Jump to content

Tdr-9S


451 replies to this topic

#101 Hydrocarbon

    Member

  • PipPipPipPipPipPipPip
  • WC 2017 Qualifier
  • WC 2017 Qualifier
  • 659 posts

Posted 03 January 2015 - 05:50 PM

Typical TDR-9S "ERPPC" build: 1620m max range & 30 pinpoint alpha at under 2 DPS, ~3 DPS sustained with 20+10 shooting, ~8 DPS max with quirks, 82 KPS max: http://mwo.smurfy-ne...b4814d14e8111e4

"ThunderCat" clan response mech #1: 1480m max range & 33 alpha at over 3 DPS, max 54 alpha (advantage: you can paint any FAST moving target), 4.6 DPS sustained below 810m (ERML) and 4.3 DPS below 1480m (ERLL), 12 DPS max, JUMPJETS & Clan XL-engine, 89 KPS max: http://mwo.smurfy-ne...8642aaaf3214d6e

"ThunderGaussCat" clan response mech #2: 1980m max range & 30 pinpoint alpah at over 6 DPS, 30 pinpoint alpha, 6.3 DPS max/sustained, 5 tons of ammo, similar armor to the TDR-9S (overall & leg-specific), and Clan XL-engine, 89 KPS max: http://mwo.smurfy-ne...83c28b421e0b970


If you really think the 9S should be nerfed, you are a dum bass. Yes the ERPPC's are great for sniping, but the clan has an answer to it for just 10 more tons. It's faster, one is FAR better short-med range (hint: anti-ZERG'er) and the other NEVER overheats, and neither go boom when loosing a side torso.


YOUR LOGIC IS FLAWED.

Edited by Hydrocarbon, 03 January 2015 - 05:56 PM.


#102 Monkey Lover

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 7,918 posts
  • LocationWazan

Posted 03 January 2015 - 06:39 PM

Give me a " IS timber" and I will sell my 9s and 9ss the same day.

#103 darkchylde

    Member

  • PipPipPipPipPipPip
  • 302 posts

Posted 03 January 2015 - 06:53 PM

View PostMonkey Lover, on 03 January 2015 - 06:39 PM, said:

Give me a " IS timber" and I will sell my 9s and 9ss the same day.


http://www.sarna.net/wiki/Rakshasa

Posted Image

Edited by darkchylde, 03 January 2015 - 06:55 PM.


#104 Daeso

    Member

  • PipPipPipPipPip
  • 196 posts
  • LocationTexas

Posted 03 January 2015 - 07:10 PM

Why do I get pissed off when a clanner ******* about a mech being OP? Wait, I know why... IS mechs are **** compared to clan mechs. Finally get a mech that can stand toe to toe to a clan mech and they cry nerf.

#105 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 03 January 2015 - 07:22 PM

View PostDaeso, on 03 January 2015 - 07:10 PM, said:

Why do I get pissed off when a clanner ******* about a mech being OP? Wait, I know why... IS mechs are **** compared to clan mechs. Finally get a mech that can stand toe to toe to a clan mech and they cry nerf.


Why do I get pissed off when a IS player ******* about clans being OP? Wait, I know why... Clans have 3 mechs that are good, the rest are ****. Finally the IS gets a buff and you still got people bitching about clans being overpowered and crying nerf!

#106 Monkey Lover

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 7,918 posts
  • LocationWazan

Posted 03 January 2015 - 07:41 PM

View Postdarkchylde, on 03 January 2015 - 06:53 PM, said:




I Posted Image

#107 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 03 January 2015 - 07:42 PM

View PostMonkey Lover, on 03 January 2015 - 07:41 PM, said:



I Posted Image


That whole movie made me want to go around waxing people's faces.

#108 Vanguard836

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,101 posts
  • LocationOttawa, ON

Posted 03 January 2015 - 07:45 PM

View PostBrody319, on 03 January 2015 - 07:22 PM, said:


Why do I get pissed off when a IS player ******* about clans being OP? Wait, I know why... Clans have 3 mechs that are good, the rest are ****. Finally the IS gets a buff and you still got people bitching about clans being overpowered and crying nerf!


Plus the IS taking terrain back from the clans might indicate that it's not all ingame tech related and that clan tech is not as much as an easy handout as some make it sound to be. Player skill and decision making MAY have something to do with it if the big units are pushing back in "inferior" IS tech as some like to call it.

Personally I don't like to see irrational cries to have either side nerfed to oblivion.

Edited by Vanguard836, 03 January 2015 - 07:46 PM.


#109 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 03 January 2015 - 07:47 PM

A reduction in the Thud 9S's weapon quirks would be fair if, and only if, they were replaced with very significant armor boosts to its LT + CT + RT, as well as at least 10-15 degrees larger torso twist radius. Make it the tanky brawler that it was meant to be. Keep some generic heat efficiency quirks so that it can actually brawl with an energy-based loadout.

Edited by FupDup, 03 January 2015 - 07:48 PM.


#110 Star Wolves Admin Account

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary Rank 2
  • Mercenary Rank 2
  • 1,378 posts

Posted 03 January 2015 - 07:49 PM

View PostFupDup, on 03 January 2015 - 07:47 PM, said:

A reduction in the Thud 9S's weapon quirks would be fair if, and only if, they were replaced with very significant armor boosts to its LT + CT + RT, as well as at least 10-15 degrees larger torso twist radius. Make it the tanky brawler that it was meant to be.


I would favor some more varied weapons perks for it and better range perks for other IS mechs. Balance should be achieved for all of them, not just a select few that are really OP.

