20 Ton Mech Balancing (Locust, Mercury, Flea, Stinger, Wasp, Thorn)
#21
Posted 30 November 2015 - 04:16 AM
#22
Posted 30 November 2015 - 04:21 AM
#23
Posted 30 November 2015 - 04:44 AM
#24
Posted 30 November 2015 - 06:31 PM
#25
Posted 15 January 2016 - 06:02 AM
#26
Posted 25 February 2016 - 06:28 AM
#27
Posted 25 February 2016 - 08:29 AM
#28
Posted 07 March 2016 - 10:38 AM
Dee Eight, on 25 February 2016 - 08:29 AM, said:
In point of fact, the Mercury was made with a quick-swap repair capability that served to inspire the development of the OmniMechs, but the Mercury itself did not have OmniMech capabilities.
"Using the most innovative technology at the time, the Mercury seemed poised to revolutionize BattleMechs using its pioneering 'plug and fight' technology, which streamlined repair and slashed many man-hours from repair and modification work. Workers only needed to take off a few bolts and pull a few wiring connectors to remove damaged equipment, and reverse the process to put in new gear. This cut down bay time to a fraction of what most other designs required." - TRO 3050U, pg. 184
What the Mercury has is, essentially, the "Easy to Repair" and "Modular Weapons" Design Quirks described in Strategic Operations (on pages 193 and 195, respectively).
- "Some units, such as the Thorn, are easier to maintain and repair. All repair or replacement rolls made for a unit with this quirk receive a –1 target number modifier."
- "Though lacking the flexibility of an OmniMech, a unit with modular weapons like the O-Bakemono can be repaired or customized more easily. A weapon can be replaced in half the normal time (though repairs in-place take the usual amount of time). When using the Customization Rules, half the time is required."
#29
Posted 09 March 2016 - 08:44 AM
the abominable cheetah and spider and firestarter builds only work because no map favours a mist lynx`s tactical useability.
there are no "raid" maps. no "Scout" maps. no advantages in playing one hit and run (on a target, not a mech) or scouting style.
conquest comes close but is a pain in the behind for assaults. leave them in the assault and skirmish maps. thanks.
i want a fastpaced all guns furball at 120 kph minimum speed.
#30
Posted 09 March 2016 - 09:24 AM
#31
Posted 09 March 2016 - 09:26 AM
Syn Pryde, on 09 March 2016 - 08:44 AM, said:
the abominable cheetah and spider and firestarter builds only work because no map favours a mist lynx`s tactical useability.
there are no "raid" maps. no "Scout" maps. no advantages in playing one hit and run (on a target, not a mech) or scouting style.
conquest comes close but is a pain in the behind for assaults. leave them in the assault and skirmish maps. thanks.
i want a fastpaced all guns furball at 120 kph minimum speed.
To be honest. No map could ever make the Mist Lynx better than an Arctic Cheetah.
The lynx is objectively an inferior mech. Clan Ice Hellion in fact developed the cheetah to replace the Mist Lynx, and overcome its problems.
Only time you'd pick an MLX over a cheetah would be when tonnage is involved. That's the MLX's only real advantage. This means that outside of tonnage restrictions, you'd need buffs, and some mechanical changes to the sensor suite on the MLX, in order to help it improve. At the end of the day, it's a 25 ton light mech, so it will always suffer, because 35 tonners are always better.
EDIT: For the record, I hate every word I typed in this post, but that doesn't make them incorrect.
Edited by IraqiWalker, 09 March 2016 - 09:27 AM.
#32
Posted 01 May 2016 - 06:15 AM
#33
Posted 11 May 2016 - 12:15 PM
The Trashcan is neither fast, nor overbuffed.
Still it will get its kills if piloted well.
People e.g. rarely equip a active probe, so dont see you when hiding in shutdown.
So who cares the hell about differences between an arctic cheater and a mist lynx.
Yeah, some mechs are better then others in the hands of someone. I dont give a damn.
These lights all look like soft pop-targets to an AC20. And I look like a sitting duck to all of them.
And some people just crave the helluva challenge of an inferior mech design.
#34
Posted 11 May 2016 - 07:52 PM
#35
Posted 13 May 2016 - 08:03 AM
#36
Posted 19 June 2016 - 01:03 PM
#37
Posted 20 June 2016 - 04:16 AM
Masochistic Trashcan Virtuoso, on 11 May 2016 - 12:15 PM, said:
The Trashcan is neither fast, nor overbuffed.
Still it will get its kills if piloted well.
People e.g. rarely equip a active probe, so dont see you when hiding in shutdown.
So who cares the hell about differences between an arctic cheater and a mist lynx.
Yeah, some mechs are better then others in the hands of someone. I dont give a damn.
These lights all look like soft pop-targets to an AC20. And I look like a sitting duck to all of them.
And some people just crave the helluva challenge of an inferior mech design.
As someone who was running Locusts back when literally 99% of the playerbase viewed them as a liability, and some people went as far as reporting you for bringing "such a $#!t mech to our team", I understand that.
That's not what this thread is about. It's not about whether or not the MLX can be fun to pilot. It's about making it a viable choice, where when you are presented with an MLX, and an ACH, you actually view the MLX as a worthy choice, and something viable.
We're not talking about if you're crazy enough you can make it work. We're talking about making the mech actually a viable choice.
#38
Posted 09 August 2016 - 03:44 PM
#39
Posted 04 October 2016 - 12:18 PM
and Karl: If your Warmachine aint fast enough and lacks range, i can still poke you to pieces in a light at 800+ meters with ER large lasers. think about that. I dont like to play sitting duck. my choice. if you want to think "Steiner Scout Lance" all the way, thats where you put the money. I put it with the racing squad, as long as I get to have a ER Large Laser. Each has its points. There is no use in running with your back to the enemy, if he is faster
#40
Posted 01 January 2017 - 03:09 PM
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