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Kdk-1 Desperately Needs -Energy Heat

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#41 Ultimax

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Posted 14 May 2016 - 03:58 PM

View PostMcgral18, on 14 May 2016 - 03:49 PM, said:


If they found the Dakka variant inferior to those...I feel a

LOL

would be an appropriate reaction. Of course, the fact ANY Kodiak got quirks (let alone the two anticipated most powerful ones) is surprising to me. They're easily set to outclass the Whale, which has nothing.



Yeah any so-called internal "testing" that somehow managed to think the 1 & the 5 energy heavy variants would be superior to the 3 with its high mounted quad dakka, or the 2 with its 6 energy, 1 ballistic + JJs is pretty laughable.

Edited by Ultimax, 14 May 2016 - 03:58 PM.


#42 Mcgral18

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Posted 14 May 2016 - 03:58 PM

I'm also laughing at the fact that the Quad UAC10 Kodiak will be only marginally less agile than my Dual UAC10 Hunch...2.1 degrees per second slower (105 VS 107.1 Degs/s)

That's the 8 tons of ammo, XL375 16 DHS version, which may prove too hot



That's the agility of an 88 Kph medium mech we're talking about, but carrying literally double the firepower.

It'll be fun breaking things.

#43 Wintersdark

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Posted 14 May 2016 - 04:12 PM

View PostMcgral18, on 14 May 2016 - 03:58 PM, said:

I'm also laughing at the fact that the Quad UAC10 Kodiak will be only marginally less agile than my Dual UAC10 Hunch...2.1 degrees per second slower (105 VS 107.1 Degs/s)

That's the 8 tons of ammo, XL375 16 DHS version, which may prove too hot



That's the agility of an 88 Kph medium mech we're talking about, but carrying literally double the firepower.

It'll be fun breaking things.

Yeah. I'm really excited for the 4 personally:

Posted Image

If too hot, FF goes away, engine shrinks, and DHS get crammed in. But I'm really looking forward to that, with awesome sword and board love. The HBK-IIC with dual UAC10's is brutal, and this has that exactly... and adds a pair of LPL's, and some close in SRM love.

May also drop FF and a ton of SRM ammo, go to 375XL, and SRM4's to pack in more DHS.

#44 FupDup

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Posted 14 May 2016 - 05:20 PM

View PostWintersdark, on 14 May 2016 - 04:12 PM, said:

Yeah. I'm really excited for the 4 personally:

Posted Image

If too hot, FF goes away, engine shrinks, and DHS get crammed in. But I'm really looking forward to that, with awesome sword and board love. The HBK-IIC with dual UAC10's is brutal, and this has that exactly... and adds a pair of LPL's, and some close in SRM love.

May also drop FF and a ton of SRM ammo, go to 375XL, and SRM4's to pack in more DHS.

Why not move the left arm SRM6 to the CT? That would help keep your build more asymmetrical.

#45 Farlayeigh Maerka

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Posted 14 May 2016 - 05:21 PM

For energy variants, I wish there were some minor torso twisting quirks like 10-15%.

Surviving the first moments might be better than getting a full burn.



I would never want weapons quirks on the Kodiak at all, so that even in Kodiaks,

players will be faced with some challenges and limitations in choosing over loadouts,

each of them requiring certain skills to make use of it.

#46 Wintersdark

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Posted 14 May 2016 - 05:28 PM

View PostFupDup, on 14 May 2016 - 05:20 PM, said:

Why not move the left arm SRM6 to the CT? That would help keep your build more asymmetrical.
There's no CT missile hardpoint.

#47 Bishop Steiner

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Posted 14 May 2016 - 06:38 PM

View PostWintersdark, on 14 May 2016 - 04:12 PM, said:

Yeah. I'm really excited for the 4 personally:

Well, I have till they are available for Cbills to decide on the 4. Honestly, neither the 4 or 5 appeal too much. And I'm torn on the 2. JJs are generally such a waste on Assaults... unless you get canyon network, lol.

#48 Scout Derek

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Posted 14 May 2016 - 06:42 PM

View PostFupDup, on 14 May 2016 - 05:20 PM, said:

Why not move the left arm SRM6 to the CT? That would help keep your build more asymmetrical.

Err....

KDK 4:

2E 1M LA

2B 1 AMS RT

2E 1M RA

I dunno how that's going to work, considering they're battlemechs.

