Urbie Is Coming. You Cannot Stop Him. But What Should His Quirks Be?
#41
Posted 24 January 2015 - 01:29 PM
#42
Posted 24 January 2015 - 01:35 PM
Bishop Steiner, on 24 January 2015 - 11:49 AM, said:
It does what it was meant to, in the era it was designed, extremely well.
For it's intended role, low cost urban defense, speed was not a necessity. Heavy armor and firepower is. As well as relatively easy sustainability.
well in that case - if its really so good - why do you need any quirks on it - stick to its role and be happy
#43
Posted 24 January 2015 - 01:45 PM
#44
Posted 24 January 2015 - 01:52 PM
MilesTeg1982, on 24 January 2015 - 01:35 PM, said:
Few issues with that.
It's designed very well in its source material. PGI has changed how things work to such a drastic degree (never in any Mechwarrior game in history could you fire as much damage, as frequently, or have as much armor as you can in MWO... Nor did you have the kind of engine freedom to be so incredibly fast, or carry so many b.s. guns, etc. as you can in MWO).
Furthermore, it's designed for Urban Combat, in an environment where it can duck, Hulldown inside of buildings or in trenches, etc.
Where in this game has any of that been provided besides a couple of maps?
Beyond that, from what I can see and have done the Urban mech could instantly flip its arms to attack something behind it and has so many viewports for situational awareness because -- and this is comical -- it has NO torso twist. It wouldn't need it given that it would spend most of its time standing on streets or setting up ambushes.
But mediums are NOT 64.8 kph
Assaults are not 48.6 kph.
And lights are not 129 kph at the Extreme Speeds.
A single AC/20 in its source material would do the damage of two AC/20s in MWO. This is because of double armor. Add to this that EVERYTHING has maximum armor, when most things did not. The Urbanmech has as much armor in the stock form than most light mechs have, outclassing all but one Jenner, the Ravens 3L and 2X, the Jagermech, and several of the Shadowhawks. Things that it cannot do in this game.
Those are the reasons for quirks.
(Far as the no twist...)
Ain't no twisting here.
My point is we can't use most of the mech's design in this game because of the way this game was made.
Edited by Koniving, 24 January 2015 - 02:09 PM.
#45
Posted 24 January 2015 - 01:59 PM
Acceleration speed (not top/max speed) 0 to 32 in a very fast time. "Side Tart"
JumpJet boost he should be able to get on top of buildings.
Unless he can get ammo back, I wouldn't give him any weapon quirks. Throw the rest on armor.
Some OP QUIRKS: He can get ammo back from dead mechs using a "salvage" module.
50% defense when 200 meters from a building.
Here's a controversial one or least should be........ He can "DASH" with Jumpjets.
#46
Posted 24 January 2015 - 02:05 PM
MilesTeg1982, on 24 January 2015 - 01:35 PM, said:
well in that case - if its really so good - why do you need any quirks on it - stick to its role and be happy
A harsh truth is if this was like "LORE" it would be more like COD/Battlefield urb would be strafing, ducking in cover and doing DFA's on anyone remotely close to him.
#47
Posted 24 January 2015 - 02:05 PM
Koniving, on 24 January 2015 - 01:52 PM, said:
It's designed very well in its source material. PGI has changed how things work to such a drastic degree (never in any Mechwarrior game in history could you fire as much damage, as frequently, or have as much armor as you can in MWO... Nor did you have the kind of engine freedom to be so incredibly fast, or carry so many b.s. guns, etc. as you can in MWO).
Furthermore, it's designed for Urban Combat, in an environment where it can duck, Hulldown inside of buildings or in trenches, etc.
Where in this game has any of that been provided besides a couple of maps?
Beyond that, from what I can see and have done the Urban mech could instantly flip its arms to attack something behind it and has so many viewports for situational awareness because -- and this is comical -- it has NO torso twist. It wouldn't need it given that it would spend most of its time standing on streets or setting up ambushes.
But mediums are NOT 64.8 kph
Assaults are not 48.6 kph.
And lights are not 129 kph at the Extreme Speeds.
A single AC/20 in its source material would do the damage of two AC/20s in MWO. This is because of double armor.
These are the reasons for quirks.
let me just sum it up - it was designed for situations which do not exist in MWO - so it should be quirked to the point where it can be used for other roles for which it was not designed? Did I get that right?
you see the problem I have with the Urbanmech is - it was mentioned as a joke a couple of time and somehow people jumped on that and said they wanted to have it in MWO - and they did it over and over again.
