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Removing Adder Flamer And Mistlynx Cap Form Locked Equipment! Discussion!(Adr/flamer Confirmed!)

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#1 Andi Nagasia

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Posted 03 February 2015 - 12:23 PM

Self-Explanatory,
should the Flamer on the ADR be allowed to be removed?
and should the CAP on the MLX be allowed to be removed?


i know these changes may not seem like much,
but trust me they will greatly help with Customization,

as it is right now there is nothing both,
the ADR or MLX can do that the KFX cant do and better,
also now with the KFX-C, these Builds are possible:
3Energy, 2Ballistic(MG), ECM, 3AMS,
1Energy, 2Missile, ECM, 3AMS,
4Energy,
4Missiles,
all these builds can add another 2Ballistic(MG) and 6JJ,


just to cover what exactly this would change?

=Adder=
Adder would get only +0.5Tons, but also another E Slot,
not only an Energy but also a high mounted Energy!
giving it something that the KFX will never have,
builds now possible,
3Energy, 2Missile,
1Energy, 4Missile,
1Energy, 2Missile, 2Ballistic,

=MistLynx=
MistLynx would get only +1Tons, but that would aid its 6.5 for 7.5Tons,
1Ton doesnt seem like much, but when you realize thats 1 ton of Ammo,
thats= 16-SRM6-shots, 75-AC2-shots, 30-AC5-shots, 1000AMS Ammo,
builds now possible,
(-0.5Armor), 4Energy(MPL),
1Ballistic(Any AC5(15shots),
1Ballistic(Any AC2(112shots), ECM,
1Energy(ER-ML), 2Missile(SRM6(20shots), ECM,
2Energy(LPL, ER-SL), ECM,


how ever little of a change this may seem,
i feel these changes would help these 2 under-preforming Clan Lights,

also not including JumpJets, not too many Omni-mechs have Fixed equipment like this,
actually i cant think of any mech other then the Adder and MistLynx, that has this problem,
(there may be others, if some one finds one can them please post it, Thanks)

but i would also like to know what your feelings about this are,
would you like to see this Locked equipment Unlocked?


=Upgrade Option=
for those that feel these two pieces of locked equipment shouldnt just be unlocked,
it could be made an Upgrade Option for the Adder/MistLynx, showing Chassis Modification,
i think a 1.5Million C-bill Upgrade that allow their removal,(the same Price of DHS upgrade),
(in TT it was an Omni-Upgrade, that allowed for a single fixed equipment to be removed),
=(looking for the Exact name of the Upgrade and book of reference)=
...=(it only had 3 Examples, MLX-CAP, ADR-Flamer, NVA-JJ(CT)=


=Adder CT Energy=
Also the Adder has a CT Energy hard-point Already Modeled
Spoiler


=Smurfy Templates=
Templates to see what this change would give ADRs/MLXs,
Spoiler


=Message From Twitter=

Twitter said:

Russ Bullock@russ_bullock 20m20 minutes ago
@AndiNagasia I believe I said that was June 16 cause Mechlab took all of June 2nd testing capacity
Conversation From Twitter on this form before,

Spoiler

Russ in Twitter Just Now



Thoughts, Comments, Concerns?
Thanks,


Edit- PS
Edit2- Note
Edit3- Question
Edit4- added Laser CT Pic
Edit5- Upgrade option,
Edit6- Twitter replacing PS,
Edit7- Smurfy Templates,
Edit8- Russ in Twitter(Confirmed!),

Edited by Andi Nagasia, 01 June 2015 - 03:53 PM.


#2 F4T 4L

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Posted 03 February 2015 - 12:25 PM

View PostAndi Nagasia, on 03 February 2015 - 12:23 PM, said:

Self-Explanatory,
should the Flamer on the ADR be allowed to be removed?
and should the CAP on the MLX be allowed to be removed?


i know these changes may not seem like much,
but trust me they will greatly help with Customization,

as it is right now there is nothing both,
the ADR or KFX can do that the KFX cant do and better,
also now with the KFX-C, these Builds are possible:
3Energy, 2Ballistic(MG), ECM, 3AMS,
1Energy, 2Missile, ECM, 3AMS,
4Energy,
4Missiles,
all these builds can add another 2Ballistic(MG) and 6JJ,


just to cover what exactly this would change?
Adder would get only +0.5Tons, but also another E Slot,
builds now possible,
3Energy, 2Missile,
1Energy, 4Missile,
1Energy, 2Missile, 2Ballistic,


MistLynx would get only +1Tons, but that would aid its 6.5 for 7.5Tons,
builds now possible,
(-0.5Armor), 4Energy(MPL),
1Ballistic(Any AC5(15shots),
1Ballistic(Any AC2(112shots), ECM,
1Energy(ER-ML), 2Missile(SRM6(20shots), ECM,
2Energy(LPL, ER-SL), ECM,


how ever little, i feel these changes would help,
these 2 under-preforming Clan Lights,

but what are your feelings about this,
would you like to see this equipment unlocked,

Thoughts, Comments, Concerns?
Thanks,


Agreed, both counts.

