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Official Royal Kungsarme Mechs : Builds And Dropdeck Composition


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#141 Sabertooth1966

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Posted 12 April 2016 - 09:52 AM

View PostTarogato, on 12 April 2016 - 09:14 AM, said:

I still think white is literally the worst colour to choose if your goal is "everybody blend in with each other"... because once a white mech gets scraped with a laser, it becomes a black mass of ugly damage texture. Essentially, the white painting is helping your enemy identify which mechs are hurt and which are fresh.

If you're going to go with a uniform colour, use black or any colour that's very dark and hard to distinguish.


But the white mechs look so cool :)

#142 Lance425

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Posted 12 April 2016 - 09:54 AM

I will always support more QKD's on the battlefield!

#143 Radagast the Brown

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Posted 12 April 2016 - 10:00 PM

It's official, the final drop deck shall be the bug drop deck: Grasshopper, cicada, spider, locust. Posted Image

#144 the punk who stole your thunder

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Posted 12 April 2016 - 10:15 PM

View PostTarogato, on 12 April 2016 - 09:14 AM, said:

I still think white is literally the worst colour to choose if your goal is "everybody blend in with each other"... because once a white mech gets scraped with a laser, it becomes a black mass of ugly damage texture. Essentially, the white painting is helping your enemy identify which mechs are hurt and which are fresh.

If you're going to go with a uniform colour, use black or any colour that's very dark and hard to distinguish.


Good point - and it would be nice if the colour could be "MC-free".

Perhaps Dane or some other FRR-Leaders could come up with a suggestion for a "unified FRR-CW-colour" as i am just a dogface Posted Image

#145 Starbomber109

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Posted 12 April 2016 - 10:33 PM

View PostLaggy Luke, on 12 April 2016 - 10:15 PM, said:


Good point - and it would be nice if the colour could be "MC-free".

Perhaps Dane or some other FRR-Leaders could come up with a suggestion for a "unified FRR-CW-colour" as i am just a dogface Posted Image

Well, almost all colors and patterns cost MC, unless you earned them in some event. I guess we could all go olive drab, but I like my black black knight.

#146 Virlutris

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Posted 16 April 2016 - 08:05 PM

Curious:

How hardwired are the builds here? I'm wondering about things like where the 4LL are mounted on the 5K, or (slight!) variations in the number of MLs and JJs on the Grasshopper.

Don't misunderstand me, I get the point of synergy. I'm just poking at it for a better understanding of the parameters of the project.

#147 Sjorpha

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Posted 17 April 2016 - 07:30 PM

View PostVirlutris, on 16 April 2016 - 08:05 PM, said:

Curious:

How hardwired are the builds here? I'm wondering about things like where the 4LL are mounted on the 5K, or (slight!) variations in the number of MLs and JJs on the Grasshopper.

Don't misunderstand me, I get the point of synergy. I'm just poking at it for a better understanding of the parameters of the project.


I think the basic premise is: same chassis, same speed, same weapons. Those are the things you need for the coordination to work flawlessly. Perhaps it shouldn't be a huge deal if you put a weapon in a different hardpoint, but if you start messing about with the builds might put the team in a situation where your mech can't do what it's supposed to. For example, if your mech is expected to have a right side 3 LPL corner poke and you don't because you put the weapons somewhere else, then maybe you're not fit to execute the flank that was called and so on.

The way I see it is that if you are joining a project where the entire idea is to drop in specific builds at specific times, why not just do exactly that, just there and then in that planned stormtrooper drop, and adjust back to your own preferred builds afterwards.

It's not my favorite dropdeck or my favourite builds either, not at all actually, but that's kinda missing the point of the project. If we change something then everyone should make that change so we can try it together, and if it's better then we change the official deck.

#148 Virlutris

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Posted 18 April 2016 - 10:02 AM

View PostSjorpha, on 17 April 2016 - 07:30 PM, said:


I think the basic premise is: same chassis, same speed, same weapons. Those are the things you need for the coordination to work flawlessly. Perhaps it shouldn't be a huge deal if you put a weapon in a different hardpoint, but if you start messing about with the builds might put the team in a situation where your mech can't do what it's supposed to. For example, if your mech is expected to have a right side 3 LPL corner poke and you don't because you put the weapons somewhere else, then maybe you're not fit to execute the flank that was called and so on.

