Pts 4 Feedback For Summoner
#1
Posted 21 November 2015 - 08:04 AM
#2
Posted 21 November 2015 - 08:59 AM
#3
Posted 21 November 2015 - 07:49 PM
#4
Posted 21 November 2015 - 08:26 PM
#5
Posted 22 November 2015 - 03:38 AM
But I doubt that will ever happen, sad, but true.
#6
Posted 22 November 2015 - 10:57 AM
#7
Posted 22 November 2015 - 02:58 PM
Edited by Tsunami7603, 22 November 2015 - 03:02 PM.
#8
Posted 23 November 2015 - 11:12 AM
#9
Posted 08 December 2015 - 10:30 AM
#10
Posted 08 December 2015 - 11:22 AM
#11
Posted 18 January 2016 - 05:34 AM
#12
Posted 18 January 2016 - 06:16 AM
#13
Posted 19 January 2016 - 07:07 AM
I have piloted 2, and after maxing the armor, there is very little tonnage to "play with" There are also very few hardpoints, and the ones that do exist are poorly placed (low-hanging arm syndrome). As someone else pointed out before, the mech suffers greatly from the change between paper and video game due to the implementation of certain features (the weapon placement, the way heat and heatsinks work, and the weapon cooldown). This is compounded for variants like the Prime, which relies on weapons that are less effective than the alternatives in the clan arsenal (ER PPC does 10+ splash damage in MWO, while on Pen and paper it does 15 to a single location, the LB 10-X is in a similar place, being less easy to use than the ER Large or Large Pulse laser, despite it's lower heat generation.
One solution, perhaps for the Prime, would be to massively reduce the cooldown and heat generated by its weapons. This would allow the limited number of weapons to effectively act as a higher number, as the weapons would fire more often. Additionally, adding an extra mech/weapon module slot (or two) would make the mech much more efficient, and customisable. I could see playing a Prime "stock" if my ER PPC (as poorly placed as it is) could fire more often, giving me a more effective damage curve in a brawl. The tools are all there for the Summoner to be an effective agile brawler, which is what the Clans seemed to use it for in the BT Universe, it just needs some help via the Quirk system, which was designed specifically to handle situations like this.
#14
Posted 03 February 2016 - 05:43 PM
Long time Summoner aficionado.
My ideas are in the context of fixing the chassis with the LEAST work needed so quirks will mainly be the way.
So, the Summoner.
Strengths:
High ballistic mounts - but see below.
Decent hitboxes, can tank a little.
As of current skill nerf, its fairly agile. Fairly. Again see below.
Nice cockpit view
Weaknesses: (here we go)
Limited tonnage. 20.5 for guns
No Endo
Too many hard locked items.
Not enough tonnage for the Ballistic hardpoints to be used well.
Low slung arms = clear shot but hits terrain.
6JJ are not 'worth it' yet.
Wide convergence
Missile shoulder drum = shoot here
Most Clan mediums can match or exceed the Summoner's firepower.
The only thing saving it from being outright bad is clantech.
SO IF ITS ROLE IS TO BE A AGILE STRIKER
general quirks for all chassis:
More Structure for ST and Arms
More JJ boost
Better JJ recharge
better infotech should that be a thing
Now the chassis specific quirks/roles
Prime = Dakka builds: 1. UAC20+2MPL 2. 1UAC10+4ERML 3.Gauss+4ERML
Ammo
Ballistic Heat quirk.
UAC jam reduction 50%
MPL heat
MPL duration
ERML duration (at least 20%)
Gauss ammo
Gauss cooldown - would have to be generous
SMN-B missile boat. 1. LRM40 2. LRM30+2ERML 3. 5SRM6 4. 5SRM4 5. SSRM as above.
LRM10 Heat
LRM10 cooldown
LRM10 SPREAD
SRM Heat
SRM SPREAD
SRM Velocity
SRM Range
SSRM cooldown
SMN - C Poptart or mix load. 1. Gauss+ERPPC 1. UAC10+ERPPC 3. 2UAC5+3ERML
ERPPC Heat
ERPPC Velocity
ERPPC cooldown
Ballistic ammo
Ballistic cooldown
Energy duration
SMN-D Lazors 1. 4ERLL 2. 3LPL 3. 2LPL+2ERML
Energy Heat
Energy Cooldown
ERLL Heat
ERLL DURATION 40%
ERLL Range
Pulse Lazor Heat
Pulse Lazor Duration 15%
MPL Range 15%
The above are just broad roles. Quirks can be pod or chassis specific, there arent that many pods anyhow.
THE REAL FIX
At least for the energy builds would be
Side Torso Pods with 2-3 high mounted E. EZ PZ
Arm pods with 3E or even just a Right Arm Pod with 3E would go a long way.
3E arm pods + 2E ST pods = 10E, enough for a ERSL boat at least.
An Arm with 3M would mitigate that ST missile pod.
Two arm Pods with 3M each would further a SRM boat. With 6-7 total M Hardpoints, SRM4s could be a thing.
What do you guys think?
And if anyone at PGI really likes this i can be rewarded with a Golden Summoner, lols.
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