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Combat Ravens.


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#1 GreyNovember

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Posted 13 September 2015 - 07:08 AM

The Huginn specifically. I'm not particularly interested in the 2X, but.

As per the following links:

http://mwomercs.com/...o-raven-huginn/

and

http://mwomercs.com/...-now-available/

The Huginn is clearly not meant to be an "Infotech" design. It's more accurately a combat mech. While that was highlighted in previous patches with the ultra SRM4 quirk, the state of it in the PTS makes it. Underwhelming.

I doubt that we'll have the MG potency that the backstory describes, given the patch history. If you want any other ballistic, you might as well jam the biggest one you can find in there, and downgrade the engine to sub-250 ratings to have enough ammunition.

Having two missile hardpoints makes it about equal to a 3L in terms of using two SRM launchers. The lack of energy weapons means it doesn't actually have any backups; only when compared to the Oxide, you could probably ignore the Huginn now; since it can't hit you quite as hard.

And 2JJs don't really let me jump. They're more often than not used to lift me slightly over outcropping terrain on uphills or slow my descent. I'd much rather put an ECM on it, and behave like a close range 3L with SRMs.

So, I'm kind of out of reasons to use the Huginn here over another CBill bonus chassis.


As for possible solutions?
  • If the Huginn can't have the spam from the SRM4s anymore, then let it at least have accurate SRM6 launchers; greatly reduced spread. I noticed something like this in the PTS Testing grounds. If I could get confirmation of this from staff, that'd be nice. Make it surgical instead of spamming.
  • If the weapon quirks are COMPLETELY out of the question, perhaps grant it extra hardpoints in the form of 2E or 2 more Missiles in the STs? Something to at least give it bite or staying power as a combat light?


#2 MechWarrior3671771

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Posted 13 September 2015 - 04:33 PM

"If the weapon quirks are COMPLETELY out of the question, perhaps grant it extra hardpoints in the form of 2E or 2 more Missiles in the STs? Something to at least give it bite or staying power as a combat light?"

Agreed. I like your idea about more precise SRM launchers, but if that's out of the question, give it 2 more missile hardpoints so I can run it as an anti-light streak boat.

#3 Vashramire

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Posted 13 September 2015 - 05:00 PM

They will get around to weapon quirks after they do a weapon balance pass after they get the infotech quicks worked on. Just have to deal with no quirks for a bit. Don't worry about firepower on PTS till they get around to rebalancing that.

#4 Slambot

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Posted 13 September 2015 - 07:07 PM

Current iteration of the Huginn is completely pointless and ineffective.. . you would never ever sell another..

#5 Vashramire

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Posted 13 September 2015 - 08:35 PM

Current as in PTS? Aside from the fact that the game is purposefully not taking into account weapon quirks it's not really bad. I loved mine even before quirks. Same damage just lower dps. This one gains a bunch more structure(though I would prefer more armor instead) and a good bit of accel/decel and turn rate. Not too keen on the 3 second acquisition time or the .5 sec retention so you lose paper doll for another 3 + 2sec if at <100m if they slip behind something for a split second. Harder to kill: yes. But you lose anything under armor just as easy. Can't compare weapons without quirks because they haven't done the weapons balance pass yet. I like the idea of lasting longer in close range that I need to be in to do my job as a brawler light but I can lose my weapons just as easy as before. Still better than release Huginn and I never regretted my purchase. Except when I dropped with a sniper team on Alpine.

#6 Wibbledtodeath

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Posted 16 September 2015 - 05:33 AM

For better or worse (and I say better in this case), the genie is out of the bottle and some mechs are now defined by their uber weapon quirks (because before they were only defined by their uber crapness- that's a word right?).

Sure, have a re-pass and balance things out with structure, agility sensors- whatever. But the Huggins identity is now linked with rapid fire SRMs. this makes it unique, gives it a role. Just let it keep its identity and quirk the weapons already (globally if power is lowered, these can be also and it will play the same role- but don't break out the nerf bat). Some mechs get to be short range DPS?- this is one of them.

Its not breaking the game now, it won't in the future. Possibly the only other alternative is introduce a new ballistic weapon that will benefit lights but not be exploitable by heavies- and I cant think of one right now (weapon pods???) but even so, that is just not Huggin as we have come to know and love him.

Edited by Wibbledtodeath, 16 September 2015 - 05:36 AM.


#7 Iain Black

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Posted 18 September 2015 - 07:40 AM

you mean they will get around to weapon quirks after there is a lot of QQ-leaving from overnerfing paymechs ?
sorry, but raven quirks look totally counterproductive to any way it is played.
and: not every mech is useful for infotech at all anyway





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