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Linebacker Quirks!

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#21 ScarecrowES

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Posted 10 July 2016 - 11:02 AM

View PostFupDup, on 10 July 2016 - 10:55 AM, said:

I just made the mech in SSW. I get 16.5 tons with exactly 100.0% armor (no wasted armor points apparently). Most people would probably try to strip off 0.5 tons to get a nice and round 17.

I really need to update that spreadsheet...

Yeah, 65-tonners are good with armor, thankfully. The extra points-per-tons comes from the Ferro. Given the armor distribution, I doubt you'd have to actually up-armor by a half ton. You might even be able to strip some armor from the arms and go down a half ton if you need the extra weight. Arms that small, and not carrying a significant portion of your weapons on most builds, i think it's a reasonable risk.

Edited by ScarecrowES, 10 July 2016 - 11:03 AM.


#22 ScarecrowES

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Posted 10 July 2016 - 11:09 AM

As to the topic at hand, I don't think the Linebacker will receive significant weapon quirks, if at all - nor should it. My preference is to have quirks accentuate the unique qualities of a mech, and for the Linebacker that's mobility. This thing will already have awesome mobility traits due to the large engine, but I think PGI would do well to play those up further with accel/decel quirks. Maybe minor twist and turn rate quirks. And honestly, I fully expect this to go down one movement archetype like the Catapult did - and it needs some superior torso twist angles too, a la Stormcrow.

If PGI does all that, the Linebacker won't need structure or weapon quirks. It's gonna be able to out maneuver any heavy in the game... and probably most of your mediums too.

The one exception I'd make for weapon quirks is for the PPC. That weapon is iconic on this mech, and I think quirks should heavily encourage players to use that weapon. PPC velocity and heat gen quirks comparable to (and possibly exceeding) similar PPC mechs should do.

#23 charov

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Posted 10 July 2016 - 11:19 AM

It's basically a Marauder fallen into a trash compactor with an oversized engine. Ortho and size will make it or break it. Since it's quite *curvy* it should also be quite short, making it an effective SRM/light lasers boat (splatpult). Probably won't be good for CW where tons matters, but it could be a funny striker for public queue though.

Quirks-wise, it will receive some quirks for PPCs, maybe some structure buffs here and there.
I hope PGI will eventually release the heavy laser version (H), which mounts 6xJJ.

If you like Summoners, Gargoyles, Adders and other niche mechs, you'll probably enjoy the linebacker.

#24 ScarecrowES

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Posted 10 July 2016 - 11:32 AM

View Postcharov, on 10 July 2016 - 11:19 AM, said:

Probably won't be good for CW where tons matters...


Many of us are predicting the opposite. Having a fast striker that can tank damage and drop 70-point alphas is perfect for Clan tactics in FP. It's a consumate gen rusher.

#25 C E Dwyer

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Posted 10 July 2016 - 11:42 AM

It needs mobility and structure buffs, maybe PPC buffs

#26 charov

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Posted 10 July 2016 - 12:11 PM

View PostScarecrowES, on 10 July 2016 - 11:32 AM, said:


Many of us are predicting the opposite. Having a fast striker that can tank damage and drop 70-point alphas is perfect for Clan tactics in FP. It's a consumate gen rusher.

Tbh I don't play CW since ages so it could be. But why taking it over a Stormcrow? Similar payload, probably better hitboxes and saves 10t Posted Image

#27 ScarecrowES

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Posted 10 July 2016 - 12:33 PM

View Postcharov, on 10 July 2016 - 12:11 PM, said:

Tbh I don't play CW since ages so it could be. But why taking it over a Stormcrow? Similar payload, probably better hitboxes and saves 10t Posted Image


Smaller than a Stormcrow, more armor and structure than a Stormcrow, better mobility than a Stormcrow. For 10 extra tons, you get a mech that's a lot less likely to die, but with the same punch. There's a reason you don't see Stormcrows in Clan drop decks these days... too fragile to do its job. Can't out-trade the enemy.

There was a time the Stormcrow excelled because it was the only decent medium Clans had, and because it had the right combination of speed and firepower to let it serve as a compromise mech in your deck. It could dish out hits, and had the speed to get to where it needed to go, but it couldn't take a hit - even with good hitboxes it was easy to take down. These days, smart Sphere-oids know to aim for the massive Stormcrow legs, and it goes down quick. It's been a liability in FP decks for quite a long time.

What the Linebacker gives you is a Stormcrow that can take a hit. Or a Catapult that can run.

#28 cazidin

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Posted 10 July 2016 - 03:15 PM

FupDup. I haven't seen you around lately. So, what loadouts will be good on this mech, do you think?

#29 FupDup

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Posted 10 July 2016 - 03:18 PM

View Postcazidin, on 10 July 2016 - 03:15 PM, said:

FupDup. I haven't seen you around lately. So, what loadouts will be good on this mech, do you think?

Probably going to have to be SPL, ERML, or even MPL. SRMs are probably the limit. Long range is probably a no-go due to the lack of pod space, although running around with dual heat neutral CLPL might be funny.

#30 cazidin

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Posted 11 July 2016 - 08:50 AM

View PostFupDup, on 10 July 2016 - 03:18 PM, said:

Probably going to have to be SPL, ERML, or even MPL. SRMs are probably the limit. Long range is probably a no-go due to the lack of pod space, although running around with dual heat neutral CLPL might be funny.


Why not a single ER PPC? Posted Image

#31 Chuck Jager

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Posted 11 July 2016 - 01:36 PM

View Postcazidin, on 11 July 2016 - 08:50 AM, said:


Why not a single ER PPC? Posted Image

These days you only get so many pokes before you die. It is best to put out as many full alphas at their best range. Also lpl are just too good in comparison. The pinpoint argument really does not favor the erppc as a balancing mechanic (there are some exceptions).

Edited by Chuck Jager, 11 July 2016 - 01:36 PM.






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