The way I see it is that if you are joining a project where the entire idea is to drop in specific builds at specific times, why not just do exactly that, just there and then in that planned stormtrooper drop, and adjust back to your own preferred builds afterwards.

It's not my favorite dropdeck or my favourite builds either, not at all actually, but that's kinda missing the point of the project. If we change something then everyone should make that change so we can try it together, and if it's better then we change the official deck.


I'm not arguing the deck, really.

I actually love a 2GHR, 2QKD deck, and this isn't different enough to grouse even a little. I'm actually going FRR prior to Phase 3 specifically because I want to be part of what the FRR's up to right now. That includes this project. I think it's solid.

As I stated above, I understand the point of synergy, and I agree with it. Synergy doesn't necessarily mean slavish conformity to exact detail. It does generally begin there.

As we learn and grow, and come to understand a thing, we learn how to flex it a bit to make the most of it. My question is aimed at understanding the thing better, which is a core motivation of mine. The question is not aimed at starting off my involvement in the project with concessions to my own special snowflaky-ness. That's not how this kind of thing works.

For example, I have all my QKD LLs mounted in the torsos currently, but I'm fine with changing it to match. The listed build has one in the arm. I want to understand what's going on there, and why. Among other things, it'll help me play the build better. Similar with the Grasshopper. It's got 3 JJs, instead of an additional laser or two or additional heatsinks, but no lasers in the arms. That's unconventional, but clearly intentional. My curiosity is engaged. What's important here that informed the way these were built, and why?

I'm just trying to get a handle on what we're doing, so I can do it well. Part of that is getting my brain tuned to the concepts in play. Yes, that can be mistaken for me arguing against it because I'm giving it a conceptual shake-down cruise. I'm not aligning myself against it. I'm going to run the deck as it's required to be run. I'm training my brain here.

If the theorycrafting needs to be done somewhere other than this thread, because wall 'o text, then okay. I'd be happy to wear out somebody's PM box to do the theory-warrioring.

TL;DR: Not trying to "have it my way." Help me have it the RKA's way. I'm thinky, help me think along with y'all so I can get on board.

Edited by Virlutris, 18 April 2016 - 10:05 AM.


#149 Jarl Dane

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Posted 18 April 2016 - 01:18 PM

I hear ya.
It's just hard to figure out where to start on the easing up without the entire thing falling apart. A big problem is identifying when a person is competent enough with the underlying meta-reasons the build exists to make alterations to their own build that wont be detrimental.

I can explain some of your immediate questions though. The reason the QKD-5K is set up that way is due to 3LL's being able to fire without incurring Ghost heat penalties. It is always superior to fire the QKD-5K with 3LL's in one group and 1 LL in the other. The original QKD-5K build with 3 on one side of the body was supposed to help players keep those weapon's grouped and it also allows them to shoot down UAVs easier.

I initially avoided the 2/2 (2 LL's in both side torso) build because I felt it would encourage people to group their weapons 2/2 and use them inefficiently. I think I was wrong though. Best if we just put all the LL's in the side torsos and told people to fire them 3/1.

That is why the build ended up like that, it isn't a huge difference either way and I see no reason to restrict either version.

As to your Grasshopper question. The original builds I posted for the GHR and BLK were cooler builds. I didn't want players new to chassis to pick up their hotter builds and constantly over-heat themselves. The GHR as listed is cooler, has more armor and more JJ's than the other more weapon friendly options. Just a more forgiving mech for people picking up the GHR.
That was the thinking. But you are right there are cases where other builds are just as good if not better (in experienced hands). I am actually in the process of getting a website built that adds more builds for each mech.. but it's taking some time cuz the guy building it (Chimmy) is trying to graduate from college right now.

Here are some other builds that are approved but haven't been posted until now:

The GHR-5 Left poke:
There is a missile hard point on the head(?!?) of the GHR-5 that slightly obstructs the view when looking right. Therefore it was determined that having a left peak GHR would be superior. You'll need to use ARMLOCK to keep your LPL's all together, but this'll do work.

The GHR-5 Savage:
Lost some armor, but has a 53 alpha and 2 JJs. Mobility is maintained as the cost of armor and heat, but if you know how to work your GHR you should do fine.

