weapon doors.
For the rest, it's mostly us. People want bad mechs because of nostalgia. Yes, you can make them work, yes you can have decent matches, but it won't make a bad mech good. Look at the Uziel... it was a decent mech in MW4, but that's mostly due to the different game mechanics.
But back to your question about what makes a good mech good.
- high mounts (cockpit level and slightly above) and the ability to mount multiples of the same weapon close to each other for optimal convergence.
- high alpha capability
- high mobility, preferably JJ capable
- decent quirks (armor and primary weapon quirks)
- no attachments that stick out of the base frame (missile pods, weapon doors, exhausts, vents - basically anything that presents a hitbox and has no practical use)
Just look at Linebackers, Hunchback IIC, Deathstrike, et cetera
Odanan, on 25 March 2018 - 08:58 PM, said:
Yeah, me kinda as well. But I feel the people being frustrated with some mechs. I want to like a lot of mechs, but it's horrible playing them as you get rolled over regularily.
I avoided purchasing most of the mechs which are deemed bad like the Uziel, Nightstar, Osiris. I have the Hellspawn tho and as much as I want it to work, it just doesn't fit in the current meta (and it's not even the worst of the bunch). Even the Black Lanner is ridiculous sometimes.
Brain Cancer, on 25 March 2018 - 09:01 PM, said:
Hm... I haven't even thought of this... will definitely try this, thank mate!
#18918
Posted 26 March 2018 - 12:18 AM
Gasoline, on 25 March 2018 - 09:50 PM, said:
Well... The problem is that art and competitiveness are two sides of the same medal and sometimes seem to be mutually exclusive to PGI. The other problem is us to be fair. We want meta mechs that have to look as close to the original as possible. If PGI let those vents go I hear the screams of thousands of people that the mech doesn't look like a Nightstar at all.
One of the biggest design flaws is actually on mechs like the Archer, Hellspawn, Catapult... weapon doors that stick out of cover and provide a hitbox. There is literally no way to peak with an Archer as the enemy has plenty of time to shoot your weapon doors before you even clear the ridge. I had hopes that PGI would actually learn from that on the Hellspawn and let the weapon door either go, or open to the side... not happening... It's not as bad on the Hellspawn as it is on the Archer, but I really wish PGI would drop weapon doors.
For the rest, it's mostly us. People want bad mechs because of nostalgia. Yes, you can make them work, yes you can have decent matches, but it won't make a bad mech good. Look at the Uziel... it was a decent mech in MW4, but that's mostly due to the different game mechanics.
But back to your question about what makes a good mech good.
- high mounts (cockpit level and slightly above) and the ability to mount multiples of the same weapon close to each other for optimal convergence.
- high alpha capability
- high mobility, preferably JJ capable
- decent quirks (armor and primary weapon quirks)
- no attachments that stick out of the base frame (missile pods, weapon doors, exhausts, vents - basically anything that presents a hitbox and has no practical use)
Just look at Linebackers, Hunchback IIC, Deathstrike, et cetera
Yeah, me kinda as well. But I feel the people being frustrated with some mechs. I want to like a lot of mechs, but it's horrible playing them as you get rolled over regularily.
I avoided purchasing most of the mechs which are deemed bad like the Uziel, Nightstar, Osiris. I have the Hellspawn tho and as much as I want it to work, it just doesn't fit in the current meta (and it's not even the worst of the bunch). Even the Black Lanner is ridiculous sometimes.
Hm... I haven't even thought of this... will definitely try this, thank mate!
Well the vents on the Nightstar were added on. If you look at the minis it didn't have those big vents at all. That's part of what I'm getting at with my second point that a mech might have a large number of good things in the TRO but after PGI makes it it can lose a few things. The Nightstar without vents it was thought would have a great frontal profile like the Marauder but it has vents so one of it's strengths got taken away.
#18919
Posted 26 March 2018 - 01:25 AM
TheArisen, on 26 March 2018 - 12:18 AM, said:
Well the vents on the Nightstar were added on. If you look at the minis it didn't have those big vents at all. That's part of what I'm getting at with my second point that a mech might have a large number of good things in the TRO but after PGI makes it it can lose a few things. The Nightstar without vents it was thought would have a great frontal profile like the Marauder but it has vents so one of it's strengths got taken away.
I admit I actually haven't noticed that. Just looked it up on camospecs and yeah... I get your point.
Would be cool if they would rework some models as soon as Solaris lands. They could change those vents to be bolt-ons by default... Looks cool but has no purpose and provides no hitbox. Same with those blasted missile doors.
Oh and on more thing regarding meta mechs... It will be hilarious when Battetech gets released to try some of the meta loadouts of MWO and see how bad they really are.
On another note, what do you guys think will be the new clan light in April?
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users