Also MLX needs speed quirks, ASAP. Pretty please with sugar on.

#3 Felio

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Posted 03 February 2015 - 12:39 PM

I would rather they make flamers, the adder and the mist lynx not suck before going down the road of unlocking equipment.

Active Probe is already a great item not matter your tonnage.

Edited by Felio, 03 February 2015 - 12:46 PM.


#4 Deathlike

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Posted 03 February 2015 - 12:42 PM

For the most part... working around the Badder's flamer isn't too hard.

The BAP on the Mist Lynx is kinda distracting, but it's ironically not a mech building breaking problem. Its terrible speed and large arms (for a small mech) are more of an issue than anything else.

Edited by Deathlike, 03 February 2015 - 12:42 PM.


#5 Kain Demos

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Posted 03 February 2015 - 12:45 PM

View PostDeathlike, on 03 February 2015 - 12:42 PM, said:

For the most part... working around the Badder's flamer isn't too hard.


No, it is not and there are many effective builds with this 'mech even with this useless piece of equipment. It would still be nice to put a CERSL in its place though......with one of the ballistic arms you could do the UAC20/Gauss/LB20x builds better since you would have 3 instead of 2 CERSL for backup.

#6 Brody319

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Posted 03 February 2015 - 12:45 PM

View PostFelio, on 03 February 2015 - 12:39 PM, said:

I would rather they make flamers, the adder and the myst lynx not suck before going down the road of unlocking equipment.

Active Probe is already a great item not matter your tonnage.



you don't need an Active probe on such a small mech, especially one with ECM capabilities.
its a ton that could be used elsewhere.

#7 STEF_

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Posted 03 February 2015 - 12:48 PM

My Lynx needs config F

#8 Mechteric

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Posted 03 February 2015 - 12:51 PM

Probably not a bad idea, but the bigger issue facing some clan mechs is being unable to add Endo Steel to those mechs that lack it but desperately need it to not be terrible (for their weight). Summoner, Nova, Gargoyle all suffer from this.


Also, MASC for the slow clan lights is a must.

#9 WonderSparks

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Posted 03 February 2015 - 12:52 PM

For hardcore-lore reasons, I say "no".
Additionally, as I have zero trouble adapting to these "drawbacks" (I always put Active Probes on my 'Mechs, so not having to buy one for my Lynxes is a bonus, and Flamers are fun to use) I believe it is possible for others to adapt as well.
Sure, these items may not be completely desirable, but quite frankly if you are unhappy with the fixed equipment, find another 'Mech to pilot. Problem solved! :P

#10 Andi Nagasia

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Posted 03 February 2015 - 12:52 PM

View PostDeathlike, on 03 February 2015 - 12:42 PM, said:

For the most part... working around the Badder's flamer isn't too hard.

The BAP on the Mist Lynx is kinda distracting, but it's ironically not a mech building breaking problem. Its terrible speed and large arms (for a small mech) are more of an issue than anything else.

not really that working around them is too much of a problem,

but just think
with +1E on the Adder, you could make= a 4SRM&1ER-LL build, a 3ML&2LPL build, and a 5MPL build,
with +1Ton on the MistLynx you could take larger weapons or more ammo, 1Ton of ammo is a lot in on a Lynx,

#11 DONTOR

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Posted 03 February 2015 - 12:57 PM

View PostF4T 4L, on 03 February 2015 - 12:25 PM, said:


Agreed, both counts.

Also MLX needs speed quirks, ASAP. Pretty please with sugar on.

Agree on every account including the speed boost on the MLX, +20% should suffice. none of this 5% Summoner BS.

#12 Deathlike

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Posted 03 February 2015 - 01:03 PM

View PostAndi Nagasia, on 03 February 2015 - 12:52 PM, said:

not really that working around them is too much of a problem,

but just think
with +1E on the Adder, you could make= a 4SRM&1ER-LL build, a 3ML&2LPL build, and a 5MPL build,


That's just way too hot, and even I don't want to invoke Ghost Heat on the 4SRMs idea.

I went fullwub, and never went back.

The biggest problem with the basic idea on the builds is the lack of true fulldubs in the engine.


Quote

with +1Ton on the MistLynx you could take larger weapons or more ammo, 1Ton of ammo is a lot in on a Lynx,


Even here, I'm fine with it as is.

DHS is more important than ammo for the serious stuff that this mech has to run...

#13 Alistair Winter

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Posted 03 February 2015 - 01:04 PM

Yes.