I think the point is, that these builds are mostly small changes that add greater difficulty and reward to the original one posted. I can see myself saying something like "as long as its speed, JJ's and firepower are above a certain threshold then any configuration works." But then I become afraid someone will do terrible things to their 'mech and I decide to hold out for a bit.

Edited by Mech The Dane, 18 April 2016 - 02:35 PM.


#150 Tarogato

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Posted 18 April 2016 - 01:38 PM

Spoiler

Edited by Tarogato, 18 April 2016 - 02:37 PM.


#151 Virlutris

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Posted 18 April 2016 - 02:34 PM

View PostMech The Dane, on 18 April 2016 - 01:18 PM, said:

I hear ya.
It's just hard to figure out where to start on the easing up without the entire thing falling apart. A big problem is identifying when a person is competent enough with the underlying meta-reasons the build exists to make alterations to their own build that wont be detrimental.

As to your Grasshopper question. The original builds I posted for the GHR and BLK were cooler builds. I didn't want players new to chassis to pick up their hotter builds and constantly over-heat themselves. The GHR as listed is cooler, has more armor and more JJ's than the other more weapon friendly options. Just a more forgiving mech for people picking up the GHR.
That was the thinking. But you are right there are cases where other builds are just as good if not better (in experienced hands). I am actually in the process of getting a website built that adds more builds for each mech.. but it's taking some time cuz the guy building it (Chimmy) is trying to graduate from college right now.

I think the point is, that these builds are mostly small changes that add greater difficulty and reward to the original one posted. I can see myself saying something like "as long as its speed, JJ's and firepower are above a certain threshold then any configuration works." But then I become afraid someone will do terrible things to their 'mech and I decide to hold out for a bit.


I couldn't agree more. It's really hard to know when/where/how to loosen the reigns when dealing with a wide variance of know-how and experience.

I'd figured the heat efficiency was the driver on the Grasshopper. I can track right along with that reasoning.

Syncing up the cooling and dps numbers on the BL-K and GHR builds (without sacrificing too much alpha if possible) seems just about right. The trick is that smurfy's doesn't factor quirks and modules into the heating and dps calcs. That'd be better done via spreadsheet warfare, or even Awemech. Then again, they are different mechs, so it's already getting into that "where to flex it" zone by having both of them. Having multiple 'Hopper builds is above and beyond reasonable.

View PostTarogato, on 18 April 2016 - 01:38 PM, said:

Simply put, you can have a laser in the arm to deal with UAVs, or you can keep lasers in your torsos to protect them. I feel like there is plenty of flexibility in regards to exactly how you mount your weapons, how many JJs, heatsinks, and even the exact engine rating by 1-2 tons. But while I hate to sound patronising, we try to stick with recommending one build exactly because not everybody understands the compromises between the various deviations, or some may take it so far that is deviates too much from the synergy we're trying to accomplish.

Eh, just because you have 2 and 2 in the torsos doesn't mean you fire them as 2 and 2. I actually hadn't realised you had the arm'd version of the build up, just assumed for the torso version. My weapon groups are set up so that left click is three lasers favouring the left side and right click is three lasers favouring right. I wrongly assumed that was common knowledge, perhaps.


I don't think it's patronizing at all, regardless of whether it reads as such to some. Wanting folks to stay close to the standard is exactly the nuts and bolts of working toward a synced deck. Coordination OP. The closer to standard the better.

I run the lasers grouped on the 5K the way both of you described. I have them in the torsos, with groups set up for 3 (both high+low left), 3 (both high+low right), 2 left, 2 right, and chain fire (rarely adviseable). My mouse gives me enough flexibility to do this, and when I pug in it, the options are nice.

I'd actually assumed the UAV option was the reason, but I can see how it was built that way based on Dane's description of his thinking. Think it matters which side it's built on? I'd say no by reflex, while leaning toward having it on the right arm to match the way the LPL build plays (right-sided, that is).

Thanks for the feedback. I don't want to derail the thing at all, and I don't want to unravel your hard work. It occurs to me while writing this that I hope that seeing the "why" behind it will help folks buy in a bit better, knowing that it's pretty thoughtfully done.

This looks good guys. Now to get my microphone sorted out so I can contribute in TS.

