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The State Of The Summoner (Hey Pgi Devs, This Post Is For You Guys, Just Fyi)

BattleMechs Balance Loadout

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#581 kapusta11

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Posted 06 January 2015 - 10:33 AM

View PostWidowmaker1981, on 06 January 2015 - 09:44 AM, said:


you do. not. want. direwolves with bigger engines. trust me, you don't. I think locked engines in Clan Mechs should stay, but endo and ferro should be unlocked (and possibly JJs)


Then YOU don't want certain mechs to be released at all.

Night Gyr (75 ton mech):
  • XL300 engine (fixed)
  • endo + ferro upgrade (fixed)
  • 71 kph movement speed
  • 4 JJs (fixed)
  • 12 Heat Sinks (base)
  • 38 (it's not 37, made a mistake before) tons of free pod space
  • Possible loadout: 2xGauss + 7 tons of ammo, 4xERML and 15 Double Heat Sinks (total)
Blood Asp (90 ton mech):
  • XL360 (fixed)
  • endo upgrade (fixed)
  • 71 kph movement speed
  • ECM capable
  • 14 Heat Sinks (base)
  • 40 tons of free pod space
  • Possible loadout: 2xGauss + 7 tons of ammo, 6xERML and 17 Double Heat Sinks (total)
Dire Wolf with XL400:
  • 71 kph movement speed
  • 37.5 tons of free pod space (no endo-steel upgrade)
  • 42.5 tons with endo
Fixed equipment/upgrades is a dumb idea, as long as you don't mix omnipods you should be able to do whatever you want.

Edited by kapusta11, 06 January 2015 - 11:11 AM.


#582 Deathlike

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Posted 06 January 2015 - 10:34 AM

View PostFupDup, on 06 January 2015 - 09:23 AM, said:

Or you could quirk other aspects of their stats like +armor, -heat, and +range to emphasize their slow gunboat role for their size, and let them stay slower in exchange...


The Cute Fox however probably could stand to get a little speed boost if it chooses to NOT use either of the Alternate S side torsos. Give those non-S side torsos a use. (because right now they're nearly pointless).

The Koshi will never be able to be a gunboat like the Fox/Puma so speed is the only option it has (like +10% or so would do). Let the Koshi be the squirrelier Clan light for the moment.

The Badder however should be like a "little tank" of the light class. No speed boosts on any Omnipods, just armor and things that increase its damage output (i.e. cooldowns, less heat, etc.).


We can't have nice things as you know.

Even a +3% speed to each non-S leg would be valuable (but then I'd have to switch from the leg JJs to the torso JJs unfortunately).

#583 FupDup

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Posted 06 January 2015 - 10:36 AM

View PostDeathlike, on 06 January 2015 - 10:34 AM, said:


We can't have nice things as you know.

Even a +3% speed to each non-S leg would be valuable (but then I'd have to switch from the leg JJs to the torso JJs unfortunately).

Maybe they could give the Fox an innate speed boost of 10%, and then any equipped JJ Omnipod would cancel it out? So you get to choose between either vertical or horizontal mobility.

#584 Deathlike

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Posted 06 January 2015 - 10:55 AM

View PostFupDup, on 06 January 2015 - 10:36 AM, said:

Maybe they could give the Fox an innate speed boost of 10%, and then any equipped JJ Omnipod would cancel it out? So you get to choose between either vertical or horizontal mobility.


How would you justify the side torsos reducing speed over the 2 JJs in the feet? Even then, the DHS in the feet is nice...

It shouldn't be such a tossup, even if you were to give each Kitfox-S carrying omnipod a 2.5% speed reduction. It's almost criminal.

Noone should be seeing that much red, like the Victor did when the man who should not be named did evil stuff to it.

Edited by Deathlike, 06 January 2015 - 10:57 AM.


#585 FupDup

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Posted 06 January 2015 - 11:02 AM

View PostDeathlike, on 06 January 2015 - 10:55 AM, said:


How would you justify the side torsos reducing speed over the 2 JJs in the feet? Even then, the DHS in the feet is nice...

It shouldn't be such a tossup, even if you were to give each Kitfox-S carrying omnipod a 2.5% speed reduction. It's almost criminal.

Noone should be seeing that much red, like the Victor did when the man who should not be named did evil stuff to it.

