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Whats The Point Of The Viper?


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#61 ScarecrowES

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Posted 28 April 2016 - 03:14 PM

View PostBishop Steiner, on 28 April 2016 - 08:33 AM, said:

and no ECM.


As is the case with all but one Raven. And of course, the 3L has historically only been the go-to Raven when the other ones have taken their turns sucking according to the current meta. The ECM has almost always been the second best Raven to whatever was best at the time.

The 2X, 4X, and Huginn have had their turns at the top of the heap, and none needed ECM to he there.

Besides, The Raven and Viper should end up almost exactly the same size, with the same basic profile. So the Viper is basically a Raven with more armor and mad hops.

#62 TELEFORCE

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Posted 28 April 2016 - 03:16 PM

The point of the Viper is to make BattleTech fans happy. After this 'mech, PGI has just one more to release to complete the 16 original omnimechs from TRO: 3050, which introduced the Clans. That's important to many of us.

#63 LordNothing

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Posted 28 April 2016 - 03:19 PM

View PostMystere, on 28 April 2016 - 07:52 AM, said:

I have two words for you: "jump" and "jets". Posted Image


depends on the mech. on some mechs they are as good as useless. better to strip those and use the tonnage for other things.

View PostBishop Steiner, on 28 April 2016 - 08:25 AM, said:

and someone else would rather take the Viper. Funny how that works. And now both of you can have your wish.


thats the problem with game, you can have as many mechs as you want. but the builds are always the same.

#64 Bishop Steiner

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Posted 28 April 2016 - 03:22 PM

View PostLordNothing, on 28 April 2016 - 03:19 PM, said:


depends on the mech. on some mechs they are as good as useless. better to strip those and use the tonnage for other things.



thats the problem with game, you can have as many mechs as you want. but the builds are always the same.

yes, if you're a lemming, I suppose they are.

#65 1453 R

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Posted 28 April 2016 - 03:27 PM

View PostLordNothing, on 28 April 2016 - 03:19 PM, said:

depends on the mech. on some mechs they are as good as useless. better to strip those and use the tonnage for other things.


The Viper is not one of those 'Mechs. The Viper gets eight Class IV jets, the most powerful in the game, and will have the greatest thrust-to-weight ratio of all of MWO. Matched, but not exceeded, only by the loyalty Cicada.

Mad. Hops.

View PostLordNothing, on 28 April 2016 - 03:19 PM, said:

thats the problem with game, you can have as many mechs as you want. but the builds are always the same.


So...it's a BattleTech game, then? Because the original source material had hundreds of 'Mechs which all used various mix-ups of the same 20-ish basic weapons. Even after the FedComm Civil War and other, later eras where new guns came online, you got new machines to use the guns a lot more often than you got new guns.

Seriously - what would've been a better choice than the Viper, for the Clan 40-ton slot?

#66 Impyrium

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Posted 28 April 2016 - 03:55 PM

View PostYosharian, on 28 April 2016 - 11:24 AM, said:

It's an arena shooter... are you serious?

We're not playing a ******* RPG.


No, it's a MechWarrior game and in extension a BattleTech game masquerading as an arena shooter. And failing to really achieve that properly, it just ends up looking silly.

More than half of this playerbase plays this game because it's MechWarrior, not because it's an arena shooter. Think about that.

#67 Trauglodyte

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Posted 28 April 2016 - 06:29 PM

I'm confused. What part of "It is as fast as the Arctic Cheetah with JJs, like the Cheetah, but it can carry more ER Small Lasers than the Cheetah with more structure and armor than the Cheetah" don't you people get? There was an awful lot of great MW:O being played before ECM came onto the scene. And, quite frankly, ECM just makes Light pilots ******** because they think that they're invisible. Us beta Cicada pilots snub our noses as the lot of you. L2P, scrubs!!!

Edited by Trauglodyte, 28 April 2016 - 06:30 PM.


#68 jaxjace

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Posted 28 April 2016 - 06:41 PM

its 40 tons, something the clans dont have. Its a **** mech in TT if you arent boating SMPL then it will be **** here too.

#69 Quicksilver Aberration

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Posted 28 April 2016 - 07:02 PM

View Postjaxjace, on 28 April 2016 - 06:41 PM, said:

its 40 tons, something the clans dont have. Its a **** mech in TT if you arent boating SMPL then it will be **** here too.

What....this mech is much better in TT if you boat 4 ERML and a TComp. Though you could run like 10 ERSL and a TComp, but jumpy mechs tend to work better as harassers and not backstabbers.

Edited by Quicksilver Kalasa, 28 April 2016 - 07:02 PM.


#70 MauttyKoray

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Posted 28 April 2016 - 07:08 PM

View PostJun Watarase, on 28 April 2016 - 03:14 AM, said:

Its like a 40 ton artic cheetah with no ECM, more JJs and less podspace. Like...why? You may as well run an artic cheetah.

I've been waiting for this mech since Wave 1. Its like a Nova that's better at jumping and goes faster, its a fast strike and fade mech with medium armor values.

Posted Image

#71 Lightfoot

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Posted 28 April 2016 - 07:30 PM

Looks like another giant CT hit-box medium. The new normal for Clan mechs. I'll wait and see, but I have good enough Clan mechs now.

