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Urbie Is Coming. You Cannot Stop Him. But What Should His Quirks Be?

Balance BattleMechs Weapons

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#121 L3mming2

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Posted 26 January 2015 - 09:55 AM

View Post0bsidion, on 26 January 2015 - 08:25 AM, said:

I think we should just wait and see how it performs in the game. As a general rule, people like receiving buffs, whereas anything perceived as being taken away, or nerfed, usually results in wailing, gnashing of teeth, and resentment even if the changes were warranted. That, and we can only guess how well a mech will translate into the game. The Timberwolf translated fairly well, but the Summoner? Not so much.

For example, the urbanmech original artwork has those shoulder level arm mounts which makes for good hill cresting. Not really a big deal in TT, but as we all know, a pretty big deal in a FPS with lots of broken terrain. So it's got that going for it. Give it long ranged weapons like PPCs, AC/2s, or U/AC/5s, and you've got a decent fire support/suppression mech like the Jaeger and Blackjack that can, (in theory), effectively use cover to negate it's main weakness: light armor. So it has more potential than just a cheap urban ambush brawler.


nice idea however as it is now the urban mech cant carry that and enof ammo...
i hope (and expect) they will test the mech themselves and ajust the quirks accordingly

#122 wanderer

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Posted 26 January 2015 - 01:08 PM

Quote

Reducing the AC/10 to 10 tons and 6 CS (down from 12 and 7, so -2 tons and -1 CS) would make it a VERY good choice for a lighter Ballistic.


Full stop. Weapons will neither get tonnage nor crit space changes, period.

Better choice: Add in light/medium/heavy rifles, which incidentally given good generic ballistic Urbie quirks would make it (and as a side benefit, the Huginn ) an effective choice. And fill in the gap between MG's ------------------------> AC/2.

Edited by wanderer, 26 January 2015 - 01:11 PM.


#123 CDLord HHGD

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Posted 26 January 2015 - 02:34 PM

Additional armor and structure is a must. Maybe turret control (brothers!) :P Ballistics and Energy buffs all over the place.

#124 Ljusdahl

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Posted 26 January 2015 - 04:10 PM

As I understand, the Urbanmech is supposed to be a low-budget, low-tech, sturdy mech that favors armor, damage, and ambush tactics.
In spirit of that, here are some ideas off the top of my head:

Due to both it's low-tech design and thick armor, enemy sensors are less effective at scanning the Urbie.

- Decreased maximum targeting range.
- Increased target info acquisition time.
- Increased lock-on time.
- Maybe built-in Radar Deprivation?


The Urbanmech is cheap to manufacture, maintain, and repair. Less expense means larger profit.

- Flat bonus to C-bills per match. Maybe 10k?


The massive hull of the Urbanmech functions as a giant heat sink.

- Decreased minimum number of heat sinks required(to 9 or 8?).
- Increased heat sink efficiency.


Omitting non-vital mechanics frees up space for extra module slots.

- 3 or even 4 'mech module slots. +1 with mastery.


Specially designed legs for ambush tactics.

- Can't be detected by Seismic Sensor when going below a certain speed.


It's simple design allows it to shut down and start up much faster than other 'mechs.

- Much faster ignition and shut downs, favorable for ambush tactics.

Also, to be able to duck behind cover without a lot of new coding, its powered down state should be very squat-like and close to the ground. Similarly to how crouching worked in MW4. Powering back up should be very fast.

#125 J0anna

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Posted 26 January 2015 - 04:44 PM

How about nothing. Instead lets do what we've done to the garbage clan mechs - nothing. The Ice Feces has been out for months, and still no quirks. Or perhaps we should give it 'Nova' level quirks and run with that for a while. Why should it get quirks before it's ever been dropped into any battle? For all we know, it might wind up 1/2 the size of a commando. The Hard points should be high up, and the hit boxes miniscule. After people get to use it in battle, quirks should be assigned to balance it, not before.

#126 Bishop Steiner

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Posted 26 January 2015 - 05:15 PM

View PostMoenrg, on 26 January 2015 - 04:44 PM, said:

How about nothing. Instead lets do what we've done to the garbage clan mechs - nothing. The Ice Feces has been out for months, and still no quirks. Or perhaps we should give it 'Nova' level quirks and run with that for a while. Why should it get quirks before it's ever been dropped into any battle? For all we know, it might wind up 1/2 the size of a commando. The Hard points should be high up, and the hit boxes miniscule. After people get to use it in battle, quirks should be assigned to balance it, not before.

oh, do tell. :rolleyes:





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