#152 Jarl Dane

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Posted 18 April 2016 - 08:52 PM

Black Knight's got nerf'd =(
Not bad though, thankfully.


Quickdraws were spared, but much else was buffed. Keep the Stormtrooper deck running as is for now while we sort out the aftermath.

Edited by Mech The Dane, 19 April 2016 - 01:56 AM.


#153 Starbomber109

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Posted 19 April 2016 - 03:06 AM

Considering that we now need a medium/light for scout mode are we gonna formally add the bj1x to the deck? I remember that was "The Mech" decided on for it during the last meeting.

#154 Jarl Dane

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Posted 19 April 2016 - 10:39 AM

Nothing yet on that. Need to do some testing.
Also the BLK/QKD/QKD/QKD deck is dead. GHR one still works.. =/

#155 nehebkau

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Posted 19 April 2016 - 10:41 AM

View PostStarbomber109, on 19 April 2016 - 03:06 AM, said:

Considering that we now need a medium/light for scout mode are we gonna formally add the bj1x to the deck? I remember that was "The Mech" decided on for it during the last meeting.



Figuring out what to drop in scouting mode is going to be quite important. Some of those scouting benefits (i.e.long-toms) is going to be very helpful.

We all know what is going to be on the clanner side -- s-srm6 streak crows and cheetahs (maybe laser vomit crows). Choosing the wrong mechs on our side will hurt. I have had lots of success, since the flamer changes, with this Griffin when I am against cheetahs and streak-crows (they shut down really fast) but it just doesn't feel as sturdy as the meta variants of the BJ-1X or WVR-6K. Having said that, I find the ECM useful for buying myself a few more seconds of distance-closing time but that is in PUB matches -- and the usefulness of that in scouting CW may not be there.

What I do know is that most of the other IS light / medium mechs are seeming to be a poorer choice -- specially the ultra-light IS mechs given that we know there will be a huge chance for streaks to factor big on the clan side. Given the goals of these matches, our sniper-lights and mediums are also not going to be an optimal choice. One might consider just out speeding the clanners on offense but on defense you are eventually going to have to engage.

Anyone share their insights?


View PostMech The Dane, on 19 April 2016 - 10:39 AM, said:

Nothing yet on that. Need to do some testing.
Also the BLK/QKD/QKD/QKD deck is dead. GHR one still works.. =/


Structure quirk changes that bad huh?

Edited by nehebkau, 19 April 2016 - 10:44 AM.


#156 Virlutris

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Posted 19 April 2016 - 10:41 AM

Probably don't need to add it (edit: BJ-1X or other scout-y options) to the Stormtrooper Deck.

Just swap it out before running scouting. You might be swapping mechs in the deck anyway, since you won't always be running in Stormtrooper drops.

The point of the Stormtrooper Deck is that we have it, and that we can easily swap to it when called upon :)

Edited by Virlutris, 19 April 2016 - 10:43 AM.


#157 Jarl Dane

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Posted 19 April 2016 - 10:45 AM

View Postnehebkau, on 19 April 2016 - 10:41 AM, said:

Structure quirk changes that bad huh?


Nah. It was a slight nerf, BLK still is awesome. But the dropdeck weight dropped to 250 tons, so BLK/QKD/QKD/QKD is overweight.

#158 Virlutris

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Posted 19 April 2016 - 11:02 AM

View PostMech The Dane, on 19 April 2016 - 10:45 AM, said:


Nah. It was a slight nerf, BLK still is awesome. But the dropdeck weight dropped to 250 tons, so BLK/QKD/QKD/QKD is overweight.


I've been wondering what we'll do for the 240-ton limit. Duplicate QKD, perhaps? Drop a heavy down for a laser vom Blackjack/ENF4R/WVR-6K/Sparky? (ed: (brainstorm: might be the way to shoehorn the BL-K back in)

Those headaches can wait though. Glad the Grasshopper still works. :)

Edited by Virlutris, 19 April 2016 - 11:03 AM.


#159 Xannatharr

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Posted 19 April 2016 - 12:03 PM

NOOOOOOOOOO my beloved BLK + QKD x 3!!

I want to kill a kitten right now.

#160 Windscape

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Posted 19 April 2016 - 12:07 PM

welp it looks like its time to reorganize dane ;)





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