

Making The Bad Hero Mechs Decent
#1
Posted 27 July 2015 - 02:28 PM
Goals:
Minor Tweaks only to make the chassis do something the other variants don't
Minimize or eliminate need to make new models (arms, etc)
Make the chassis interesting and different to encourage sales without making it OP or P2W.
Example:
Quarantine: Move the Ballistics hard point to the Left arm so you can make good use of both it and the RA energy hard points. To balance this, subtract an energy hard point
Note: Left arm could become a mirrored version of the 6R's right arm so minimal modeling would be required.
Dragon Fang: According to PGI lore this started as a 1N similar to how the Flame started as a 1C. So, Lose LT energy hard point and 1 RA ballistics hard point and replace with a missile hard point in each ST allowing it to become more of an SRM brawler.(or MRM brawler in about 10 years).
Problem is that you'd have to add missile models for the ST.
No model version: Swap places of 1 RA ballistic and 1 LA energy hard point. Mirror the RA for the LA.
Alright, I'll let you guys work on some of your own.
#2
Posted 27 July 2015 - 02:32 PM
So I'd let them be, they're fine as they are.
#3
Posted 27 July 2015 - 02:41 PM
#4
Posted 27 July 2015 - 02:57 PM
Ember, I'd move two Energy/Flamer Hardpoints to the CT from the arms (Arms then have one Energy each).
Oxide, I'd give it five JJs max
Flame, I'd give it strong missile quirks for spread and velocity and allow 6 tubes max with it's single missile hardpoint.
Orion, give it agility and maybe torso pitch boosts.
Pretty Baby, I'd add a single Energy hardpoint to the CT and add some armor / structure quirks.
Heavy Metal, boost ST armor
Boar's Head, also boost ST armor and add quirks for it's missile hardpoint, spread and velocity
#5
Posted 27 July 2015 - 02:57 PM
#6
Posted 27 July 2015 - 03:03 PM
#7
Posted 27 July 2015 - 03:05 PM
#8
Posted 27 July 2015 - 03:15 PM
/thread
#9
Posted 27 July 2015 - 03:20 PM
Praetor Knight, on 27 July 2015 - 02:57 PM, said:
Oxide, I'd give it five JJs max
That's BS where the hell would you get the tonnage for the JJs from?
I don't think even my Jenner F has 5 JJs.
Oxide's good at teaching you that flying =/= higher performance. Going super high in the middle of a fight would only make it more obvious for the enemy to figure out which direction they should point their guns at next. Even if you are just using it to get to location B faster, walking on high ground often makes it even easier for the enemy to spot you before you get close. A horrible idea for a lightly armored SRM boat.
It's also great at allowing you to focus on other things that can improve your combat performance without having an extra system to worry about.
In the end, its lack of Jump Jets is part of why it's good for training, or warming up. More of a specialty/unique point than a weakness, though it does serve as sort of balance against its higher combat ability compared to normal Jenner variants.
But that's just my opinion.
#10
Posted 27 July 2015 - 03:26 PM
Nightingale27, on 27 July 2015 - 03:20 PM, said:
Sure, I understand that, I started with Commandos and have all five Mastered.
And I run my Oxide with an XL 245, so I could easily trade some ammo and armor to fit two to three JJs if I could. That extra agility can be so helpful depending on the map and with how I play.
And with current customization, it shouldn't force players to go with JJ's if we would get the option to mount them.
#11
Posted 27 July 2015 - 03:42 PM
#12
Posted 27 July 2015 - 03:46 PM
LonestarrSB, on 27 July 2015 - 03:42 PM, said:
Pretty Baby has been considered bad pretty much since the moment it was released...and not just because it's the Hero variant of a generally-considered-to-be-bad chassis (Awesome).
#13
Posted 27 July 2015 - 03:50 PM
Yen lo, Grid Iron, Saint Ives Blues, Pirates bane, The Grey Death, Golden Boy, The Death's Knell, X-5.
I think I can safely assume that the only one that may be considered bad is the Saint Ives blues maybe (although it has one of the best designs imo).
#14
Posted 27 July 2015 - 04:01 PM
Praetor Knight, on 27 July 2015 - 02:57 PM, said:
Ember, I'd move two Energy/Flamer Hardpoints to the CT from the arms (Arms then have one Energy each).
Oxide, I'd give it five JJs max
Flame, I'd give it strong missile quirks for spread and velocity and allow 6 tubes max with it's single missile hardpoint.
Orion, give it agility and maybe torso pitch boosts.
Pretty Baby, I'd add a single Energy hardpoint to the CT and add some armor / structure quirks.
Heavy Metal, boost ST armor
Boar's Head, also boost ST armor and add quirks for it's missile hardpoint, spread and velocity
Ember - put mg's back to where they used to be (damage wise) and it would be fine.
Oxide - give it 1jj
Pretty Baby - give it huge agility quirks to go with that xl400
Heavy Metal - fix jj's
Boars Head - it's already delicious with deli mustard, not sure there's much to fix.
#15
Posted 27 July 2015 - 04:49 PM
Praetor Knight, on 27 July 2015 - 03:26 PM, said:
And I run my Oxide with an XL 245, so I could easily trade some ammo and armor to fit two to three JJs if I could. That extra agility can be so helpful depending on the map and with how I play.
And with current customization, it shouldn't force players to go with JJ's if we would get the option to mount them.
Looking back, I was just thinking about something that's just a personal requirement...
I guess you can downgrade it into a weak Shadowcat if you want to, but for me: 150+ kph and minimal viable amount of ammo already means I absolutely do not have any tonnage left.
150 kph means you can stay behind enemy mechs, if you were wondering.
I feel like my build makes full use of the Oxide. SRM offers power at the limitation of very short range, and a fast Oxide overcomes that and so is the supreme SRM boat.
Plus, I feel like going at that speed in exchange for a jump jet really just degrades your combat ability in exchange for convenience over a bit of terrain, because with that amount of armor and speed the JJ is useless in combat.
#16
Posted 27 July 2015 - 05:34 PM
St Ives: Side torso armor like 8 points.
Heavy Metal: Add comparable armor to the 732B quirks, ALL HGN need those extra.
DeathKnell: laser duration -20%, energy cooldown -10%.
Arrow: MG firing rate +15%, you know you want to.
Pretty Baby: Turn rate +15% from +5%(extra10%)
BoarHead: Additional armor +5 LA RA LT RT
#19
Posted 27 July 2015 - 10:21 PM
#20
Posted 28 July 2015 - 12:00 AM
But i love it! Speed is fun.
On the other hand, Had Illiya Muromets and sold it, on account of it being ****.
Have that free heavy they gave to older players. Never used it, just stripped it for parts. Maybe will sell. Paint job is nice.
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