The Official Urbanmech Celebration and Meme thread [Renamed]
#101
Posted 06 July 2012 - 12:01 AM
#102
Posted 06 July 2012 - 12:04 AM
#103
Posted 06 July 2012 - 12:27 AM
#104
Posted 06 July 2012 - 01:52 AM
Boneripper, on 06 July 2012 - 12:27 AM, said:
No no no....it's where all troublemaker mech warriors go to die. You know, like the penal battalions the Soviets used in WW2. Get court-martialed and you are assigned an Urbie.
#105
Posted 06 July 2012 - 11:50 PM
Yeah, the Jenner can fire 4 medium lasers at once for 20 damage points, but only at 270 meters or less, and those 4 lasers could hit 4 different hit locations.
Now, if it's one thing World Of Tanks has taught me it's that most people think that if a vehicle is fast, that means this is an advantage, and rushing to meet the enemy is the best way to exploit it. Seasoned tacticians know that's wrong, but I guarantee you that a lot of MWO players will think "My Jenner goes 118kph! CHARGE!". Happens in almost every WoT game if someone has a fast tank.
Well, my point is, if the enemy is coming to the Urbanmech, not the other way around, then Tank Destroyer style tactics will let the Urbanmech achieve success quite a lot of the time. Urbanmech has 2 tons more armor and a longer punch than the Jenner.
Urbanmechs weapons & low speed limits your combat options to: Defend, Snipe, & Support.
Jenners weapons & high speed means your options are: Flank, Charge, Reconnoiter, Defend, Support.
Now, which mechs combat options would be harder to pull off successfully? Which mech would your average "noob" die in faster?
Mechwarrior Online will be as much about the players as the mechs. I guarantee you there will be a lot of "LOL i'ma charge'em with my speedy speed mech!". And when that happens, an equally "noob" Urbanmech player will waddle into view, fart out a few AC-10 rounds, and then feel very accomplished that they took down that enemy.
For a new player, being very fast will often get you killed far quicker and more pointlessly than being very slow. Anybody who's played WoT knows exactly what I'm talking about.
Edited by Buck Rogers, 07 July 2012 - 01:06 AM.
#106
Posted 07 July 2012 - 12:03 AM
#107
Posted 07 July 2012 - 12:45 AM
If not, they probably should create a game mode where you can only pilot Urbies... DEFENCE OF THE URBIES!
... If not we can also have a survival mode where we will have to fight against hordes of undead Urbies... Some of them happened to be ones which we destroyed countless times seeking for revenge and approval...
Sean von Steinike, on 06 July 2012 - 01:52 AM, said:
Or this, assign the Urbie to a lancemate/squadmember who lost a bet... All just for the Lulz. Hell, give them the bonus of it being a founder mech too!!
I do want an urbie bobble head for my mech though.
Edited by Valkeminator, 07 July 2012 - 12:47 AM.
#109
Posted 07 July 2012 - 01:05 AM
takashi, on 07 July 2012 - 12:54 AM, said:
Translating the numbers from the mech tables always confuses me. An AC-10 has a maximum range of 15 hexes on the tabletop board game. I thought 1 hex was 100 meters? Or is it 10 meters...? Well now that I typed it out 100 meters per hex is obviously wrong.
Ok, the internet tells me it's 30 meters per hex. I'll go edit those numbers.
#110
Posted 07 July 2012 - 01:30 AM
Besides, I'm sure we'll see the urbie before the Timber Wolf. Prolly even before we'll see the clan invasion. But when we do, I'm naming mine Wall-E.
Also, bump for a urbie bobble head.
Edited by Combatant, 07 July 2012 - 01:31 AM.
#111
Posted 07 July 2012 - 01:30 AM
Buck Rogers, on 06 July 2012 - 11:50 PM, said:
Yeah, the Jenner can fire 4 medium lasers at once for 20 damage points, but only at 270 meters or less, and those 4 lasers could hit 4 different hit locations.
Now, if it's one thing World Of Tanks has taught me it's that most people think that if a vehicle is fast, that means this is an advantage, and rushing to meet the enemy is the best way to exploit it. Seasoned tacticians know that's wrong, but I guarantee you that a lot of MWO players will think "My Jenner goes 118kph! CHARGE!". Happens in almost every WoT game if someone has a fast tank.
