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Next Clan Mech?

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#961 LastKhan

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Posted 10 March 2016 - 11:31 PM

View PostCK16, on 10 March 2016 - 07:52 PM, said:

So I added a little more MWO flare on My MK.II...I we got a winner here. This whole thing has made me want this beast so much more!


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MC-MKII-6?

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Alright now I had a lot of fun! Renders!

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Spoiler




Its quite good man keep refining it. I cant do anything with modeling so its just me and my paper, pencil, and pens. :P

#962 Thander Gil

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Posted 10 March 2016 - 11:40 PM

Coyotl hands down

#963 Coralld

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Posted 11 March 2016 - 06:06 AM

View PostThander Gil, on 10 March 2016 - 11:40 PM, said:

Coyotl hands down

I'd much rather have the Huntsman, but I wouldn't be to disappointed if we got the Coyotl.
Way better than the Blanner or Viper.

#964 Metus regem

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Posted 11 March 2016 - 06:13 AM

View PostCoralld, on 11 March 2016 - 06:06 AM, said:

I'd much rather have the Huntsman, but I wouldn't be to disappointed if we got the Coyotl.
Way better than the Blanner or Viper.


The Huntsman would be a good addition to MWO, no denying it, the Coyotl offers a couple of things the Clans don't currently have in their line up:

1) A 40t chassis
2) a jump capable Mech with all high mounts
3) a reasonable sized Engine in a chassis.

#965 Quicksilver Aberration

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Posted 11 March 2016 - 07:32 AM

View PostCK16, on 10 March 2016 - 11:05 PM, said:

Well compared to the Direwolf they are pretty close. Never realized how "tall" most of the mechs stand in the mechbay, The Timberwolf has its legs very extended compared to what you would expect as well. You might be right though a few changes to the angles should shorten it a bit.

This is true, but for the Dire in particular, the height of just the legs is fairly close to the height of just the torso (the legs may be 25-33% taller, which is good proportions imo). Without the missile pods it seems maybe around 40-50% on your MKII, like I said, it is close, just seems a bit too tall in the legs is all. Everything else is looking good though Posted Image

View PostMetus regem, on 11 March 2016 - 06:13 AM, said:

1) A 40t chassis
2) a jump capable Mech with all high mounts
3) a reasonable sized Engine in a chassis.

320 XL on the Viper isn't really that unreasonable, consider that the two best Cicadas currently run between a 300 and 330 XL (2B and 2A respectively). The only real problem the Viper has is the 8 locked JJs. Still I want the Viper for simple fact we should've gotten it instead of the Ice Fridge.

Edited by Quicksilver Kalasa, 11 March 2016 - 07:32 AM.


#966 Pariah Devalis

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Posted 11 March 2016 - 08:17 AM

View PostQuicksilver Kalasa, on 11 March 2016 - 07:32 AM, said:

This is true, but for the Dire in particular, the height of just the legs is fairly close to the height of just the torso (the legs may be 25-33% taller, which is good proportions imo). Without the missile pods it seems maybe around 40-50% on your MKII, like I said, it is close, just seems a bit too tall in the legs is all. Everything else is looking good though Posted Image


320 XL on the Viper isn't really that unreasonable, consider that the two best Cicadas currently run between a 300 and 330 XL (2B and 2A respectively). The only real problem the Viper has is the 8 locked JJs. Still I want the Viper for simple fact we should've gotten it instead of the Ice Fridge.


Honestly, the Viper's problem isn't the engine. It's the obscene number of hard locked JJ. -_-

#967 Quicksilver Aberration

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Posted 11 March 2016 - 08:26 AM

View PostPariah Devalis, on 11 March 2016 - 08:17 AM, said:

Honestly, the Viper's problem isn't the engine. It's the obscene number of hard locked JJ. Posted Image

That's what I said, or were you just agreeing with me?

#968 Widowmaker1981

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Posted 11 March 2016 - 08:30 AM

View PostPariah Devalis, on 11 March 2016 - 08:17 AM, said:


Honestly, the Viper's problem isn't the engine. It's the obscene number of hard locked JJ. -_-


Disagree, tbh. More jjs give better jumping ability, very noticeably (see scat vs bj) - given the choice between an xl 320 viper with 2 jjs and an xl 300 one with 8jjs (same tonnage) id take the second option every time

#969 Quicksilver Aberration

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Posted 11 March 2016 - 08:51 AM

View PostWidowmaker1981, on 11 March 2016 - 08:30 AM, said:

Disagree, tbh. More jjs give better jumping ability, very noticeably (see scat vs bj) - given the choice between an xl 320 viper with 2 jjs and an xl 300 one with 8jjs (same tonnage) id take the second option every time

There is still such a thing as having too much of a good thing. If you aren't poptarting, 4 is more than enough for the Viper to move across terrain without troubles. Dropping 4 of those JJs would allow you to have 2 DHS to match the Ice Ferret and still offer more (without quirks that is). Keeping in mind 4 should allow you to out jump a Cheetah by a hair.