View PostBishop Steiner, on 14 May 2016 - 06:38 PM, said:

Well, I have till they are available for Cbills to decide on the 4. Honestly, neither the 4 or 5 appeal too much. And I'm torn on the 2. JJs are generally such a waste on Assaults... unless you get canyon network, lol.

4 & 5 need some more love to make up for the lack of hardpoints that the others have over them, save for the 5th in energy category.

#49 Wintersdark

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Posted 14 May 2016 - 07:28 PM

View PostScout Derek, on 14 May 2016 - 06:42 PM, said:

Err....

KDK 4:

2E 1M LA

2B 1 AMS RT

2E 1M RA

I dunno how that's going to work, considering they're battlemechs.


4 & 5 need some more love to make up for the lack of hardpoints that the others have over them, save for the 5th in energy category.


5 has lots of hardpoints, but can't use them very effectively. Diminishing returns on E hardpoints really.

4 though, see my build above. 4E 2B 2M is fine. Dual UAC10's is very potent, 4E allows for potent heavy energy weapon usage - just no small laser spam (but we've pke ty of that elsewhere) and 2M is OK for supplemental SRM punch or LRM support.

In terms or raw count it's "Just" 8 hardpoints(see: most assaults, really), but it's a good set of 8 coupled with massive tonnage and crit slot space to run heavy weapons.

Sporting 90 damage inside 1s, with a 380xl and decent cooling... It's not suffering at all, and that's not an optimized build, just something thrown together quickly.

#50 FupDup

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Posted 15 May 2016 - 10:39 AM

View PostWintersdark, on 14 May 2016 - 05:28 PM, said:

There's no CT missile hardpoint.

Then your mechlab screenshot is wrong, because that picture clearly shows a green "M" in the CT.

It also shows M's in the ST's for that matter.

Posted Image

Edited by FupDup, 15 May 2016 - 10:41 AM.


#51 ScarecrowES

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Posted 15 May 2016 - 10:41 AM

View PostFupDup, on 15 May 2016 - 10:39 AM, said:

Then your mechlab screenshot is wrong, because that picture clearly shows a green "M" in the CT.

Posted Image

Failing that, the left torso is still better than the left arm for this particular build.


It also shows that it's a Highlander IIC. Theory-crafting using existing models with similar configs.

On a side note, doesn't everyone else have a copy of SSW?

#52 FupDup

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Posted 15 May 2016 - 10:42 AM

View PostScarecrowES, on 15 May 2016 - 10:41 AM, said:

On a side note, doesn't everyone else have a copy of SSW?

I do. It's usually better than most methods of mech theorycrafting, although there is the issue of only mounting engines that are a multiple of your tonnage.


While we're at it, I really wish that somebody would make a MWO mechlab editor that actually let you make your own mech stats (e.g. hardpoints) from scratch, to eliminate confusions like this one.

Edited by FupDup, 15 May 2016 - 10:43 AM.


#53 Wintersdark

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Posted 15 May 2016 - 10:44 AM

View PostFupDup, on 15 May 2016 - 10:39 AM, said:

Then your mechlab screenshot is wrong, because that picture clearly shows a green "M" in the CT.

Posted Image

Failing that, the left torso is still better than the left arm for this particular build.


I hacked up the data files for the HGN-IIC-O to turn it into a "flexible" KDK build system. It has the hardpoints to make ANY kdk build (and HGN-IIC build, because the stock HGN-IIC loadout needed to remain possible for Li Song Mechlab to accept these changes to the data file rather than just purging it and re-parsing from game data), but that means it has way too many hardpoints. You have to keep allowable hardpoints for a particular variant in mind. Note how the top-right says "HGN-IIC-O" Posted Image


Don't pay attention to what hardpoints LSML says are available here.

View PostScarecrowES, on 15 May 2016 - 10:41 AM, said:


It also shows that it's a Highlander IIC. Theory-crafting using existing models with similar configs.

On a side note, doesn't everyone else have a copy of SSW?

Well, not similar. I just added a hell of a lot of hardpoints, upped the tonnage and HP's, and allowed JJ and MASC. It's up to the user to make legal configs.


I've tried SSW, but it's horrible to work with if you only use it for MWO. Really awful :(

Edited by Wintersdark, 15 May 2016 - 10:48 AM.


