Lolo van Trollinger, on 27 November 2015 - 09:44 AM, said:
just took a look at the dasher, there is something pretty cool you can do with it, and beware, it will be as evil as an ember, if not even more.
178 kph you say ?
4 small ER lasers (2tons)
ECM (1 ton)
2 MG+ Ammo (dont remember exact MG weight but somewhere from 2000-3000 shots)
now think about it gain. almost as much damage as a ember at 178 kph with ECM.... if that aint rocking, i dont know what else ever will.
This is essentially a ClanTech Pirate's Bane, and I have no problems with that.
Now that top speed is a little tricky. We've never seen anything successfully run faster than 171 kph in this game without getting warpy, but we haven't seen anything run faster than that in several years, either.
171 kph is the speed of a Commie with a 240-rated engine. That's even faster than a Locust with a 190.
The quoted post is based on the old 10 pct speed tweak value (162/178.2). The new 7.5 pct value gives us 162/174.15
A slight negative quirk to top speed to get it at/under the last established speed limit of 171 kph is fairly straightforward. We'd just be stealing a page from the Summoner's balance playbook (it's top speed buff quirk), then pasting it in upside-down and shrunk to fit.
A nega-quirk to of 2 or 3.5 pct to the 7.5 and 10 pct speed-tweaked figures puts each of the top-end tweaked speeds at 170.072 kph, which rounds up to what? Yep, 171.1 kph.
What about MASC? Unless there's been some kind of breakthrough improvement to netcode, the MASC engine's added boost would probably still be problematic, even if we squeezed the stock engine speed into compliance.
If we drop it as unusable tech (like anti-infantry pods, for example), we can achieve the rare feat of unlocking some space and weight on an Omni. Without it, we'd get back an extra ton of weight, and a critslot. Add that to the ClanTech PirateMoth, and it'll only be better
Edited by Virlutris, 08 January 2016 - 04:00 PM.