Edited by Quicksilver Kalasa, 11 March 2016 - 08:52 AM.


#970 Widowmaker1981

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Posted 11 March 2016 - 08:56 AM

View PostQuicksilver Kalasa, on 11 March 2016 - 08:51 AM, said:

There is still such a thing as having too much of a good thing. If you aren't poptarting, 4 is more than enough for the Viper to move across terrain without troubles. Dropping 4 of those JJs would allow you to have 2 DHS to match the Ice Ferret and still offer more (without quirks that is). Keeping in mind 4 should allow you to out jump a Cheetah by a hair.


Yeah, but my point is that id rather drop tonnage from engine than JJs - you are right that 4 is enough probably but i think it gains more going from 4 to 8 than it gains from going from a 310 to a 320, for example.

(yes i know, TT construction rules - its one reason Omni assaults are most screwed by wrongenginetm because the TT choices for assaults were pretty much slow gunbag or overengined speed demon, with nothing in between)

Edited by Widowmaker1981, 11 March 2016 - 08:58 AM.


#971 Quicksilver Aberration

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Posted 11 March 2016 - 09:07 AM

View PostWidowmaker1981, on 11 March 2016 - 08:56 AM, said:

Yeah, but my point is that id rather drop tonnage from engine than JJs - you are right that 4 is enough probably but i think it gains more going from 4 to 8 than it gains from going from a 310 to a 320, for example.

Not really, I've played the Cicada with 8 JJs and it is really easy to over jump things because the JJs are so good on them. At the point that it becomes too easy to over jump then you have too many JJs.

The biggest tonnage jump is that 300 to 305 which is where 300+ engines loses some efficiency (damn gyros). I wouldn't drop below a 295 in a 40 tonner though, speed is too important for a mech that small.

That said, it depends on what you want this mech to do, dropping to a 300 and 4 JJs would give you 5 tons to mount 6 ERML more effectively than the Jenny IIC, but at the same time if you want to run cSPLs, that speed is necessary, and a 320 with 4 JJs would give you enough DHS to be decent at it (though you would lack the ECM of the Cheetah). Now I really wish there was a Clan battlemech that could mount the same things as the Viper :(

Edited by Quicksilver Kalasa, 11 March 2016 - 09:11 AM.


#972 Pariah Devalis

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Posted 11 March 2016 - 09:48 AM

View PostQuicksilver Kalasa, on 11 March 2016 - 09:07 AM, said:


The biggest tonnage jump is that 300 to 305 which is where 300+ engines loses some efficiency (damn gyros). I wouldn't drop below a 295 in a 40 tonner though, speed is too important for a mech that small.



On an IS XL 40 ton mech I'd solidly agree. However, I think a 40 ton Clan mech with a CXL with a 240 (moving 97 before tweak) should work fine, and saves a buttload of tonnage. The Adder survives at that speed, so the Pouncer, which has the 240 XL and 4 JJ should do fine, with the added bonus of insano hardpoint selection. That Clan XL engine changes things, for us. Sure, we drop like anyone else to CT loss, but our side torsos can soak quite a bit more.

Obviously, too slow is too slow, and if a 40 ton mech is moving 70 KPH that's well past the too slow point, but ~100 ain't bad.

#973 Quicksilver Aberration

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Posted 11 March 2016 - 09:51 AM

View PostPariah Devalis, on 11 March 2016 - 09:48 AM, said:

The Adder survives at that speed

Not really, between the crappy hitboxes (CT is large) and the minimal speed, it really suffers. I mean sure EmP uses it, but solely as a filler with ERLL. The Jenner IIC with 6 ERML gets away with a 255-265 XL and is a much better choice which is equivalent to a 290-305 engine in speed on a 40 tonner.

Don't get me wrong, it would be cool to have a jumping Adder (Grand Adder), but I think the Viper and/or Coyotl would be better options because people often get too caught up in free tonnage forgetting that it is a 40 tonner which is always going to be more like a light than a medium (which means you need speed). Even the Coyotl is on the cusp of being overly slow imo.

Edited by Quicksilver Kalasa, 11 March 2016 - 10:01 AM.


#974 Pariah Devalis

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Posted 11 March 2016 - 10:00 AM

View PostQuicksilver Kalasa, on 11 March 2016 - 09:51 AM, said:

Not really, between the crappy hitboxes (CT is large) and the minimal speed, it really suffers. I mean sure EmP uses it, but solely as a filler with ERLL. The Jenner IIC with 6 ERML gets away with a 255-265 XL and is a much better choice which is equivalent to a 290-305 engine in speed on a 40 tonner.


TBQF, I have no issue with it in, say, pub queues. The only time I seriously considered an Adder for competitive drops was with 4x ASRM6. In that role, it works perfectly well.

