Jump to content

Comprehensive Banshee Testing Thread.


3 replies to this topic

#1 KraftySOT

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 3,617 posts

Posted 12 September 2015 - 01:36 PM

Gonna start with the ever popular and classic -3M Wubshee.

First things to notice are the weapons quirks are gone for the time being, but we've got some internal structure quirks. Weve lost a consumable slot, and a weapons slot for modules. Our sensor range is now 500m.

Going to go with the classic loadout. 3 Large Pulse, 5 Medium pulse lasers. We've lost a little heat efficiency, but it should be running pretty similar. Lost medium pulse laser range from the lack of two module slots for weapons.

Adv zoom, Radar Derp, and LPL Range. Artillery, airstrike, or coolant flush optional.

My build:

BNC-3M

Play with the LPLs to get them in the highest hardpoints.

Dropping into the testing grounds now on Frozen City to see what this shabaz is all about.

(sorry ive got Nightmare1's play testing going on in the background, thats the other warhorn and talking)



First impressions. Not much has changed with regards to firepower. Its as expected, a little hotter. Instead of firing 3 alphas instantly when recycled and shutting down only on hot maps, and not enough for CT damage, I get two alphas, and the third will even do a fair bit of CT damage. Though a few seconds is all it takes to get the 3rd alpha off without any damage or shutdown. Effectively going from ~9.75 seconds for 189 damage, to around 12.5 seconds. Coupled with the loss of range, and the loss of the MPL range module, I estimate ive taken about a 15% hit in overall facewreckage. Not nearly as much as some other mechs have lost.

I also did not "unlock" the Centurion dummy. It just unlocked itself. Im not sure if thats a 'feature' or a 'bug'.

The 20% turn accel bonus makes it so if you twist with your legs, you have the twist speed of some light mechs. Your targeting range is REALLY short, and im not exactly sure why it takes less time at longer range, than shorter range.

Just walking around Frozen city (admittedly I havent touched the settings for the PTS version) I had to remember where mechs were located, because it was bloody hard to find them.

I really like the sensor stuff. But clearly were going to need some serious lub. The Wubshee probably doesnt need any weapon quirks:




But alot of other mechs are.

Theres some strange things too with the targeting, and I found a bug when my -3M was 'invalid' due to having to many modules. I couldnt remove the one in the slot that was "deleted", and I could dump in any number of modules into the weapons slot that was remaining, while not being able to remove them again. I had to remove all of them. Save the mech. Then remove the MPL range module that then appeared in the modules window.

The play testing continues.

Edited by KraftySOT, 12 September 2015 - 01:38 PM.


#2 KraftySOT

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 3,617 posts

Posted 12 September 2015 - 02:12 PM



The lack of quirks is really apparent on Mordor.

Im not used to running this hot even here. Though I was still able to shutdown and start up between recycles for no damage to my CT, I wasnt able to do 3 full salvos of 63 damage in 15 seconds. On Mordor it looks like 16-17 seconds for 189 damage.

Though a single alpha is still enough to wreck a 50 tonners day instantly. And one salvo wrecked the CT of the Awesome as well. Though it had another 40 or so internal structure left.

Im still going to stand by this being the third best mech in the game, behind the Timbergod Dual Gauss and laser, and the Whale with basically the same build. Though both lack the actual punch of the Wubshee, theyre more heat efficient, slightly better hitboxes, Whale has more armor, Timber has more agility and speed, and they both dont have to worry about ST death. They both do more damage on paper, but application is between two types of weapon systems, and burn time being what it is, makes them both less effective at actual application. CT armor being equal, the Wubshee will win the fight simply because its burn time is so short, the other mech is dead before their burn time is finished.

Now if they dont do anything about actual weapons numbers or bring back quirks for the Wubshee, clan mechs are still going to have a huge edge over a Wubshee. Range. Speed. No ST death, but its clearly more than a match for anything in the IS catalog. The question for PGI will be, do we buff other mechs to be better, or nerf the wubshee and clans down to the bads level.

Now lets move on to the 3E

Edited by KraftySOT, 12 September 2015 - 02:27 PM.


#3 KraftySOT

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 3,617 posts

Posted 12 September 2015 - 02:19 PM

Actually I wont be moving on to the 3E because im not going to rebuy it just for the PTS...yoyo. You on your own.

Once I get some combat in with it on the PTS (pretty dead atm) ill have some final conclusions.

Im already leaning towards this being one of the mechs that other mechs need to be balanced to. Same as the Timber and Whale.

Edited by KraftySOT, 12 September 2015 - 02:21 PM.


#4 KraftySOT

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 3,617 posts

Posted 12 September 2015 - 02:36 PM

Another thing I wanted to add and stress to PGI and other players.

THERE IS ONLY ONE BUILD FOR THE 3M.

Do not put PPCs in her.
Do not put Large lasers in her.
Do not put Small lasers in her.
Do not put flamers. Or medium lasers. Or small pulses. Or tag. On a Wubshee.

If you, PGI, ARE going to put weapon quirks back on the Wubshee, please keep this in mind. The nerf/buff bat needs to revolve around its ability to Wub. Which is already pretty stellar even with no quirks.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users