Well, my point is, if the enemy is coming to the Urbanmech, not the other way around, then Tank Destroyer style tactics will let the Urbanmech achieve success quite a lot of the time. Urbanmech has 2 tons more armor and a longer punch than the Jenner.
Urbanmechs weapons & low speed limits your combat options to: Defend, Snipe, & Support.
Jenners weapons & high speed means your options are: Flank, Charge, Reconnoiter, Defend, Support.
Now, which mechs combat options would be harder to pull off successfully? Which mech would your average "noob" die in faster?
Mechwarrior Online will be as much about the players as the mechs. I guarantee you there will be a lot of "LOL i'ma charge'em with my speedy speed mech!". And when that happens, an equally "noob" Urbanmech player will waddle into view, fart out a few AC-10 rounds, and then feel very accomplished that they took down that enemy.
For a new player, being very fast will often get you killed far quicker and more pointlessly than being very slow. Anybody who's played WoT knows exactly what I'm talking about.
This.
Add to this that not only will your 4 MLs likely not have full convergence, they are a DoT weapon in MWO so if you don't keep that reticule locked on exactly the same spot that damage is going to spread even more. Good luck with that when that AC/10 knocks you on your arse. That's assuming the Urbie pilot hasn't decided to swap out for a Gauss or 3 AC/2's or 2 AC/5's and you can actually get in range to even fire your ML's before you're cored.
But really, like any good TD pilot the point an Urbie pilot should be making himself known to you is when his name pops up on your death screen. Even the maps that have been shown so far, which would hardly be described as 'urban combat' have so many good spots for a ambush ganker to lurk it's not even funny.
#112
Posted 07 July 2012 - 01:36 AM
#113
Posted 07 July 2012 - 01:47 AM
#114
Posted 07 July 2012 - 01:49 AM
#115
Posted 07 July 2012 - 01:52 AM
#116
Posted 07 July 2012 - 01:57 AM
#117
Posted 07 July 2012 - 02:01 AM
SnakePliskin, on 07 July 2012 - 01:49 AM, said:
One of the reasons us Urbanmech fans are so vocal, is because it would fit with the developers wishes perfectly.
- It's quite common in-universe, and is abundant in Liao space.
- We have no light mech that can mount autocannon weaponry so far.
The devs want various mechs in various roles per weight class. They also like the idea of these mechs being common in-universe.
Yeah, us Urbie people are persistent, but we're logically persistent. I like the Warhammer/Marauder/Madcat as much as the next person. But for various reasons, those will not be in the game at launch.
There are 2 light mech designs the devs could choose from if they want to be consistent with their mech choice philosophy. Firestarter, or Urbanmech. Both are quite common in-universe, not unseen, from the appropriate time, and are good mechs. I'd bet money that one of them will be in the game at launch.
I, and a large group of others, just want it to be the Urbanmech, and there's no harm in being enthusiastic about it .
#118
Posted 07 July 2012 - 02:09 AM
My bet, people will suddenly remember that it's a game with no respawns, and they're stuck with a mech too slow to maneuver and pick its battles, too lightly armored to withstand slugfests and too lightly armed to really make a difference. It's like somebody was making a hunchback, but ran out of resources mid-way. Essentially, an "adorable", rotund coffin.
Seriously, the mech was created to be cannon fodder. I realize that it's "oh so pwetty and tiny and potentially so badass if you win with it", but at the end of the day, in a multiplayer environment I forsee few people willing to actually play as cannon fodder.
#119
Posted 07 July 2012 - 02:20 AM
A AC/10 have a weight of 12 Tons 13 with ammo.
An Urbi got the 10 Default Heatsinks.
He got one Ballistic and one Energy Mount.
My suggestion:
Light Laser AC/10 out,
PPC in, MG in 8 tons used up.
0.5 Tons more Armor (for the light laser)
So we got another ton free for MG ammo and 3 heatsinks.
And suddenly the Urbanmech is a pesty longrange sniper, which could even use a ER-PPC.
You can jump to sniping positions and you are a damm small Target.
Damage profil stays the same.
Edited by Elkarlo, 07 July 2012 - 02:20 AM.
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