But...red ones go fasta.

#586 Metus regem

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Posted 06 January 2015 - 11:04 AM

View PostFupDup, on 06 January 2015 - 11:02 AM, said:

But...red ones go fasta.


But Green is best!

Still I would settle for blue, blue is lucky!

#587 Deathlike

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Posted 06 January 2015 - 11:40 AM

View PostFupDup, on 06 January 2015 - 11:02 AM, said:

But...red ones go fasta.


What if I want the blue pill?

#588 kapusta11

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Posted 07 January 2015 - 08:06 AM

Could've been a great Gauss poptart
Posted Image

Edited by kapusta11, 07 January 2015 - 12:16 PM.


#589 Deathlike

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Posted 07 January 2015 - 12:28 PM

View Postkapusta11, on 07 January 2015 - 08:06 AM, said:

Could've been a great Gauss poptart
Posted Image


lol, I see what you did there.

#590 InspectorG

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Posted 07 January 2015 - 06:13 PM

View PostLordKnightFandragon, on 03 January 2015 - 12:03 PM, said:



And quite frankly, any mech whose star loadout is an LRM boat is a mech that is total trash. LRMs in this game are a weapon that has me very confused. They are equal parts powerful and absolutely useless. I could never make them work, but have been on the receiving end of some very deadly barrages.

I could see the Summoner, with some proper quirks being the Clans premiere poptart over the Timby. kinda what it prolly was designed for...fast, mobile, in, hit hard, poof before anything fires back. Use hte JJ to help further that along.


Dont go crazy on me!!!

But,

what if jump LuRMs were a decent tactic in CW???????

*runs for door*

#591 Brody319

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Posted 07 January 2015 - 06:18 PM

Lynx, Ice ferret, Summoner, Gargoyle and nova need new omnipods
Lynx, Nova and Summoner need their JJs to be removable.
All Clan mechs need Endo and FF unlocked so they can all equip it.

#592 SgtMagor

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Posted 07 January 2015 - 06:36 PM

jump jets, don't like the way they work. improved performance, thrust vectoring, fixed jump jets on a mech should get a gradient scale which increases thrust and height with each additional jet. ie: 5 percent increase in thrust and height for each added jet, so 5 jets x 5= 25 percent boost in thrust and height for the Summoner.

#593 Bishop Steiner

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Posted 07 January 2015 - 09:13 PM

Look, I just want to be able to run my Summoner Prime with stock weapons, near max armor and 2 more tons of reloads for my LB-10X.

Is that really too much to ask?

#594 A DRUNK GUY

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Posted 07 January 2015 - 09:17 PM

Whyt not make the summoners JJ only weight a half-ton?

#595 Metus regem

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Posted 07 January 2015 - 09:35 PM

View PostMIKE25S, on 07 January 2015 - 09:17 PM, said:

Whyt not make the summoners JJ only weight a half-ton?


I would rather they be JUMP jets, rather than hop maybe jets.

#596 Deathlike

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Posted 07 January 2015 - 09:57 PM

View PostBishop Steiner, on 07 January 2015 - 09:13 PM, said:

Look, I just want to be able to run my Summoner Prime with stock weapons, near max armor and 2 more tons of reloads for my LB-10X.

Is that really too much to ask?


Unfortunately, yes.

Also, I've accidentally gotten 8 kills solo pugging in the Summoner-D... with the CLBX10.

I'm scared. :ph34r:

Edited by Deathlike, 07 January 2015 - 09:57 PM.


#597 Bishop Steiner

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Posted 07 January 2015 - 10:25 PM

View PostDeathlike, on 07 January 2015 - 09:57 PM, said:


Unfortunately, yes.

Also, I've accidentally gotten 8 kills solo pugging in the Summoner-D... with the CLBX10.

I'm scared. :ph34r:

i do good work with the erppc and lb-x...its why I want more ammo

#598 Deathlike

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Posted 07 January 2015 - 10:32 PM

View PostBishop Steiner, on 07 January 2015 - 10:25 PM, said:

i do good work with the erppc and lb-x...its why I want more ammo


I knew you'd respond. :P

Ask the man who shall not be named... or Russ.

#599 ArchSight

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Posted 07 January 2015 - 11:25 PM

I've been thoroughly testing out many load outs for the summoner and putting them through battle or in my head. So far to me as well, most advantages of the summoner are coming up to be mediocre to other mechs it has to fight against.

