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Kodiak Is One Angry Bear!


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#41 1453 R

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Posted 23 February 2016 - 06:25 PM

Spirit Bear is going to be a bugnuts brawler with a big-bore cUAC, four SRM launchers, and M.A.S.C. Even exempting the 90kph charges thing, the M.A.S.C. gives Spirit Bear insane agility for its size. Given what an Executioner with half the Kodiak's weapons weight and some of the game's worst hardpoints can do with M.A.S.C. these days...yeah. I can imagine the Spirit Bear will be intensely scary in a slugfest

The other Kodiaks have either 8+ energy hardpoints, 4 ballistics, or jets with a ballistic and six energy. I honestly don't think there's a single truly 'bum' variant in the bunch. Thirty-five bucks well spent, if you're into fatbros.

#42 Nauht

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Posted 24 February 2016 - 12:32 AM

Don't forget though that the Exe is quirked. It's highly probable that Kodiaks will be unquirked. In fact they have to be otherwise they'd be too strong.

#43 brroleg

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Posted 24 February 2016 - 12:56 AM

I dont like human-like shaped mechs at all. They seems stupid and unpractical. I like mechs like Raven, Mad Cat, Marauder, EbonJag.. those that got some slick shape

#44 Nauht

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Posted 24 February 2016 - 12:57 AM

Lucky for you this is in bear form. So nothing can really go bear shaped if you bear with it.

#45 Widowmaker1981

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Posted 24 February 2016 - 01:05 AM

View Postbrroleg, on 24 February 2016 - 12:56 AM, said:

I dont like human-like shaped mechs at all. They seems stupid and unpractical. I like mechs like Raven, Mad Cat, Marauder, EbonJag.. those that got some slick shape


That is unfortunate, because humanoid mechs are the best, due to their side profile being slim and it being usually impossible/very hard to hit torso components from the side, whereas mechs like you describe have incredibly easy to destroy STs on a flank, and no ability to shield their vital components with their arms. Alone of these mech types the Stalker has an extremely good frontal profile to make up for that, but the rest of em? Just bad hitboxes.

Edited by Widowmaker1981, 24 February 2016 - 01:06 AM.


#46 Nauht

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Posted 24 February 2016 - 01:07 AM

View PostWidowmaker1981, on 24 February 2016 - 01:05 AM, said:


That is unfortunate, because humanoid mechs are the best, due to their side profile being slim and it being usually impossible/very hard to hit torso components from the side, whereas mechs like you describe have incredibly easy to destroy STs on a flank, and no ability to shield their vital components with their arms. Alone of these mech types the Stalker has an extremely good frontal profile to make up for that, but the rest of em? Just bad hitboxes.

The MAD has one of the best hitboxes in the game, making it far tankier than it looks, even with an XL.

#47 Widowmaker1981

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Posted 24 February 2016 - 01:09 AM

View PostNauht, on 24 February 2016 - 01:07 AM, said:

The MAD has one of the best hitboxes in the game, making it far tankier than it looks, even with an XL.


Yeah good point, forgot the MAD has basically Stalker hitboxes. In fairness the Crab (not King Crab) does too. Still screwed if it gets flanked though, especially right flank since the RT has all the guns.

Still stand by Humanoid mechs with big arms and shoulder mounted ST energy or ballistic being best overall though.

Edited by Widowmaker1981, 24 February 2016 - 01:13 AM.


#48 brroleg

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Posted 24 February 2016 - 01:22 AM

View PostWidowmaker1981, on 24 February 2016 - 01:05 AM, said:


That is unfortunate, because humanoid mechs are the best, due to their side profile being slim and it being usually impossible/very hard to hit torso components from the side, whereas mechs like you describe have incredibly easy to destroy STs on a flank, and no ability to shield their vital components with their arms. Alone of these mech types the Stalker has an extremely good frontal profile to make up for that, but the rest of em? Just bad hitboxes.


Thats because this game has not ricochet mechanic. With it mechs shaped like Raven would have benefits against human-like shaped. But now i just like them for how they look.

Edited by brroleg, 24 February 2016 - 01:23 AM.


#49 Nightshade24

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Posted 24 February 2016 - 01:32 AM

View PostMole, on 22 February 2016 - 07:58 PM, said:

Oh, I see. Damn, that opens up so much more potential for this thing. I might have to reconsider my decision to not purchase one.


Yes, this also means we can see Omnimechs for IS soon (The Raptor came out in 3052, which is atm this year. It's an IS light omnimech and the first IS omnimech. However PGI made rules that if it uses equipment of the era than they can add it... meaning even mechs like the Sunder, Templar, etc can be added now...)

View PostSandpit, on 22 February 2016 - 08:19 PM, said:

I'll have to disagree here

If you're survival revolves around breaking 60/kph in a 100-ton assault mech because you're "too slow" you're doing it wrong and that's coming from the guy who rarely breaks 55/kph in assault mechs 100 ton or otherwise lol

I'll take my armor, firepower, and heat management over an extra 5 kph Posted Image

XL engine increases firepower. and heat management as you got more CT heatsinks and thus more room for weapons and more heatsinks.

View PostMole, on 23 February 2016 - 04:41 PM, said:

I don't even know why you guys are debating whether or not to put a STD or XL engine in it. It's gonna be a clan XL, which means you will need to lose both side torsos to die. If you lose both side torsos with a STD engine even if you've got CT weapons you're gonna have like, 16 damage left in you at best. I'd rather have the extra tonnage and speed than I would the ability to say "Cool. I'm a stick. Now what?"

This is why I use an XL engine on many IS mechs. If I lost a ST I most likely going to loose the other ST or my CT in 1-3 seconds later.

