Cauldron-Born: Different Idea
#1
Posted 20 June 2015 - 02:53 PM
First of all - I am digging the hell out of that machine up there. It's so nice I spent two thirds of my remaining C-bill stock fully module-ing it up, and I'm a total weekend-warrior spacepoor.
Second of all - it gave rise to an idea for dealing with what most of the MWO community, including myself, feels is a bit of an oversight with the CBN's release - its Medium climb profile.
The Medium climb profile means the CBN clambers over terrain like a mountain goat, giving that extra bit of emphasis to the machine's natural hillhumper style and just making it feel much more nimble overall. Given the CBN's supremely excellent hardpoints and naturally well-balanced construction, most players feel - rightly, as it may be - that the Medium climb profile is just too much. I've said as much myself, and still fully expect Piranha to knock that on the head at some point if the CBN goes as hog-wild as everyone expects it to.
But then a thought occurred to me. The CBN is a weapons platform, more than any other Clan heavy. The TBR is an all-around super-generalist that does everything well, the Summoner is a mobile raider with excellent maneuverability but questionable firepower, the Hellbringer is a weapons platform as well but one configured more for laser vomit and electronics than the CBN, and the Doge is...a thing.
The Cauldron-Born is a purpose-built hull-down hitter with more firepower than anything we're likely to get between now and Night Gyr, and in my tests with it the machine was a blast to play and also felt rather unique, in significant part because of its vertical agility and how much its climb profile facilitated its peek-and-poke fighting style.
What I'm wondering is this - we all know its current mobility profile is a bit too much, especially for something this awesome at guns. BUT...rather than override it to Large, as everyone is figuring...what if we cut its top speed by 5% instead? Invert the Summoner +5% speed quirk and saddle all CBN CTs with a -5% speed quirk, cutting into the machine's overall ground mobility and giving it an extra little niche over the other Clan heavies - it climbs better than they do but they beat it in a footrace. To me, that's supposed to be the intent of the quirks system anyways - to better differentiate 'Mechs and give each unique little bits of flavor.
Now this is just a wild notion I had; I have no idea if 5% speed penalty is enough to offset a Medium climb profile or not, but I figured I'd throw this out there, see what people thought of trading a bit of groundspeed for some extra hill-climbing ability. Do folks figure that might be fair? Why or why not? Lemme know what you think, this idea intrigues me.
#2
Posted 20 June 2015 - 02:56 PM
It's a physically short mech, that's why it got medium archtype by the way - much like the Cataphract.
#3
Posted 20 June 2015 - 02:59 PM
#4
Posted 20 June 2015 - 03:04 PM
Scarecrow: I'm not advocating Piranha drop everything to nerfhammer the CBN. Heh, mostly just want to see what people think of this notion as an intellectual thing. We all know the subject's going to start coming up, why not see if we can take a calm, thought-experimental look at it first?
#6
Posted 20 June 2015 - 03:15 PM
TBR will still be the agile monster (higher speed, can jump, better twisting capability) and EBJ could be the archetypal hull down gunner (slower speed, no arm actuator, cannot twist as far, but can climb better and prefers to shoot from a distance due to its shape).
Edited by Hit the Deck, 20 June 2015 - 04:10 PM.
#7
Posted 20 June 2015 - 04:11 PM
At first i felt like the Timberwolf and EBJ should switch agility stats as it doesn't feel quite as responsive as the timberwolf while being 10 tons lighter. But now that i've had more time to play them i feel like it's a decent tradeoff. You sacrifice agility and armor to be able to pack in a similar amount of weapons. But it still is a smaller and lighter mech and the little benefit on hill climbing just seems a good fit. I'm not sure it should get any quirks really as it feels pretty good as is.
I still feel like the timberwolf was a victim of lack of variety rather then actually being better. When the EBJ was originally announced i had always planned to use them in community warfare over the timberwolf as their tonnage savings allows for greater versatility in dropdeck choices.