#72 KodiakGW

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Posted 28 April 2016 - 08:33 PM

View PostCD LoreHammer Lord, on 28 April 2016 - 08:54 AM, said:

So much this!

Posted Image


So much BS. Most of us are not asking for 12+ tons of free space with full armor. What we want is something that can handle decent loadouts. The problem is simple:

With the current system, you have no idea what map (CW and Quick Play) and mode (Quick Play only) you are going to drop on.

So any DECENT player would know to take a loadout that would work ON ANY MAP OR MODE. The only suggestions I've hear so far to use the 8.5 to 9 tons (if you want to strip an arm) is mid-or-short-range-lazor-meta-vomit, or close range brawl. Nothing where you can mix a loadout effectively. The closest I can come to match what I can do in a CDA is 4 ERML, 4 ERSL. ERML for ranged attacks, ERSL for the lights chewing on me. But, I'm going to run pretty hot with only 2 extra heat sinks. Not a loadout I'd want on Caustic or Terra Therma.

Now, if it had 10-11 free tons, or convert 4 of the locked JJ to two locked heat sinks in the engine, we are talking a more viable loadout for any map/mode. 4 JJ are still pretty viable on most maps. If you want the feeling of flying through the air, just drop some weapons and add 4 JJ.

It's called having choices. Minor changes like that won't make a mech OP or add to the power creep. It will make it more desirable.

But, I know this is going to get shot down. So, I'll keep my money. Keep listening to the "inner circle" right up until they leave to play the BattleTech kickstarter.

#73 STEF_

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Posted 28 April 2016 - 08:57 PM

View PostGas Guzzler, on 28 April 2016 - 01:31 PM, said:


Yes, according to the SSW gods, only 3 pts of armor are removed from the stock loadout (that translates to 6 points of MWO armor), which has 8.5 tons of podspace, so stripping an arm should more or less get you up to 9 tons, perfect for 6cSPLs and 13 DHS.

mmmmm, still thinking about 6ersl+2sm4.... with 9 free tons even better.

#74 Gas Guzzler

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Posted 28 April 2016 - 09:02 PM

View PostStefka Kerensky, on 28 April 2016 - 08:57 PM, said:

mmmmm, still thinking about 6ersl+2sm4.... with 9 free tons even better.


Why not both? I was planning on running that one as well.

#75 Quicksilver Aberration

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Posted 28 April 2016 - 09:04 PM

View PostKodiakGW, on 28 April 2016 - 08:33 PM, said:

So any DECENT player would know to take a loadout that would work ON ANY MAP OR MODE. The only suggestions I've hear so far to use the 8.5 to 9 tons (if you want to strip an arm) is mid-or-short-range-lazor-meta-vomit, or close range brawl. Nothing where you can mix a loadout effectively.

Expecting a near light mech to do anything outside of mid-short range laser vomit is pretty silly. Sure it would be nice if it could missile spam like the Jenny IIC, but that's about all the effective options right there. Taking a ballistic requires you to be Adder slow, and not even the Sad Cat can run 2 LPLs that cool, so your options aren't that limited because of the mech....

Would it be nice if it could drop some JJs for some heat sinks? Sure, but it doesn't change the viability THAT much, and quirks can always come into play given it is an Omni (which it may need some armor/structure quirks more than anything).

Edited by Quicksilver Kalasa, 28 April 2016 - 09:05 PM.


#76 Bishop Steiner

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Posted 28 April 2016 - 09:59 PM

View PostYosharian, on 28 April 2016 - 11:24 AM, said:

It's an arena shooter... are you serious?

We're not playing a ******* RPG.

cool. So that being the case y'all re only worried about the top 1-2 chassis anyhow. Leave the rest to us plebes who actuallykeep the lights on.

#77 STEF_

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Posted 28 April 2016 - 10:23 PM

View PostGas Guzzler, on 28 April 2016 - 09:02 PM, said:


Why not both? I was planning on running that one as well.

I'm sure that your built works too, indeed

#78 Jun Watarase

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Posted 29 April 2016 - 01:33 AM

View PostMauttyKoray, on 28 April 2016 - 07:08 PM, said:

I've been waiting for this mech since Wave 1. Its like a Nova that's better at jumping and goes faster, its a fast strike and fade mech with medium armor values.

Posted Image


Its practically a 40 ton artic cheetah without ECM. If you want to run a viper loadout, you can totally do it now with the artic cheetah.

#79 GreyNovember

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Posted 29 April 2016 - 01:45 AM

View PostJun Watarase, on 29 April 2016 - 01:33 AM, said:


Its practically a 40 ton artic cheetah without ECM. If you want to run a viper loadout, you can totally do it now with the artic cheetah.


With 10 ERSL?

or 8 SPL?

Pretty sure it'd outfight the cheetah by virtue of these things.

#80 Widowmaker1981

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Posted 29 April 2016 - 03:05 AM

View PostKodiakGW, on 28 April 2016 - 08:33 PM, said:


With the current system, you have no idea what map (CW and Quick Play) and mode (Quick Play only) you are going to drop on.



Not really true for CW.

If you arent customizing your deck to the map in CW (FP) you are doing it wrong. You have at least 55 seconds between knowing the map and the save deck cut off, which is enough.

PGI should implement saved drop decks which would make it easier, but you can (and should) do it now.





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