Countdown To The Urbanmech - Day 11 Of 11
#561
Posted 05 April 2015 - 01:41 AM
#563
Posted 05 April 2015 - 05:22 AM
MarineTech, on 05 April 2015 - 01:41 AM, said:
If they'd given it a smaller maximum engine size, they probably would have given it better weapon quirks to compensate. Those of us who were hoping to run slow urbanmechs will end up with handicapped mechs because the mech is quirked for a larger engine. That said, considering that it's an urbanmech, I don't think that the mech's effectiveness really matters.
#564
Posted 05 April 2015 - 06:13 AM
#565
Posted 05 April 2015 - 06:22 AM
MauttyKoray, on 05 April 2015 - 06:13 AM, said:
You mean like how they kept all other IS mechs limited to their TT engines?
Oh wait...
#566
Posted 05 April 2015 - 06:30 AM
ccrider, on 04 April 2015 - 07:34 PM, said:
I gotta ask Russ if they can come up those type of war horns for various characters. Like say a Jack in the Box or a Rabbit. I think that's a good idea.
#567
Posted 05 April 2015 - 07:10 AM
FupDup, on 05 April 2015 - 06:22 AM, said:
Oh wait...
Always my argument about this. Look at Commandos and Ravens, what 97kph? Not even getting started in how screaming fast our Heavies go.
(Actually, there's a huge argument for reducing Heavy mech speeds across the board, given how enormously popular they are as a chassis and how much the speeds people run them at tend to reduce the role Mediums ought to have)
As much as Slow Urbie is Proper Urbie, in MWO Slow Urbie would be Dead Urbie. Speed vs. armor vs. weapon fire is totally different in MWO than in tabletop. Totally and completely different.
Stock Urbie Battles would be awesome, but even tuned slow Urbies in MWO would be exponentially less useful in MWO than they are in Tabletop. Even heavily quirked, with 40-60pt alphas they'd be crushed the moment they moved out of cover.
#568
Posted 05 April 2015 - 07:35 AM
Gusevich, on 05 April 2015 - 12:43 AM, said:
Wow! It really IS tiny! XD I was thinking it was a perspective illusion on the original screenshots with the Centurian. That's a perfect description of the size... Damnit, I need to see if I can spare $40 >_>
FupDup, on 05 April 2015 - 06:22 AM, said:
Oh wait...
They have a specific formula for what mechs are allowed to have up to what size engines.. IIRC, only 2 mechs break that limit currently... the Centurian, and I don't remember the other one ^^;
#569
Posted 05 April 2015 - 08:12 AM
Twilight Fenrir, on 05 April 2015 - 07:35 AM, said:
Centurion, Hunchback, and Panther are the ones that I remember.
For the formula, I think that it should actually get broken a bit more often than it does now, because sometimes a mech just doesn't have that much to work with from its TT stock build. For example, many BJ and Vindicator variants have 235 engine limits, which means they don't get all 10 heatsinks internally... Their limit should be raised to 250 so that they get the full set of 10 engine Trudubs.
#570
Posted 05 April 2015 - 08:15 AM
Wintersdark, on 05 April 2015 - 07:10 AM, said:
Not even getting started in how screaming fast our Heavies go.
(Actually, there's a huge argument for reducing Heavy mech speeds across the board, given how enormously popular they are as a chassis and how much the speeds people run them at tend to reduce the role Mediums ought to have)
...
I appreciate the objective of such a change, but keep in mind that this does nothing against the Clans or some IS heavies (mostly future ones) that come stock with good engines. How will we slow down mechs that come stock with these engines?
#571
Posted 05 April 2015 - 08:19 AM
#572
Posted 05 April 2015 - 08:26 AM
#573
Posted 05 April 2015 - 08:29 AM
k05h3lk1n, on 05 April 2015 - 08:26 AM, said:
Instead of 10 bullets per second you now get 10.75 bullets per second! YEEEEAAAAAAAAAAAHHHH!
