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The Turkina Is Garbage.


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#21 Luca M Pryde

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Posted 09 January 2016 - 03:03 AM

I agree with the jumpjets. Having more jumpjets just doesn't feel worth the extra tonnage and needs to be fixed. Jumping should be faster. I know we are moving massive mechs but there isn't much point wasting weight. I still think they should be mandatory as it makes mechs unique.

I have noticed on the timber wolf it is harder
to hit the ct and torsos. Make the Turkina have larger arm hit boxes too to make it uniqueand harder to kill. Along with the torso speed and yaw bonuses.

Edited by Luca M Pryde, 09 January 2016 - 05:31 AM.


#22 Satan n stuff

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Posted 09 January 2016 - 03:11 AM

View PostVinJade, on 09 January 2016 - 12:49 AM, said:

No JJs need to stay locked on all omnis that have them. there is a reason why they are called 'fixed' locations.

Except that they're not originally fixed on most of the omnis that have them.

#23 TELEFORCE

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Posted 09 January 2016 - 03:27 AM

That isn't even what the Turkina looks like. verybad is a great modeler, but while that model visually evokes a Turkina omnimech, I think it strays too far from the source material.

Here are some other examples of the chassis. I think it's a great looking 'mech right out of BattleTech.

Posted Image

Posted Image


And I'm trying to find the awesome wallpaper with a Turkina leading a charge.

#24 Lykaon

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Posted 09 January 2016 - 04:12 AM

View PostVinJade, on 09 January 2016 - 12:49 AM, said:

No JJs need to stay locked on all omnis that have them. there is a reason why they are called 'fixed' locations.



Except if that arbitrary reason isn't suitable for game mechanic balance then maybe it isn't needed.

And by that argument the Adder's "fixed" flamer should be returned to it's "fixed" location.PGI has already altered "fixed" items and initially the jets were not even "fixed" on the Timberwolf S variants omnipods.

Also...How about allowing any omnimech the ability to add jumpjets?

Battletech compendium Pg 108 (outfitting an omnimech) "Players may add jump jets to any OmniMech,whether or not it's standard configuration has jump jets.Jumpjets may only be mounted on the left and right legs,left and right torsos and the center torso.These locations must have sufficient critical slots available.Use the determining jump capacity rules pg 101 for determining the necessarytonnage of jets to give the omnimech the desired jump capacity."

Or do we arbitrarily ignore this? And if we do why? why can't I put jumpjets on a Stormcrow? would it be a poor balance choice? Battletech is the source materiel for all the mechwarrior games and by and large is the primary source for the game (MWo) and it's mechanics.

So if some battletech rules are "fixed" and others are not what is the criteria for what rules are and are not used?

Probably by what rules would improve the game and what rules would disbalance the game.

#25 Imperius

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Posted 09 January 2016 - 05:29 AM

Mad Cat MK II > end of argument

#26 pbiggz

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Posted 09 January 2016 - 09:50 AM

View PostLykaon, on 09 January 2016 - 04:12 AM, said:



Except if that arbitrary reason isn't suitable for game mechanic balance then maybe it isn't needed.

And by that argument the Adder's "fixed" flamer should be returned to it's "fixed" location.PGI has already altered "fixed" items and initially the jets were not even "fixed" on the Timberwolf S variants omnipods.

Also...How about allowing any omnimech the ability to add jumpjets?

Battletech compendium Pg 108 (outfitting an omnimech) "Players may add jump jets to any OmniMech,whether or not it's standard configuration has jump jets.Jumpjets may only be mounted on the left and right legs,left and right torsos and the center torso.These locations must have sufficient critical slots available.Use the determining jump capacity rules pg 101 for determining the necessarytonnage of jets to give the omnimech the desired jump capacity."

Or do we arbitrarily ignore this? And if we do why? why can't I put jumpjets on a Stormcrow? would it be a poor balance choice? Battletech is the source materiel for all the mechwarrior games and by and large is the primary source for the game (MWo) and it's mechanics.

So if some battletech rules are "fixed" and others are not what is the criteria for what rules are and are not used?

Probably by what rules would improve the game and what rules would disbalance the game.


The implementation of omnimechs in this game is probably the closest we've ever been to balancing battlemech vs omnimech without making either one objectively superior. That being said, if you want every omni in the game to have optional jumpjets just because you have a table top ***** you're opening a can of worms I think you don't understand.

The reason the timberwolf is better than the summoner in this game, 100% of the time, is, among other things, the timberwolf has jumpjets that it shouldn't have. You'll see alot more of that business if you make omnimechs as open ended as you're asking for.

TLDR: TT is a guide, but if you follow it like a slave you're doing yourself and everyone else a disservice and put quite simply, you are delusional.


View PostTELEFORCE, on 09 January 2016 - 03:27 AM, said:

That isn't even what the Turkina looks like. verybad is a great modeler, but while that model visually evokes a Turkina omnimech, I think it strays too far from the source material.

Here are some other examples of the chassis. I think it's a great looking 'mech right out of BattleTech.

Posted Image

Posted Image


And I'm trying to find the awesome wallpaper with a Turkina leading a charge.



The art i linked is art for a mechwarrior 4 turkina that would have been in mech pak 4 from mek tek if it ever came out.

TBH, the TT turkina art kind of looks like two bowls put together with chubby legs and stubby little arms. I don't care for it.

Edited by pbiggz, 09 January 2016 - 09:52 AM.


#27 Coolant

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Posted 09 January 2016 - 10:34 AM

Personally I loved the Blood Asp in MW4. If not the Blood Asp then Kodiak works - or advanced the timeline for the Annihilator.

#28 Khobai

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Posted 09 January 2016 - 10:44 AM

Quote

Mad Cat MK II > end of argument


Except its 3052. Mad Cat MK II is a 3066 mech. So you wont be seeing it for a very long time or possibly never. Nice try though.

If the Turkina was added to the current game it would be dead on arrival. Its a way worse version of the Dire Wolf, which is in dire need of buffs itself. But there is a way that the Turkina can be a good mech...

First assault mechs have to be fixed. That means fixing hill climbing, fixing dropzone spawn points, and giving each weight class its own unique skill tree so the strengths of each weight class cant be emphasized. Assault mechs need to be buffed enough that heavies rightfully fear them again.

Second is properly balancing IS vs Clan tech at the base level so that quirks are no longer required for weapon balance. Quirks should only ever be used for their original intended purpose of differentiating similar mechs. Quirks could differentiate the Turkina enough from the Dire Wolf that both are worth using.

Edited by Khobai, 09 January 2016 - 10:53 AM.


#29 Mcgral18

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Posted 09 January 2016 - 02:03 PM

Well, here's a Turkina

Posted Image
It can pack some guns, but is objectively a worse Whale, burdened with HoverJets™.

#30 pbiggz

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Posted 09 January 2016 - 07:06 PM

View PostMcgral18, on 09 January 2016 - 02:03 PM, said:

Well, here's a Turkina

Posted Image
It can pack some guns, but is objectively a worse Whale, burdened with HoverJets™.


It needs some serious loving, and giving it mobility quirks wont be enough. It needs to jump high and move fast and be quirked to carry hard hitting front loaded weapons. That's what the turkina was, a big summoner, and im not talking about our ****** suckoner, im talking about the old school mechwarrior 3 break out into a cold sweat when you see it summoner. Given the rules we are following, it wont work in MWO without some serious changes.





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