Now we'll get it wether we want it or not - another mech - and PGI has the problem that on the one side they have to create a mech - cause people pay for it - and on the other side to balance it somehow with the rest of the game - which is not really possible cause the scenarios which it is designed for do not exist in MWO. Actually BALANCE is the main problem the game has - and instead of giving PGI time to actually work on that - people ask for more mechs and expect every mech to be just as good as every mech - making it more and more complicated with every mech we get and really worse with the Urbanmech cause of all its design flaws (with respect to MWO).
seriously - this is like people in WoW asking for a chuck norris class - its just a joke, a really bad one but still a joke
#48
Posted 24 January 2015 - 02:09 PM
Stealing from Utilyan
100% reverse speed
+200% Light acceleration speed
My own:
+50% torso twist speed
Immune to Headshots
No distinction between Front and Rear armor on the torsos (meaning 100% of your CT armor will be depleted before CT internals are hit)
Smaller radar signature (-50% range before detection)
These are all riduclously powerful quirks, but are offered with the idea of making a 34Kph light live long enough to justify spending money on it
either way, I don't plan on moving in the thing, I will be firing from the back of an ally's King Crab.
#49
Posted 24 January 2015 - 02:15 PM
Koniving, on 24 January 2015 - 01:52 PM, said:
Where in this game has any of that been provided besides a couple of maps?
Nowhere. Which brings up the question why people wanted it so badly in the game if theres no role for it and why PGI should buff it through hell and back to make it viable at a role it wasnt built for?
Koniving, on 24 January 2015 - 01:52 PM, said:
My point is we can't use most of the mech's design in this game because of the way this game was made.
And whats the "cooldown" of an AC20 in its source material? What happens there once you ride the heatscale at 80% for a long time?
Doubling armor was nice, but damage has more than doubled so far.
Besides all that, the increase in armor affects all mechs. Do I get a 100% dmg buff for my gauss-cat now? Or my Wubshee?
Thats no argument for any single-mech buff orgies.
Foxfire kadrpg, on 24 January 2015 - 02:09 PM, said:
That sums it up nicely.
PGI has to buff it enough to make it worth its money. No matter if it ends up anywhere near its 32kph or role - it has to provide value for future sales.
In contrast to written off mechs like the PB or hoverjetting-HM that cry silently in a corner.
#50
Posted 24 January 2015 - 02:16 PM
MilesTeg1982, on 24 January 2015 - 01:35 PM, said:
well in that case - if its really so good - why do you need any quirks on it - stick to its role and be happy
because designed well for it's source material, and designed well for this adaptation of that material, are two different things? But of course, you know that, and are just wanting to be argumentative.
#51
Posted 24 January 2015 - 02:16 PM
Foxfire kadrpg, on 24 January 2015 - 02:09 PM, said:
Stealing from Utilyan
100% reverse speed
+200% Light acceleration speed
My own:
+50% torso twist speed
Immune to Headshots
No distinction between Front and Rear armor on the torsos (meaning 100% of your CT armor will be depleted before CT internals are hit)
Smaller radar signature (-50% range before detection)
These are all riduclously powerful quirks, but are offered with the idea of making a 34Kph light live long enough to justify spending money on it
either way, I don't plan on moving in the thing, I will be firing from the back of an ally's King Crab.
hmm ... 200% acceleration speed, a 180-220 engine -> super lag shild - thats just what the game needs, another virtually invincible light ...
#52
Posted 24 January 2015 - 02:18 PM
MilesTeg1982, on 24 January 2015 - 02:05 PM, said:
let me just sum it up - it was designed for situations which do not exist in MWO - so it should be quirked to the point where it can be used for other roles for which it was not designed? Did I get that right?
you see the problem I have with the Urbanmech is - it was mentioned as a joke a couple of time and somehow people jumped on that and said they wanted to have it in MWO - and they did it over and over again.
Now we'll get it wether we want it or not - another mech - and PGI has the problem that on the one side they have to create a mech - cause people pay for it - and on the other side to balance it somehow with the rest of the game - which is not really possible cause the scenarios which it is designed for do not exist in MWO. Actually BALANCE is the main problem the game has - and instead of giving PGI time to actually work on that - people ask for more mechs and expect every mech to be just as good as every mech - making it more and more complicated with every mech we get and really worse with the Urbanmech cause of all its design flaws (with respect to MWO).
seriously - this is like people in WoW asking for a chuck norris class - its just a joke, a really bad one but still a joke
i want a UM becouse i want a AC light, there is a place for that in the game, and due to quirks its posible to make anything viable.. for my part they can put a magical 6 t antygravity drive in there i dont care
#54
Posted 24 January 2015 - 02:19 PM
but its NOT okay to give the urbanmech a larger engine and no speed buffs?
#55
Posted 24 January 2015 - 02:28 PM
Koniving, on 24 January 2015 - 01:52 PM, said:
It's designed very well in its source material. PGI has changed how things work to such a drastic degree (never in any Mechwarrior game in history could you fire as much damage, as frequently, or have as much armor as you can in MWO... Nor did you have the kind of engine freedom to be so incredibly fast, or carry so many b.s. guns, etc. as you can in MWO).
Furthermore, it's designed for Urban Combat, in an environment where it can duck, Hulldown inside of buildings or in trenches, etc.
