What Should The Max Engine Size/speed For The Urbie Be?
#41
Posted 22 January 2015 - 12:57 AM
so to reflect that... and to kick Urbies into his proper place, i suggest introducing C-Bils limit drops, much like a tonnage drop, just based on hard cold cash, where price of a mech and its modification would serve along side tonnage. That would level Clan/IS field as well as stock/mod mechs.
#42
Posted 22 January 2015 - 01:43 AM
from turret speed to com speed, just have to pay a high tonnage cost for fast speeds
Not sure if it could be done, just a random thought.
#43
Posted 22 January 2015 - 01:48 AM
We drop in all types of environments and we have no choice of what maps so we can’t choose which Mech or Mechs to use
It needs to be at least as fast as a Firestarter or it will be a hunk of junk
Forget table top be practical
davegt27
#44
Posted 22 January 2015 - 03:32 AM
YueFei, on 22 January 2015 - 12:49 AM, said:
If you're so obsessed with lore and canon, you must've nearly had an aneurism because we can customize our mechs out the wazoo.
On the other hand, doesn't it make sense that in-game content is made viable so that we see it used more often?
Why do you care if others are granted more freedom to customize their Urbanmechs?
Does my 98kph Hunchback make you mad, bro? Should I put the STD200 back in there just for you?
Listen to this guy.
The HBK has 275 max engine in MWO precisely because its canon engine is 200. By PGI's formula, which is default engine rating x 1.4, all canon 200 engine mechs receive 275 max engine. All mechs are made that way in MWO, except few that might go too fast for HSR to handle.
And if we go by PGI's formula, then the Urbie should have 85 max engine rating since it has 60 engine by default. I am saying 100 to be generous.
Know your **** first.
Edited by El Bandito, 22 January 2015 - 03:43 AM.
#45
Posted 22 January 2015 - 06:18 AM
#46
Posted 22 January 2015 - 06:20 AM
HARDKOR, on 22 January 2015 - 06:18 AM, said:
Yep, and give it some kick ass AC10 and energy quirks, so it will deal beastly damage at the cost of movement speed. You know, something that is actually unique.
Edited by El Bandito, 22 January 2015 - 06:25 AM.
#47
Posted 22 January 2015 - 06:28 AM
#48
Posted 22 January 2015 - 06:29 AM
It has no sense to have an Urbie to mimic badly a fast light.
So, yes: must have kick ass quirks acc/decel, ac/10... and my favorite urbie: great ac20 quirks.
#50
Posted 22 January 2015 - 08:47 AM
http://mwomercs.com/...76-urby-builds/
#51
Posted 22 January 2015 - 08:58 AM
#52
Posted 22 January 2015 - 09:30 AM
#53
Posted 22 January 2015 - 09:50 AM
- eng cap between 180 and 220
- and the chassi will have a tonage reduction bonus of 6 t (he said somthing about it being inpsoible if not)
if u look at the stock load out of the UM-R63* you will see the sum of all components and armor is above 30t (this is without taking any weigt of the chassi ore engine in account!)
so knowing this i have made some urban mech builds by using a spider chassi and removing 6 t of armor..
first 1; (take the 1 ML and split it in 2 SL) (and if it was a urby it would have 194 armor (took the remaining 16 armor from the spider too..))
http://mwo.smurfy-ne...f96b780bb1b010b
i think with some nice quirks (machine gun and AC/10 related) this is a viable build whith would exell at city combat.
- stats of build are
speed 105.3~115.8 kmh
DPS with no quirks is (and modules) is 8.4 (hoping to sea that get to 14 or so with quirks)
jump distance (17.34m) ammo;
AC10 45 and machine guns 2000
armor 194
page for the things PGI shows for this mech;
https://mwomercs.com/urbanmech
#54
Posted 22 January 2015 - 10:18 AM
El Bandito, on 21 January 2015 - 10:56 PM, said:
I get what you're saying. I understand it and to a certain extent I want the same thing.
Here's the problem: it won't sell well enough if that's what they say they're making, so they won't end up making it. And you won't get what you want.
I pre-ordered, but if the Mech isn't viable I'll be asking for a refund. I'm not paying real money for a pure joke Mech. I pre-ordered with the assumption that it'll be a fun and quirky Mech that can still be viable in the pug queue. For that to be true, it needs to be able to go over 100 kph. A 200-210 cap would make it viable, though challenging, and that would be fun.
It will still be bad. It has 6 hardpoints. Even with a 200 engine it'll be a 2/3 speed Jenner. That's pretty bad. But at least it will be somewhat viable, and with the right quirks and size it will still be fun. (Size is very important - it's supposed to be TINY.)
At 60 kph it isn't viable. It's a 1-shot free kill for the first enemy Heavy that stumbles into it.
#55
Posted 22 January 2015 - 10:23 AM
El Bandito, on 22 January 2015 - 03:32 AM, said:
The HBK has 275 max engine in MWO precisely because its canon engine is 200. By PGI's formula, which is default engine rating x 1.4, all canon 200 engine mechs receive 275 max engine. All mechs are made that way in MWO, except few that might go too fast for HSR to handle.
