Ghr: From Good To Great
#1
Posted 28 March 2015 - 08:47 PM
For me, the N variant could use either a slightly bigger range or heat
Buff so those PPCs are worth more. Either that or a nice PPC velocity boost.
The H needs something OTHER than an ML buff. Heck, how about a nice SPL buff or LPL or ERPPC?
The J... really Iike it except for the silly ams buff. Or the missile buff. Nope, sorry. Two silly buffs nobody is really gonna use.
I still would love to see a JJ buff that allows it to act like it has 25 or 50 percent more time or thrust so you REALLY jump.
Anyway, what would make this mech special or great in your mind?
Hope I didn't mix up the variants.
#2
Posted 28 March 2015 - 09:19 PM
Kjudoon, on 28 March 2015 - 08:47 PM, said:
Anyway, what would make this mech special or great in your mind?
In my mind it's the jumping ability, but in the game I realise that I'm remembering how it should be and I've actually got a heavy that hovers slightly in a comically slow way and facehumps canyon walls in exchange for a load of useful tonnage.
#3
Posted 28 March 2015 - 09:26 PM
#4
Posted 28 March 2015 - 09:41 PM
For the J Remove ERLL cool down and make it LPL cool down. Remove AMS quirk and make it LPL heat generation and range. It has less hard points so give it higher level of LPL quirks to make up for this.
For the H remove missle cool down and ad ML range. Add LL or LPL heat.
For the N Remove PPC quirk and give it MPL range and heat quirks.
Done
Edited by XX Sulla XX, 28 March 2015 - 09:47 PM.
#5
Posted 28 March 2015 - 09:42 PM
Otto Cannon, on 28 March 2015 - 09:19 PM, said:
In my mind it's the jumping ability, but in the game I realise that I'm remembering how it should be and I've actually got a heavy that hovers slightly in a comically slow way and facehumps canyon walls in exchange for a load of useful tonnage.
Buff jump jets in general.
Specifically for the Hopper I'm not seeing any problems. It could use some slight buffs to its quirks (add range or duration modifiers) but it feels reasonably well balanced as-is.
#6
Posted 28 March 2015 - 09:50 PM
I just started running these. Like actually just tonight. They need a big XL. Despite being leggy as all get out, people dont ever shoot there because the mech is so tall.
IMO, it is not quite durable enough seeing as the most logical loadouts are going to be medium laser based, with maybe some longer range secondary stuff like twin PPC or something. I would be 100% fine with it's durability, if it had some better heat quirks to give it better fire sustainability in the fuzzball. You can fight pretty well and flank, but it has this weird dichotomy of getting around to flank easily, and then not being able to press the flank because it gets to hot.
I would say, add 10% general energy heat buff to what it has and see what happens. I would say just on ML so it can brawl, but I strongly prefer MPL for PING related reasons, and I do not see a reason to restrict what type of energy is put on the thing. 10% is a solid buff for DPS reasons, while not being enough to boat huge energy weapons like triple PPC or something.
Otherwise I find it spreads dmg acceptable well, just can;t soak quite enough to be a sustainable force one the fuzz starts up when you have to wait for heat to dissipate and can't use any suppression fire.
#7
Posted 28 March 2015 - 09:57 PM
And till ecm is fixed... I'd like to see no more of it.
#8
Posted 28 March 2015 - 10:03 PM
It has overall decent geometry, but it is a awkwardly large at times.