Edited by Sable, 20 June 2015 - 04:14 PM.
#8
Posted 20 June 2015 - 04:14 PM
Sable, on 20 June 2015 - 04:11 PM, said:
....
Well, it depends on what common loadout people bring (to CW). Could someone tell me how many EBJs are in CW currently? And with what kind of build? Maybe it's still too early to tell.
Edited by Hit the Deck, 20 June 2015 - 04:14 PM.
#9
Posted 20 June 2015 - 04:37 PM
ScarecrowES, on 20 June 2015 - 02:59 PM, said:
It's painfull to level as well, that thing feels like a bathtub on legs... of course, I am expecting that to change once they are elited but in the mean time it's a chore. On top of that, people underestimate the use of lower arm actuators on a mech with that kind of torso twist restriction.
#10
Posted 20 June 2015 - 04:55 PM
#11
Posted 20 June 2015 - 05:17 PM
#12
Posted 20 June 2015 - 05:24 PM
Edited by lordtzar, 20 June 2015 - 05:26 PM.
#13
Posted 20 June 2015 - 05:36 PM
- http://www.sarna.net/wiki/Griffin
- http://www.sarna.net...ad_Dog_(Vulture)
- http://www.sarna.net...e_(Man_O%27_War)
- http://www.sarna.net...llbringer_(Loki)
- http://www.sarna.net/wiki/Shadow_Hawk
#14
Posted 20 June 2015 - 06:32 PM
B8hunter, on 20 June 2015 - 05:36 PM, said:
- http://www.sarna.net/wiki/Griffin
- http://www.sarna.net...ad_Dog_(Vulture)
- http://www.sarna.net...e_(Man_O%27_War)
- http://www.sarna.net...llbringer_(Loki)
- http://www.sarna.net/wiki/Shadow_Hawk
The speed issue you're seeing there is because TT had to round speeds up.
Normally, a mech's running MP was walking MP * 1.5. However, when you had an odd number of walking MP, this led to a decimal for running MP... The Cauldron Born for example had 5 walking MP and 7.5 running MP, which had to be rounded up to 8 running MP. This is why the Sarna speed is listed as 86 kph.
However, when we don't round the numbers, MWO's value of 81 kph is the "correct" raw value.
#15
Posted 20 June 2015 - 06:51 PM
#16
Posted 20 June 2015 - 07:03 PM
Lightfoot, on 20 June 2015 - 06:51 PM, said:
And much like a crab/whale LRMs wreck it's CT from pretty much any direction.
#17
Posted 20 June 2015 - 07:09 PM
#18
Posted 20 June 2015 - 07:37 PM
#19
Posted 20 June 2015 - 08:08 PM
1453 R, on 20 June 2015 - 02:53 PM, said:
First of all - I am digging the hell out of that machine up there. It's so nice I spent two thirds of my remaining C-bill stock fully module-ing it up, and I'm a total weekend-warrior spacepoor.
Are you sure that's the build you are having a blast in?... hard to believe with that heat... I guess you are just taking shots from the med-long... them medium lasers seem pretty useless to me with the heat and spread dmg, and weapons too hot to use just gets in the way of efficiency. Which kind of just makes it just run on pure UAC 5 and 2 UAC5 = dps of 6 or so.
So I am kind of confused by the build.
Just curious, what were you trying to achieve when you made that build?
Edited by Nightingale27, 20 June 2015 - 08:15 PM.
#20
Posted 20 June 2015 - 08:10 PM
The Omni pods are versatile but no matter what build you use, the EBR does not tank damage well.
Weapon hard points are great, but the same hard points also tell the enemy where to shoot if they want to pick you apart.
Low height is counterbalanced by wide girth and anyway what makes a good hill humper is shoulder mounts rather than being short.
Overall, the mech is capable but there really isn't a fear factor attached to it.
I'd rather buff underwhelming mechs rather than proactively proposing nerfs before the QQ brigade has even started.
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