And if we go by PGI's formula, then the Urbie should have 85 max engine rating since it has 60 engine by default. I am saying 100 to be generous.
Know your **** first.
1.4x is the formula for lights, not mediums.
Mediums use 1.3x. This would put the Hunchback and Centurion 260 instead of 275. But PGI raised them up for quality of life reasons.
Also, the Ravens 2X and 4X are only "supposed" to be at 245, but PGI raised them to 275.
The Panther was expected to have a cap of 200, but PGI raised it to 250.
Your argument is invalid.
#56
Posted 22 January 2015 - 10:27 AM
El Bandito, on 22 January 2015 - 12:12 AM, said:
Urban mech engine request was made because it is such a slooow thing in canon. It is for sheer challenge value.
Catapult ear shrinking request is endorsed by me because again in canon there were no VCRs attached.
You see the logic in those?
So you want to go by canon mech effectiveness. If we go that route...
Okay, that means no more nerfs for the Timberwolf or Stormcrow. They were designed from the ground up to be the "perfect storm" of durability, mobility, and damage output, with no weaknesses in any form. Inner Sphere mechs pretty much are never supposed to match them by lore, unless they have a hefty tonnage advantage (and even then it might be hard).
Sure you want that? It's not too late to join the dark side, because we have cookies...
Edited by FupDup, 22 January 2015 - 10:29 AM.
#57
Posted 22 January 2015 - 10:35 AM
Locust: 126.9
Firestarter 97.2
Commando 97.2
Raven 97.2
Jenner 118.8
So using the wiki's speeds EVERY IS light is breaking its speed limit.
So why is the urbie gotta 80 max?
#58
Posted 22 January 2015 - 12:42 PM
FupDup, on 22 January 2015 - 10:23 AM, said:
Good to see you continue to disingenuously obfuscate the issue. You know that 'quality of life' was not the reason PGI maintained faster HBKs. Perhaps change your name to straight up FUD?
FupDup, on 22 January 2015 - 10:27 AM, said:
Okay, that means no more nerfs for the Timberwolf or Stormcrow. They were designed from the ground up to be the "perfect storm" of durability, mobility, and damage output, with no weaknesses in any form. Inner Sphere mechs pretty much are never supposed to match them by lore, unless they have a hefty tonnage advantage (and even then it might be hard).
Sure you want that? It's not too late to join the dark side, because we have cookies...
Yes, absolutely and their nerfs should be undone. Some mechs are going to be better designed than others and some mechs are going to be worst designed. That is the nature of the build mechanics.
The TBR is pretty much an all-round better mech than the SMN, but what the SMN is good at it does better. That is far better balance than everything being equal.
The game does not have to change to support a slow UM - the players need to adapt. Slow is not unviable. Play Assault & defend your base or play Community Warfare on defence. Perhaps teammates will work together rather than run off and leave team members behind. Teamwork is overpowered!
If you want a fast Urbanmech, you have the SDR-5K. If you want a fast Urbanmech you are not going to be using big ACs. If you want another 'fast light', asking for the Urbanmech really defies logic.
What the UM is designed to do, it does very very well. Play to those strengths or select a different mech that conforms to how you want to play. There is a big deference between wanting an Urbanmech and wanting another generic Light that looks like an Urbie.
85 DAV
RAM
ELH
Edited by RAM, 22 January 2015 - 12:43 PM.
#60
Posted 22 January 2015 - 12:51 PM
RAM, on 22 January 2015 - 12:42 PM, said:
Yes, absolutely and their nerfs should be undone. Some mechs are going to be better designed than others and some mechs are going to be worst designed. That is the nature of the build mechanics.
The TBR is pretty much an all-round better mech than the SMN, but what the SMN is good at it does better. That is far better balance than everything being equal.
The game does not have to change to support a slow UM - the players need to adapt. Slow is not unviable. Play Assault & defend your base or play Community Warfare on defence. Perhaps teammates will work together rather than run off and leave team members behind. Teamwork is overpowered!
If you want a fast Urbanmech, you have the SDR-5K. If you want a fast Urbanmech you are not going to be using big ACs. If you want another 'fast light', asking for the Urbanmech really defies logic.
What the UM is designed to do, it does very very well. Play to those strengths or select a different mech that conforms to how you want to play. There is a big deference between wanting an Urbanmech and wanting another generic Light that looks like an Urbie.
85 DAV
RAM
ELH
Hahahahaha teamwork.
Pretty sad the only justifiably good area the urbanmech could work is base defense, because we all know the only thing this game needs is more turrets.
How about we just skip the development man power and costs, and just let you pilot a base turret instead?
Its just like what the urby will be if it goes under 60 kph.
I can put a small engine in the Spider and make a slow urbanmech too, so clearly we just shouldn't have the urbanmech at all because the spider can do its job and have more viability in its builds.
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users