With that in mind I think the next step shouldn't be large but I'd like to test changes similar to this:
5H (STOCK = MLAS & LLAS)
ACCELERATION RATE (LOW SPEED): 10.00 %
ACCELERATION RATE (MED SPEED): 10.00 %
ACCELERATION RATE (HIGH SPEED): 10.00 %
ADDITIONAL STRUCTURE (CT): 11.00
ADDITIONAL ARMOR (LL): 15.00
ADDITIONAL ARMOR (RL): 15.00
ADDITIONAL ARMOR (LA): 11.00
ADDITIONAL ARMOR (RA): 11.00
MEDIUM LASER COOLDOWN: 10.00 %
ENERGY COOLDOWN: 10.00 %
ENERGY HEAT GENERATION: -12.50 %
MISSILE COOLDOWN: 12.50 %
*Remove MLAS CD
*Remove Missile CD
*Increase Heat Gen to -15%
*Add +15% Energy Range/+15% Pulse Laser Range (Large & Medium)
5J (MLAS & ERLLAS)
Max Engine: 365
ACCELERATION RATE (LOW SPEED): 10.00 %
ACCELERATION RATE (MED SPEED): 10.00 %
ACCELERATION RATE (HIGH SPEED): 10.00 %
ADDITIONAL STRUCTURE (CT): 11.00
ADDITIONAL ARMOR (LL): 15.00
ADDITIONAL ARMOR (RL): 15.00
ADDITIONAL ARMOR (LA): 11.00
ADDITIONAL ARMOR (RA): 11.00
ER LARGE LASER COOLDOWN: 10.00 %
ENERGY COOLDOWN: 10.00 %
ENERGY HEAT GENERATION: -12.50 %
AMS RANGE: 10.00 %
*Remove AMS Range
*Remove ERLLAS CD
*Increase Energy Heat Gen to -15%
*Add -12.5% Laser Beam Duration
*Add -12.5% ERLLAS/LLAS Beam Duration
5N (MLAS & PPC)
TORSO TURN RATE (YAW): 7.50 %
ACCELERATION RATE (LOW SPEED): 10.00 %
ACCELERATION RATE (MED SPEED): 10.00 %
ACCELERATION RATE (HIGH SPEED): 10.00 %
ADDITIONAL STRUCTURE (LT): 9.00
ADDITIONAL STRUCTURE (RT): 9.00
ADDITIONAL ARMOR (LL): 15.00
ADDITIONAL ARMOR (RL): 15.00
ADDITIONAL ARMOR (LA): 11.00
ADDITIONAL ARMOR (RA): 11.00
PPC HEAT GENERATION: -10.00 %
ENERGY HEAT GENERATION: -10.00 %
ENERGY COOLDOWN: 12.50 %
*ADD PPC Velocity +40%
#10
Posted 28 March 2015 - 11:37 PM
#11
Posted 29 March 2015 - 12:24 AM
RoboPatton, on 28 March 2015 - 11:37 PM, said:
Right... and its not a single big buff or lotws of them.. just one maybe two increases in their buffs or a more appropriate one. For instance, the ML quirks on the H. Sure you can bot 8 but its NOT a good brawling mech and MLs are too short range to make it good for flanking/ skirmishing which seem to be this mech's forte.
Its quivering on the edge to make it a prime CW mech or even a solid but not broken competitive mech.
#12
Posted 29 March 2015 - 01:44 AM
The 5H has a couple high mounts and 7 energy hardpoints, making it a perfect laser vomit platform.
The 5N has 8 energy hardpoints. While it has two high mounts as well, only one can fit a large weapon making it a good candidate for MPL's, but it can also mount a laser vomit build almost as well as the 5H.
As far as IS heavies go, I would say the only ones that stands to outclass it is the Thunderbolt 5SS. This is a top tier heavy that can run well with the current meta. Additional quirks are more likely to make the thing overpowered, which in turn will cause it to be nerfed into oblivion to hang out with the Highlander and Victor.
#13
Posted 29 March 2015 - 02:02 AM
John80sk, on 29 March 2015 - 01:44 AM, said:
The 5H has a couple high mounts and 7 energy hardpoints, making it a perfect laser vomit platform.
The 5N has 8 energy hardpoints. While it has two high mounts as well, only one can fit a large weapon making it a good candidate for MPL's, but it can also mount a laser vomit build almost as well as the 5H.
As far as IS heavies go, I would say the only ones that stands to outclass it is the Thunderbolt 5SS. This is a top tier heavy that can run well with the current meta. Additional quirks are more likely to make the thing overpowered, which in turn will cause it to be nerfed into oblivion to hang out with the Highlander and Victor.
A little more range would be nice to trade with clan lasers a bit better, but maybe they are saving the range buffs for the Black Knight.
#14
Posted 29 March 2015 - 02:07 AM
#15
Posted 29 March 2015 - 02:44 AM
The chassis in itself is excellent however, so no thunderbolt level quirks, it is too good for that.
Functioning jumpjets would be a game changer for this mech as for the Victor, highlander and many others. That needs to happen as well.
#16
Posted 29 March 2015 - 02:51 AM
#18
Posted 29 March 2015 - 04:20 AM
As for the JJ's I do not have a problem with them, they get me to places I could not normaly reach yet I'm not flying all about like a hummingbird. They also let me power turn and that is essential for dropping the hammer on those pesky lights looking for your back. If they got a very minor boost I reckon that would be ok. I just wish JJ's let me bind to my hat switch so I could directional thrust.
#19
Posted 29 March 2015 - 04:24 AM
Generally it needs more energy range quirks.
#20
Posted 29 March 2015 - 04:40 AM
2 - 5H: Add ML Heat Generation (-12.5%, for a total of 25%), Energy Range (+10%), and ML Range (+10%, for a total of 20%).
3 - 5J: Add ERLL Heat Generation (-12.5%, for a total of 25%), Laser Duration (-10%), and ERLL Duration (-10%, for a total of 20%).
4 - 5N: Increase Energy Heat Generation (from -10% to -20%) and PPC Heat Generation (from -10% to -20%, for a total of 40%), add PPC Velocity (40%).
5 - Add Additional Armor CT (15) to all variants.
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