#14 Golden Vulf

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Posted 03 February 2015 - 01:50 PM

I would like the Active Probe to be removable and that omnipod changed to have an ECM hard point. That way you wouldn't have to give up your entire left arm to use ECM, while making the Active Probe locked mostly redundant.

Remember as far as ECM hardpoints go, EVERY omnimech is able to mount it by canon, in any omnipod.

The Mist Lynx otherwise could do with 1 or 2 energy hardpoints in the right torso, or the ability to mount a 7th jumpjet. It needs jump quirks that reduce heat and impact damage.

But for the Adder, yes, that hard locked flamer is ridiculous, I don't think there's a mechwarrior alive that wouldn't customize the Adder to remove that flamer from the base configuration if the campaign had the time for it.

Other than that, Summoner, Hellbringer, Mad Dog, Nova, all need endo steel unlocked, and in the right torso Prime omnipods for Mad Dog, Summoner. Myst Lynx, Kitfox, all need a single enrgy hard point inflation.

Warhawk Prime right torso needs 2 energy hardpoint inflation. With Clan equipment nerfed to the extremes that they have been, the weaker chasis need the extra hard points.

Clan mechs can't get by with the few hardpoints they have because the big clan energy weapons like the 15 damage PPC were nerfed, and the LBX autocannons are nearly useless.

#15 Heffay

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Posted 03 February 2015 - 01:57 PM

Make the flamer useful by giving it a heat debuff feature. Flame a target for 2 seconds to add a heat debuff. Adds [6] heat, reduces heat dissipation by [5]%, stacks 5 times, lasts [30] seconds. Target burns to let you know it's been applied.

That way there is a benefit to carrying more than one even. If you stack 5, you only need to burn something for a couple of seconds to give them a serious debuff.

And if they ever add infantry, have it be just brutal against them. Along with unarmored targets, like CW generators.

Edited by Heffay, 03 February 2015 - 01:58 PM.


#16 Andi Nagasia

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Posted 03 February 2015 - 03:40 PM

i agree Flamers should be useful,
and Yes in lore its Fixed, however this is a Real-Time game,
some things that dont matter in TT, such as size and shape, matter here,
so for balance and benefit of the Game, the option to un-equip should exist,

as it is the ADRs Flamer still takes up an Energy hard-point,
with the KFX as it is, it will take allot to make the ADR worth taking over it,
as the KFX can do all the ADR can +ECM & JJ, which the ADR will never get,

why Wont it get them? No "Lore" Adder variant carries ECM or JJ in any form,
so the Lore that Keeps the Flamer locked, also stops it from carrying ECM or JJ,

an Extra Energy may not seem like much but it could really help,
please remember the Adder only goes 97, and has no ECM or JJ,
and no im not Bias Against Adders, i loved them in MW3,
Edit- spelling,

Edited by Andi Nagasia, 03 February 2015 - 03:46 PM.


#17 Fate 6

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Posted 03 February 2015 - 04:15 PM

View PostDeathlike, on 03 February 2015 - 12:42 PM, said:

For the most part... working around the Badder's flamer isn't too hard.

The BAP on the Mist Lynx is kinda distracting, but it's ironically not a mech building breaking problem. Its terrible speed and large arms (for a small mech) are more of an issue than anything else.

That, and the fact that you have an awkward .5 tons when you try to mount a full ERML or MPL build with full armor. Being able to remove a single JJ would free up the tonnage to have a 4th ERML instead of 3ERML+1ERSL

EDIT: It is possible to have 4ERML right now, but unless you strip armor you end up with a 24.5 ton mech because there is nothing to fill the last .5 tons.

Edited by Fate 6, 03 February 2015 - 04:16 PM.


#18 Soy

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Posted 03 February 2015 - 04:21 PM

Remove CAP from Mist Lynx. Whoever thought this mech was worth releasing is very cynical, just look at the thing. What are you supposed to do with it? Oh wait I know, I can change this 1 thing for this other 1 thing - how incredible!!!

Get rid of the CAP on the thing and suddenly players actually have room to, you know, design.

#19 Serpieri

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Posted 03 February 2015 - 04:28 PM

PGI could always make the Flamer and CAP worth taking.....

on second thought - just remove them.

#20 Widowmaker1981

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Posted 04 February 2015 - 04:34 AM

View PostFelio, on 03 February 2015 - 12:39 PM, said:

I would rather they make flamers, the adder and the mist lynx not suck before going down the road of unlocking equipment.

Active Probe is already a great item not matter your tonnage.


Other than JJs, Heatsinks and MASC these are the only bits of locked equipment on ANY clan mechs, the flamer is useless because, well, flamer. The CAP is semi useless since if you have ECM installed it does nothing unless the ECM is in counter mode, and then the ECM does nothing - ECM + CAP is stupid.





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