

Jenner: Oxide Only Has 4 Hard Points Because 5X Ssrm2 Was Deemed " Op"
#21
Posted 04 March 2015 - 03:28 PM
#22
Posted 04 March 2015 - 04:11 PM
Deathlike - As you say, its not always how many, it can be whee you put it. 2 extra hard points of missiles could share the arms, allowing a bit more firing missiles up hill or down hill, especially an issue for the ground bound Oxide - AND likely it improves convegence for this mech, because a missler can choose to run say SRM4s in arms only, meaning left and right groupings of SRMS fired, rather than a few left, few right and a vague cloud of them from the center torso.
Big Bacon - Great point, giving specific SSRM2 quirks to Oxide could work, effectively giving it the 2 extra missile slots by vastly reducing the ssrm cooldown, allowing it to fire as if it did have 6 hard points... for the ssrm2, or even just for SRM2s instead. Either is hardly OP for a 35 ton light... almost medium - mech that otherwise has been gimped not to jump, not to have signature lasers and is so very ammo dependent.
#23
Posted 04 March 2015 - 04:39 PM
#24
Posted 04 March 2015 - 05:44 PM
#25
Posted 04 March 2015 - 05:49 PM
So I agree with the OP.
Edited by Ted Wayz, 04 March 2015 - 05:49 PM.
#26
Posted 04 March 2015 - 05:54 PM
FupDup, on 04 March 2015 - 01:07 PM, said:
Anyways, the elephant in the room here isn't the number of Streaks a mech packs, it's just the way Streaks are implemented in the first place. They're currently a binary all-or-nothing weapon that is crazy in some situations and totally horrible in others.
This is due primarily to their targeting mechanism that almost randomly assigns where the missiles hit, so targets with lower durability don't see much of a difference while targets with high durability are basically tickled by it. Also related is the difficulty or lack thereof of getting a missile lock compared to aiming at a specific hitbox (locks can be acquired on any body part and it won't currently make a difference).
They just need to be reprogrammed to home in on where the reticule is being pointed, so that they have consistent performance in more situations. Then we can figure out if they're OP/UP/fine for reals, and adjust things like range/cooldown/damage/heat/lockon/etc. as needed.
This sounds awesome. Give SSRM's a "chase the dot" targeting mechanic instead of the current scrub-lord "Fire and Forget" mechanic.
It'd also make it possible to maneuver SSRM's around obstacles for a skilled operator...
#27
Posted 04 March 2015 - 05:58 PM
Deathlike, on 04 March 2015 - 02:22 PM, said:
We need 14E hardpoints like the Nova. IT MUST BE DONE!!!!11!
Sometimes what it is and where it is placed makes all the difference in the end...
Psshh, all we need is a 16x Small Laser Firestarter.
Trust me. It's what this game needs. *pew*
But seriously, I kinda agree with the OP. The Oxide kinda needs one of two things:
1. a couple more hardpoints for variety, preferably missile.
2. IS Streak 4's or 6's.
Otherwise... why take it? It's just a sub-par Huginn. Something like 6x SRM2 could be a lot of fun if heatscale on SRM2's was removed (and it really should be... honestly my LCT-3S is a hot coal with only 4x SRM2... )
#28
Posted 04 March 2015 - 06:00 PM
#30
Posted 04 March 2015 - 06:13 PM
Terciel1976, on 04 March 2015 - 06:09 PM, said:
And what's the build?
Stock is probably quad 2s with a pair of MPLs or something.
The point, on the other hand, is to give players options that are unique and distinct from the other Jenners.
Edited by Levi Porphyrogenitus, 04 March 2015 - 06:14 PM.
#31
Posted 04 March 2015 - 06:22 PM
Levi Porphyrogenitus, on 04 March 2015 - 06:13 PM, said:
Stock is probably quad 2s with a pair of MPLs or something.
The point, on the other hand, is to give players options that are unique and distinct from the other Jenners.
Don't care about stock. It's meaningless.
What's a usable build that's an improvement over the current Oxide? That's the issue I have...we're trying to improve it, what do you put on that that's really an improvement over SRM16 on the current Oxide?
#32
Posted 04 March 2015 - 06:30 PM
#33
Posted 04 March 2015 - 06:32 PM
#34
Posted 04 March 2015 - 06:35 PM
Terciel1976, on 04 March 2015 - 06:22 PM, said:
Don't care about stock. It's meaningless.
What's a usable build that's an improvement over the current Oxide? That's the issue I have...we're trying to improve it, what do you put on that that's really an improvement over SRM16 on the current Oxide?
XL255, 4x SRM4s, 2x MLs, 4 tons of ammo. Max armor except the head, and it's still plenty fast.
#35
Posted 04 March 2015 - 06:42 PM
Levi Porphyrogenitus, on 04 March 2015 - 06:00 PM, said:
That's pretty similar to this:

The "jr7-o-alt-DO_NOT_USE"
If PGI wanted to save work, they could also just restrict the arm launches to 4 tubes and do this:

Lasers where two tubes would be. A nerf to a couple popular builds, though.
#39
Posted 04 March 2015 - 07:52 PM
However, adding a single energy hard point to CT and moving the 4 missile mounts to the arms would be great as a compromise.
All the other Jenners have 5-6 hard points + Jump Jets. The Oxide has only 4 hard points and no jets. It's time to unnerf the Oxide.
#40
Posted 04 March 2015 - 08:54 PM
627, on 04 March 2015 - 01:34 PM, said:
I'm all for an 6xSRM2boat, and unlock JJs.
Funny... I just came out of a discussion claiming the huginn was obselte to the Oxide as the Oxide can do more missiles .-.
I also find it funny that a huginn rarely ever uses it's jumpjets...
Deathlike, on 04 March 2015 - 02:01 PM, said:
It's not even a complicated thing either outside of getting the legomech-dynamic visual hardpoint stuff done.
Well the whole reason the Oxide is the way it is is the fact that you can replicate the "Jenner IIC 1" with it.
Jenner (Oxide) IIC 1
my immitation of the jenner IIC
the jenner IIC has a streak SRM 4 in the CT and 2 SRM 6's, 1 in each arm.
This is what this hero is based off (all heros in this game is normally based of a modifide special version of a mech, a future or other variant, or a clan counterpart)
This is why it has 4 hardpoints. (3 would be to mean).
If you make it 6 there is no real point to it. I kinda feel funny how you guys think the clan counterparts are the ones with problems. I mean people rarely use streaks of clans and when they do it's just to beat the endless hords of firestarters that may occur in CW.
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