But on a serious note, I do like that we now at least have this specific quirk type available. I hope that MG mechs get this in place of their MG/ballistic range quirks that don't really help much...
#574
Posted 05 April 2015 - 08:41 AM
#575
Posted 05 April 2015 - 08:55 AM
627, on 05 April 2015 - 08:41 AM, said:
I tested a little bit with the guideline of a Spider what the Urbie can theoretically fit and TBH I don't think he will perform that bad. Not your regular IS Light, but he can dish out some damage and keep up with the rest of the team. Kinda like an IS Kitfox as stated above.
#576
Posted 05 April 2015 - 09:26 AM
#577
Posted 05 April 2015 - 09:30 AM
Quote
- AC/20 Range +10%
- AC/20 Velocity +10%
Come on guys, double down on those quirks, make him not worse the Hunch in AC20 wielding.
(not that many people will left him running with a BOOM STICK)
Other then that, I'm happy.
#578
Posted 05 April 2015 - 09:39 AM
It's gonna be great. c:
#579
Posted 05 April 2015 - 11:05 AM
FupDup, on 05 April 2015 - 08:15 AM, said:
Eh, it wasn't a fleshed out idea or even recommendation, simply that you could make a good argument that way. I certainly didn't mean to imply it would be a fix for a lot of issues, merely that it's a contributing factor for why Heavies are so dominant and Mediums have little role.
Mind you, Clan Heavies are supposed to be fast, and ironically their speed is a nerf, not a buff, in MWO due to the opportunity cost of that speed. One that'll become apparent if they release the Night Gyr =) You're absolutely correct that something like that done would have far reaching implications across the game.
But whatever, I'm not making any strong "This Is How It Should Be" statements here, nor is it the place for that discussion.
I'm just happy that the Urbanmech will have a place in MWO beyond a horrifically slow light mech in a game where low BV/low cost has no advantages =)
I find it amusing that Urbanmechs get +10% reverse speed, a mech with pretty much zero reason to ever reverse
#580
Posted 05 April 2015 - 11:10 AM
Wintersdark, on 05 April 2015 - 11:03 AM, said:
Eh, it wasn't a fleshed out idea or even recommendation, simply that you could make a good argument that way. I certainly didn't mean to imply it would be a fix for a lot of issues, merely that it's a contributing factor for why Heavies are so dominant and Mediums have little role.
Mind you, Clan Heavies are supposed to be fast, and ironically their speed is a nerf, not a buff, in MWO due to the opportunity cost of that speed. One that'll become apparent if they release the Night Gyr =) You're absolutely correct that something like that done would have far reaching implications across the game.
But whatever, I'm not making any strong "This Is How It Should Be" statements here, nor is it the place for that discussion.
I'm just happy that the Urbanmech will have a place in MWO beyond a horrifically slow light mech in a game where low BV/low cost has no advantages =)
The speed thing depends on how you want to build the mech...
If you wanna boat big ballistics like Goose Waffles, then the lower engines like Night Gyr are much preferred.
However, if you want to laser vomit, then the larger engines are more optimal.
This is because of a loophole in the construction system, specifically the ability to slot more heatsinks in larger engines. Having more engine slots means you save critslots on the outside, which lets you use more tech upgrades like Endo/FF/etc. Once you apply an upgrade, you then get some free tonnage with which you can spend on a larger engine. That larger engine will in turn let you slot even more heatsinks in the engine, which means you have space for more upgrades...
Lasers just so happen to have lower weight requirements, which means that you already start with more weight to invest into that engine...
Fun fact, I could actually fit an XL375 on a Warhawk with Endo Steel and Ferro at the same time, with 27 DHS and 4 LPL. The construction system can be oh so fun sometimes.
PS: I also like that Urbs should be at least somewhat workable, so I don't have to feel like having one on my team is an auto-loss (like I feel for most Tier 5 mechs ).
Edited by FupDup, 05 April 2015 - 11:11 AM.
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