View Postbrroleg, on 24 February 2016 - 12:56 AM, said:

I dont like human-like shaped mechs at all. They seems stupid and unpractical. I like mechs like Raven, Mad Cat, Marauder, EbonJag.. those that got some slick shape

Sadly human shaped mechs is the most practical IRL and will be the first to make it to the combat scene (I should also note that USA is funding towards practically prototymechs/ battlearmour and so far they all are humanoid in design.)

View Postbrroleg, on 24 February 2016 - 01:22 AM, said:


Thats because this game has not ricochet mechanic. With it mechs shaped like Raven would have benefits against human-like shaped. But now i just like them for how they look.


That's because the armour these mechs use do not care about bouncing- if the armour get hit the upper layer disipates the impact via micro-explosions across the surface... basically reactive armour packs of IRL. You will not bounce many shells and will just get hit and damaged. However in BT we got lasers and stuff as well which can't bounce.

#50 KHETTI

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Posted 24 February 2016 - 01:36 AM

Just purchased my angry bear, just in time! ;p

#51 SgtMagor

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Posted 24 February 2016 - 04:40 AM

View PostKHETTI, on 24 February 2016 - 01:36 AM, said:

Just purchased my angry bear, just in time! ;p


that reminds me, I forgot all about it oi!

#52 Jenovah

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Posted 24 February 2016 - 04:56 AM

I bought the entire set. I haven't spent any money with PGI in a LONG time but the Kodiak seemed like a good choice from what I could see... Now that I know its a clan XL I'm even happier! Besides, I don't own any clan assaults... just mediums and heavies.

#53 Hit the Deck

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Posted 24 February 2016 - 06:18 AM

View PostNightshade24, on 24 February 2016 - 01:32 AM, said:

...
Sadly human shaped mechs is the most practical IRL and will be the first to make it to the combat scene (I should also note that USA is funding towards practically prototymechs/ battlearmour and so far they all are humanoid in design.)
....

Humanoid shape is chosen when you want to create a human analogue. For a gunboat, there are better shapes.

#54 Widowmaker1981

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Posted 24 February 2016 - 06:20 AM

View PostHit the Deck, on 24 February 2016 - 06:18 AM, said:

Humanoid shape is chosen when you want to create a human analogue. For a gunboat, there are better shapes.


IRL maybe, in this game the best shape for a gunboat is human with gorilla arms and shoulder mounted weaponry.

Edited by Widowmaker1981, 24 February 2016 - 06:20 AM.


#55 Nightshade24

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Posted 24 February 2016 - 10:57 AM

View PostHit the Deck, on 24 February 2016 - 06:18 AM, said:

Humanoid shape is chosen when you want to create a human analogue. For a gunboat, there are better shapes.

and tell me how well a gunboat mech will go? Most tanks IRL only have the 1 canon and 1-2 machine guns or none at all.
SPAA's are going extinct in turn for Missile boats and such that will launch 3+ guided missiles at an aircraft.

Etc.

A mechs main purpose on the battlefield will be on the lines of search and recovery, operating in hard to traverse terrain environments and so on. Their hands will allow them to manipulate with their surrounding objects and such.

Having something like say a stalker will be rather pointless as you removed all the advantages of a mech practically in the battlefield and did something that 2 trucks and a tank could do better for a lower price. (Note: The reason why BT flowed to the ideas of mechs and such is due to a chain of inventions that help lead to that. IRL we could go in many directions however making large mass of artificial muscle , Lasers , Ferro Fibrous armour or Endo steel, etc... will be a bit of a very slim chance)

#56 Mole

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Posted 24 February 2016 - 12:32 PM

I feel like battlemechs of the size that we see in Battletech would just be nothing but an enormous target on a modern battlefield and would just get one-shot by some sort of missile system, rendering them almost completely useless. We don't currently have the technology to armor something so heavily that it can withstand the kind of hits that a battlemech would need to take from weapons that are already prolific in modern warfare, and by the time we do, weapons will have advanced so far that we will be in the same situation with a whole new set of threats. Walkers will have a niche in military and civilian life, no doubt about that, but we won't be seeing an Atlas pushing over a building probably like, ever, because it's just impractical.

#57 theta123

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Posted 24 February 2016 - 02:22 PM



#58 Hit the Deck

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Posted 24 February 2016 - 04:10 PM

View PostNightshade24, on 24 February 2016 - 10:57 AM, said:

and tell me how well a gunboat mech will go? Most tanks IRL only have the 1 canon and 1-2 machine guns or none at all.
SPAA's are going extinct in turn for Missile boats and such that will launch 3+ guided missiles at an aircraft.

Etc.

A mechs main purpose on the battlefield will be on the lines of search and recovery, operating in hard to traverse terrain environments and so on. Their hands will allow them to manipulate with their surrounding objects and such.

Having something like say a stalker will be rather pointless as you removed all the advantages of a mech practically in the battlefield and did something that 2 trucks and a tank could do better for a lower price. (Note: The reason why BT flowed to the ideas of mechs and such is due to a chain of inventions that help lead to that. IRL we could go in many directions however making large mass of artificial muscle , Lasers , Ferro Fibrous armour or Endo steel, etc... will be a bit of a very slim chance)

What I wanted to implicitly say is, that the military may haven't found a use for non-humanoid robots, hence the humanoid shape they are developing. The Boston Dynamics' mule robo dog isn't humanoid for example, because its job is just to carry load.

#59 C E Dwyer

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Posted 24 February 2016 - 04:16 PM

Still looks like a duck billed platypus head stuck on a games workshop space marine.

#60 Nauht

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Posted 24 February 2016 - 04:20 PM

View PostCathy, on 24 February 2016 - 04:16 PM, said:

Still looks like a duck billed platypus head stuck on a games workshop space marine.

Grrrrr!! Bear will MASCrush you!





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