View PostInspectorG, on 06 January 2015 - 09:41 AM, said:

To few hardpoints to boat energy weapons, and if you use 3 big energy weapons you don thave the tonnage for extra DHS.

Enough hardpoints with two uo nice and high...but not enough tonnage to Dual anything over AC5s with limited ammo.

Needs only 1-2 more missile spots to be a strong Splat boat. LRMs are fine, aside from being LRMs.

Summoner is in the bad spot between hardpoints and tonnage.

True, boating large energy weapons or many small ones is not good for the summoner. The Quirk to increase the Fire Rate of energy weapons without any quirks to help dissipate the faster heat generation is not helpful unless only mounting one Large energy weapon. Two cool down reduction Quirks allow it to lower the heat generation by using ballistics with energy though.

Dueling C-LBX5 or C-Ultra AC 5 with cool down reducing modules for them with the Quirked -CD prime ballistic Arm equipped reduces their cool down to 1.45 instead of 1.66. That's a good buff for 5's because it removes the fire rate nerf on the 5's from 1.5 to 1.66 except for the C-AC5's because they have 1.8 fire rate for some unknown reason. Doubling down on cool down reduction currently can't be done with C-Ultra AC2's and C-AC2's but can be done with C-LBX2's because C-LBX2's has a cool down reduction module and the other two don't.

Missile wise you already know what I came up with the LRM jumper narc loadout. I've even lowered armor to fit artemis ones but it's lack of weapons to fight off rushers forced me to drop the loadout. Not great for CW matches due to the Maps inclosed area's knocking JJ mech's off mountain top's and vs teams that use rush tactics. It was mostly because of the sulfur map.

The weapon quirks have a disconnect with the tactic of Pop tarting. It won't be possible for a player to fire a second shot after pop tarting without falling a great distance or using a extreme rate of fire. The extreme rate of fire clan ballistic's have is easily spread out instead of being pin point to effiecently kill a mech that is also shooting 30 damage PP FLD strikes. This makes it a under dog to IS jump sniper's and Shadow Hawks.

Edited by ArchSight, 07 January 2015 - 11:26 PM.


#600 Widowmaker1981

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Posted 08 January 2015 - 05:10 AM

View Postkapusta11, on 06 January 2015 - 10:33 AM, said:


Then YOU don't want certain mechs to be released at all.

Night Gyr (75 ton mech):
  • XL300 engine (fixed)
  • endo + ferro upgrade (fixed)
  • 71 kph movement speed
  • 4 JJs (fixed)
  • 12 Heat Sinks (base)
  • 38 (it's not 37, made a mistake before) tons of free pod space
  • Possible loadout: 2xGauss + 7 tons of ammo, 4xERML and 15 Double Heat Sinks (total)
Blood Asp (90 ton mech):
  • XL360 (fixed)
  • endo upgrade (fixed)
  • 71 kph movement speed
  • ECM capable
  • 14 Heat Sinks (base)
  • 40 tons of free pod space
  • Possible loadout: 2xGauss + 7 tons of ammo, 6xERML and 17 Double Heat Sinks (total)
Dire Wolf with XL400:
  • 71 kph movement speed
  • 37.5 tons of free pod space (no endo-steel upgrade)
  • 42.5 tons with endo
Fixed equipment/upgrades is a dumb idea, as long as you don't mix omnipods you should be able to do whatever you want.





Night Gyr is 75 tons and 2 years away, and it will have crit space issues due to FF, and low slung hardpoints. Will still be very, very good.

We will never, ever get the Blood Asp, its 10 years away. You're right, if we got it, it would be the best mech in the game bar nothing., by a longass way.

If you unlock clan build options you open up the possibility of 7 Slot ES... literally no Clan mech has ES without FF as well, meaning 7 slot ES doesnt exist, its 14 slot ES which gives an extra ~1 ton of space (much less OP)

edit: it seems i was slightly wrong, the Blood Asp IS one clan mech that has ES but no FF. not relevant though since it will never be released... and that is a GOOD thing since it is by far and away the most optimsed clan mech for MWO that exists in the TROs, it would break the game.

Edited by Widowmaker1981, 08 January 2015 - 07:03 AM.






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