#54 ScarecrowES

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Posted 15 May 2016 - 10:48 AM

View PostFupDup, on 15 May 2016 - 10:42 AM, said:

I do. It's usually better than most methods of mech theorycrafting, although there is the issue of only mounting engines that are a multiple of your tonnage.


While we're at it, I really wish that somebody would make a MWO mechlab editor that actually let you make your own mech stats (e.g. hardpoints) from scratch, to eliminate confusions like this one.


Works a lot better for omnis than standard battlemechs, certainly. The engine thing is irksome, but there's no doubting the extreme utility of SSW.

#55 Wintersdark

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Posted 15 May 2016 - 10:51 AM

View PostFupDup, on 15 May 2016 - 10:42 AM, said:

I do. It's usually better than most methods of mech theorycrafting, although there is the issue of only mounting engines that are a multiple of your tonnage.


While we're at it, I really wish that somebody would make a MWO mechlab editor that actually let you make your own mech stats (e.g. hardpoints) from scratch, to eliminate confusions like this one.


LSML's next version will. I've been talking to her about this, and just hacked up the data files here to make do in the mean time.

But if you're adding hardpoints manually, it's not really any different than this - you just need to know what hardpoints are available where.

I could have wholly added new mechs to the data file myself, and had proper KDK entries, but it would have taken a lot longer and been a huge pain in the ***. Here, I was able to get going making KDK builds in less than 10m.

View PostScarecrowES, on 15 May 2016 - 10:48 AM, said:


Works a lot better for omnis than standard battlemechs, certainly. The engine thing is irksome, but there's no doubting the extreme utility of SSW.

It makes it pretty much useless for large battlemechs like the KDK. Being able to upgrade and downgrade the engines, both in large and small increments, is critical.

LSML also shows all the derived MWO stats, too, which is quite helpful although in this case, with an unreleased mech just hacked into the data files as roughly as possible, some of those values are incorrect as I didn't change them from the HGN base stats. Modules, quirks and such as well are counted into DPS/Burst/etc calculations and all that.

Edited by Wintersdark, 15 May 2016 - 10:54 AM.


#56 Snowbluff

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Posted 15 May 2016 - 11:11 AM

View PostWintersdark, on 15 May 2016 - 10:44 AM, said:


I hacked up the data files for the HGN-IIC-O to turn it into a "flexible" KDK build system. It has the hardpoints to make ANY kdk build (and HGN-IIC build, because the stock HGN-IIC loadout needed to remain possible for Li Song Mechlab to accept these changes to the data file rather than just purging it and re-parsing from game data), but that means it has way too many hardpoints. You have to keep allowable hardpoints for a particular variant in mind. Note how the top-right says "HGN-IIC-O" Posted Image


Don't pay attention to what hardpoints LSML says are available here.

Oh, that's pretty cool. Nice work.

#57 Mcgral18

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Posted 15 May 2016 - 11:19 AM

View PostFupDup, on 15 May 2016 - 10:42 AM, said:

While we're at it, I really wish that somebody would make a MWO mechlab editor that actually let you make your own mech stats (e.g. hardpoints) from scratch, to eliminate confusions like this one.


I was actually thinking of doing something like that this summer...then I got a job instead, in an unrelated field.
It would be good experience for practical application


Dropdown for Engines and Weight...and I have no experience whatsoever with click& drag, but I would like that for weapons.
Then there's auto-allocating...I think I'll avoid that.

It would be Java. It would also be shite (but a learning experience!)

Edited by Mcgral18, 15 May 2016 - 11:20 AM.


#58 Narcissistic Martyr

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Posted 15 May 2016 - 11:49 AM

View PostScarecrowES, on 14 May 2016 - 09:05 AM, said:


There was a 10+ page topic posted yesterday that centered on an argument about Kodiak quirks. It didn't go over well... got shut down.

I'm sure this will go completely differently.


Lol I'm counting on it personally. I need something to entertain me while I wait inbetween drops.

#59 kapusta11

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Posted 15 May 2016 - 11:54 AM

View PostFupDup, on 15 May 2016 - 10:42 AM, said:

While we're at it, I really wish that somebody would make a MWO mechlab editor that actually let you make your own mech stats (e.g. hardpoints) from scratch, to eliminate confusions like this one.


You can use remlab, the only downside is that engines are tied to movement points but you can always leave some empty tonnage.

#60 Gas Guzzler

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Posted 15 May 2016 - 12:00 PM

It's time to give the Dire Whale agility quirks!





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