In public, I've run Gauss 2x ERMLas Adders, 2x UAC2 3xERSLas Adders, 5x ERMLas Adders, 2x ERPPC Adders, and the 4x ASRM6 Adders perfectly fine. Usually outperforming much of the team. You can't play the mech like a light mech, though. You do that and you're dead meat.

Now, the KFX? I can't make that mech work if my life depended on it....

Edited by Pariah Devalis, 11 March 2016 - 10:01 AM.


#975 Quicksilver Aberration

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Posted 11 March 2016 - 10:04 AM

View PostPariah Devalis, on 11 March 2016 - 10:00 AM, said:

The only time I seriously considered an Adder for competitive drops was with 4x ASRM6. In that role, it works perfectly well.

Kit Fox is better for ASRM6 because of hitboxes and JJs, not that it matters now that the Jenny IIC is valid for use in comp.

View PostPariah Devalis, on 11 March 2016 - 10:00 AM, said:

You do that and you're dead meat.

The problem is, other lights are better at that than even the Adder.

#976 Widowmaker1981

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Posted 11 March 2016 - 10:09 AM

View PostPariah Devalis, on 11 March 2016 - 10:00 AM, said:


TBQF, I have no issue with it in, say, pub queues. The only time I seriously considered an Adder for competitive drops was with 4x ASRM6. In that role, it works perfectly well.

In public, I've run Gauss 2x ERMLas Adders, 2x UAC2 3xERSLas Adders, 5x ERMLas Adders, 2x ERPPC Adders, and the 4x ASRM6 Adders perfectly fine. Usually outperforming much of the team. You can't play the mech like a light mech, though. You do that and you're dead meat.

Now, the KFX? I can't make that mech work if my life depended on it....


I think that must explain why the only light mech i can ever make work reliably is the Adder, its because im crap at the actual light mech playstyle, lol.

Well, i like the Panther as well.. but its similar.

Edited by Widowmaker1981, 11 March 2016 - 10:10 AM.


#977 Pariah Devalis

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Posted 11 March 2016 - 10:36 AM

View PostWidowmaker1981, on 11 March 2016 - 10:09 AM, said:


I think that must explain why the only light mech i can ever make work reliably is the Adder, its because im crap at the actual light mech playstyle, lol.

Well, i like the Panther as well.. but its similar.


I've heard someone else say the same. His excuse was that all other light mechs move too fast for him. He couldn't drive or aim in them. XD

Edited by Pariah Devalis, 11 March 2016 - 10:37 AM.


#978 Sniper09121986

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Posted 11 March 2016 - 11:41 AM

View PostPariah Devalis, on 11 March 2016 - 10:36 AM, said:

I've heard someone else say the same. His excuse was that all other light mechs move too fast for him. He couldn't drive or aim in them. XD


Well, that sounds familiar Posted Image My very first mech was JR7-D, only sold it because I got Sarah's version. I have never been good at twitch games, so my lights play-style is either long range camping or boom and zoom so close that even I cannot miss on the run. Therefore my close combat choice for fast lights is SRM and lasers with smallest beam duration possible. Kit Fox really was the light for me, and I did not even bother to change the loadout on Adder-Prime. Fire Falcon looks promising in that regard, it has the pod space and speed of Attic Cheater and should have smaller profile due to the chicken form-factor and being five tons lighter.

#979 Gas Guzzler

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Posted 11 March 2016 - 12:15 PM

View PostPariah Devalis, on 11 March 2016 - 10:00 AM, said:


TBQF, I have no issue with it in, say, pub queues. The only time I seriously considered an Adder for competitive drops was with 4x ASRM6. In that role, it works perfectly well.

In public, I've run Gauss 2x ERMLas Adders, 2x UAC2 3xERSLas Adders, 5x ERMLas Adders, 2x ERPPC Adders, and the 4x ASRM6 Adders perfectly fine. Usually outperforming much of the team. You can't play the mech like a light mech, though. You do that and you're dead meat.

Now, the KFX? I can't make that mech work if my life depended on it....


Whats wrong with the 4 x cERLL Adder? You can get two volleys off, so that is 88 damage at ~800 meters, pretty good for a 35 tonner supporting some other bigger mechs.

#980 Quicksilver Aberration

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Posted 11 March 2016 - 12:21 PM

View PostGas Guzzler, on 11 March 2016 - 12:15 PM, said:

Whats wrong with the 4 x cERLL Adder? You can get two volleys off, so that is 88 damage at ~800 meters, pretty good for a 35 tonner supporting some other bigger mechs.

3 ERLL tends to be better because you have more DHS to fire through spooky heat and less face time which the Adder cannot afford. At least that was the consensus from internal testing.

Edited by Quicksilver Kalasa, 11 March 2016 - 12:21 PM.






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