#111 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 03 January 2015 - 07:52 PM

View PostFupDup, on 03 January 2015 - 07:47 PM, said:

A reduction in the Thud 9S's weapon quirks would be fair if, and only if, they were replaced with very significant armor boosts to its LT + CT + RT, as well as at least 10-15 degrees larger torso twist radius. Make it the tanky brawler that it was meant to be. Keep some generic heat efficiency quirks so that it can actually brawl with an energy-based loadout.


+10 structure to LT and RT
+20 structure to CT
+10% torso twist range
+10% torso twist speed
-10% ERPPC heat generation
-10% energy heat generation
+20% ERPPC velocity
+10% ERPPC cooldown
+10% Energy Cooldown
+20% Energy Range.

#112 Vanguard836

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,101 posts
  • LocationOttawa, ON

Posted 03 January 2015 - 07:56 PM

View PostBrody319, on 03 January 2015 - 07:52 PM, said:


+10 structure to LT and RT
+20 structure to CT
+10% torso twist range
+10% torso twist speed
-10% ERPPC heat generation
-10% energy heat generation
+20% ERPPC velocity
+10% ERPPC cooldown
+10% Energy Cooldown
+20% Energy Range.


I'd like to point out that it does allready have + 15 Structure to both side torsos.

Edited by Vanguard836, 03 January 2015 - 07:56 PM.


#113 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 03 January 2015 - 07:57 PM

View PostVanguard836, on 03 January 2015 - 07:56 PM, said:


I'd like to point out that it does allready have + 15 Structure to both side torsos.


Then add those values I suggested to it. then bump the CT by 5.

So all have +25 structure

#114 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 03 January 2015 - 07:57 PM

View PostBrody319, on 03 January 2015 - 07:52 PM, said:


+10 structure to LT and RT
+20 structure to CT
+10% torso twist range
+10% torso twist speed
-10% ERPPC heat generation
-10% energy heat generation
+20% ERPPC velocity
+10% ERPPC cooldown
+10% Energy Cooldown
+20% Energy Range.

+10 internal structure isn't very significant on a 65 ton heavy. Crank it up to at least 20-25 if we're gonna take out most of the weapon quirks. Crank the CT up to 25-30 as well. Maybe also nudge up the turning speed a bit?

I'd actually ditch the range boosts entirely because of the mech's brawly origins. Same deal with ERPPC velocity. For this specific mech I think I'd rather have increased heat dissipation instead of -heat quirks because the mech never really had a specialist loadout. It was one of those "generalist" mechs that carried a weird medley assortment of weapon groups, mostly built for short range (with a lone ERPPC for long-range self-defense). Faster cooldowns are fine for this role however.

Edited by FupDup, 03 January 2015 - 07:58 PM.


#115 Vanguard836

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,101 posts
  • LocationOttawa, ON

Posted 03 January 2015 - 07:59 PM

View PostBrody319, on 03 January 2015 - 07:57 PM, said:


Then add those values I suggested to it. then bump the CT by 5.

So all have +25 structure


That's a bit too far IMO, it would make it's structure more solid that 100 tonners. Maybe something in the middle but then again that might just be me.

Edited by Vanguard836, 03 January 2015 - 08:00 PM.


#116 LT. HARDCASE

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 2,706 posts
  • LocationDark Space

Posted 03 January 2015 - 08:35 PM

It's impossible to argue that 7.5 heat ERPPCs aren't ridiculously over-buffed. Shouldn't matter whether you mainly play Clans or IS in CW. Maybe it's okay on a mech with just one E hardpoint, but a mech that can boat 3 has no business having 7.5 heat ERPPCs.

Edited by Kevjack, 03 January 2015 - 08:37 PM.


#117 Serpieri

    Member

  • PipPipPipPipPipPip
  • 396 posts
  • LocationCanada

Posted 03 January 2015 - 10:34 PM

View PostKevjack, on 03 January 2015 - 08:35 PM, said:

It's impossible to argue that 7.5 heat ERPPCs aren't ridiculously over-buffed. Shouldn't matter whether you mainly play Clans or IS in CW. Maybe it's okay on a mech with just one E hardpoint, but a mech that can boat 3 has no business having 7.5 heat ERPPCs.


I blame PGI for making fake DHS and ghost heat - this is why these quirks are in place - they could of just fixed the initial problem instead of coming full circle and wasting all that time and resources.

#118 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 03 January 2015 - 10:37 PM

View PostSerpieri, on 03 January 2015 - 10:34 PM, said:


I blame PGI for making fake DHS and ghost heat - this is why these quirks are in place - they could of just fixed the initial problem instead of coming full circle and wasting all that time and resources.


No its not. These quirks are there for subpar builds before the PPC spam the Thunderbolt was garbage. DHS should definitely be twice as effective as regular heat sinks anyway.

#119 ApolloKaras

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,974 posts
  • LocationSeattle, Washington

Posted 03 January 2015 - 10:47 PM

Huh.... Clanners say Thunder bolt is op... IS say clanners are OP...

I say sounds pretty balanced lol.

#120 Vanguard836

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,101 posts
  • LocationOttawa, ON

Posted 03 January 2015 - 10:51 PM

View PostBrody319, on 03 January 2015 - 10:37 PM, said:


No its not. These quirks are there for subpar builds before the PPC spam the Thunderbolt was garbage. DHS should definitely be twice as effective as regular heat sinks anyway.



True DHS would likely make much much more problems than solve any. Heat management would likely be a mere inconvenience instead of a real concern.

View PostSaxie, on 03 January 2015 - 10:47 PM, said:

Huh.... Clanners say Thunder bolt is op... IS say clanners are OP...

I say sounds pretty balanced lol.


Some tweaks could be used on both ends IMO.

Edited by Vanguard836, 03 January 2015 - 10:51 PM.






18 user(s) are reading this topic

0 members, 18 guests, 0 anonymous users