Where in this game has any of that been provided besides a couple of maps?
Beyond that, from what I can see and have done the Urban mech could instantly flip its arms to attack something behind it and has so many viewports for situational awareness because -- and this is comical -- it has NO torso twist. It wouldn't need it given that it would spend most of its time standing on streets or setting up ambushes.
But mediums are NOT 64.8 kph
Assaults are not 48.6 kph.
And lights are not 129 kph at the Extreme Speeds.
A single AC/20 in its source material would do the damage of two AC/20s in MWO. This is because of double armor. Add to this that EVERYTHING has maximum armor, when most things did not. The Urbanmech has as much armor in the stock form than most light mechs have, outclassing all but one Jenner, the Ravens 3L and 2X, the Jagermech, and several of the Shadowhawks. Things that it cannot do in this game.
Those are the reasons for quirks.
(Far as the no twist...)
Ain't no twisting here.
My point is we can't use most of the mech's design in this game because of the way this game was made.
I hate to do this when you were doing so well, BUT
I have to correct you on one thing (I dunno what they were thinking with the IIC) but the Urbanmech had the same rotation rules as any other mech
Highlighted in red, is the rotation ring on the original art. The chest bumpers would indeed limit how far in that direction it could spin though.
It followed all normal torso twist rules (only quads do not get torso twist) and like the rifleman and any mech lacking lower arm actuators, could flip it's weapons into the rear arc.
Otherwise, well done, nice job, carry on!
#56
Posted 24 January 2015 - 02:29 PM
MilesTeg1982, on 24 January 2015 - 02:05 PM, said:
Truth be told, no mech in MWO should ever be quirked if you want my genuine opinion.
Then again, the game should have been designed to more accurately reflect the source material.
My point is that the situations for which it is designed are in limited supply, making it difficult to play it to its strengths.
Its lack of weight to manage to do twin AC/20s to get the firepower it was meant to have (one AC/10, LBX-10, or AC/20) is an ongoing issue for Every Single Mech in the Entire Game. Not just the Urbanmech.
Quirks are, by far, a bandaid of not just this mech but on PGI's core game design.
MilesTeg1982, on 24 January 2015 - 02:05 PM, said:
Clearly I can see your issue isn't really about whether or not the thing should have quirks, your issue is the fact that mechs are being made when the game sorely needs to be "rebalanced."
You can't balance a game without the existence of those things that cause issues with the balance.
I agree, balance is an issue; but such feeble attempts at making balance out of this game would not be necessary if not for the core issues PGI already created from the very start. Regardless of whether or not a new mech comes out, it has absolutely no effect on the Nerfinator who used to be doing balance, or the CEO that for some reason is currently doing balance.
Allow me to take a moment here to explain something.
Currently the person doing balance is Russ Bullock. A man with a business major that has some ambitions for game development, but in the core of things has nothing to do with the development other than dictating schedules and making decisions whether good or bad. He has nothing to do with the development of mechs -- so the creation of a mech has absolutely no sway over whether or not he is working on balance.
In the long run, we could have 750 mechs in the pipeline to churn out one after another.
It won't have any affect on the person attempting to create balance from the mangled mess that is MWO. PGI is an office in excess of 50 people.
Exactly 4 (or 5 if they hired that one guy) people in total work on developing the mechs.
Not a single one of them has ANYTHING to do with balancing the game.
#57
Posted 24 January 2015 - 02:29 PM
Brody319, on 24 January 2015 - 02:19 PM, said:
but its NOT okay to give the urbanmech a larger engine and no speed buffs?
nope. But It was thrown out, so I am put it up. I haven't had a chance because of IRL to put up all suggestions (and some are obviously jokes).
Just because you or I may disagree with it, does not mean it doesn't get put on the big board.
#58
Posted 24 January 2015 - 02:32 PM
occusoj, on 24 January 2015 - 02:15 PM, said:
Besides all that, the increase in armor affects all mechs. Do I get a 100% dmg buff for my gauss-cat now? Or my Wubshee?
Thats no argument for any single-mech buff orgies.
I'm well aware. But if you spent the time to read what I had stated in other posts, I'm absolutely against the quirk system to begin with; it's a bandaid on a bandaid on a bandaid.
I also stated if we pre-quirk the living **** out of the Urbanmech and every other mech we go to bring forth we'll have a Power Creep issue.
#59
Posted 24 January 2015 - 02:32 PM
#60
Posted 24 January 2015 - 02:32 PM
Bishop Steiner, on 24 January 2015 - 02:29 PM, said:
Just because you or I may disagree with it, does not mean it doesn't get put on the big board.
I was just bringing up that some people want the urbanmech to have a low engine cap, but want it to be buffed in speed.
instead of just giving it a higher engine cap and not bother giving it a "25% speed increase" quirk.
5 user(s) are reading this topic
0 members, 5 guests, 0 anonymous users