#1
Posted 22 September 2016 - 02:48 PM
Also, I don't like the chassis lock on the Night Gyr's quirks. It's an omnimech and what you do in Mechlab is switch omnipods instead of armor and structure types, dynamic criticals, removing jump-jets, engines, heatsinks. It would be the same if you removed the quirks from standard mechs for changing the heatsink type or structure type. It's an omnimech, so you switch omnipods and that's what Mechlab is for.
Also the way you balanced Clan omnimechs was to not give everyone of them an AMS slot. Usually only one or two come with AMS and you usually trade other hardpoints to get the AMS. But on the Night Gyr to get AMS you lose all it's quirks. That's not balanced.
#2
Posted 22 September 2016 - 04:43 PM
#3
Posted 22 September 2016 - 05:58 PM
There is something seriously off with how quickly the gyr's armor is cored particularly the center torso.
#4
Posted 22 September 2016 - 07:05 PM
#5
Posted 23 September 2016 - 05:00 AM
Yes it does die rather quickly but maybe that is to be expected for that much firepower...
But the Quirk-Set-Bonus is absolutely stupid... exchanging omnipods should never make a mech worse... it just feels wrong.
And build options are already extremely limited on this chassis, due to way too few critslots for the availlable podspace!
#6
Posted 23 September 2016 - 05:12 AM
#7
Posted 23 September 2016 - 06:19 AM
Strong punch but a little less defensive power.
Its not so unreasonably strong as the Marauder or Timby was at their starts but it neither has the destinct suction the Black Knight had after release (terribly broken CT Hitbox that was automaticly hit 120° from either side)
#8
Posted 23 September 2016 - 07:33 AM
#9
Posted 23 September 2016 - 03:18 PM
#10
Posted 23 September 2016 - 11:13 PM
Lightfoot, on 23 September 2016 - 03:18 PM, said:
Having looked at your overall quickplay and faction leaderboard stats, most of your games have been losses even before the night gyr became available. Thus I fail to see why that position on the night gyr leaderboard has anything at all to do with any faults in the mech in question. I'm 89th on the Prime board and 134th on the Jade Kite board. My prime's score total would be good enough for 55th on the JK board.
Edited by Dee Eight, 23 September 2016 - 11:15 PM.
#11
Posted 24 September 2016 - 07:37 AM
#12
Posted 24 September 2016 - 02:16 PM
#13
Posted 24 September 2016 - 04:58 PM
Tarl Cabot, on 22 September 2016 - 04:43 PM, said:
uh, what.... It's very well balanced BECAUSE it is humanoid. Humanoid hitboxes allow mechs to roll damage better. It's also a 75 tonner, and with it the most armor available for a heavy mech minus quirks.
IMO it's one of the LEAST squishy mechs in the game right now. Especially for the firepower you can defend yourself with. Any 'evidence' to the contrary I would first ask: do you use cover adequately? do you torso twist against high-alpha enemy mechs? so you let yourself get whittled down before primary combat? do you let yourself get caught in an out-numbered scenario because you over-extended on a flank?
#14
Posted 24 September 2016 - 06:06 PM
Dee Eight, on 23 September 2016 - 11:13 PM, said:
Having looked at your overall quickplay and faction leaderboard stats, most of your games have been losses even before the night gyr became available. Thus I fail to see why that position on the night gyr leaderboard has anything at all to do with any faults in the mech in question. I'm 89th on the Prime board and 134th on the Jade Kite board. My prime's score total would be good enough for 55th on the JK board.
I have positive stats overall. I only play in PUGs though at the moment. My faction play is almost all from 2014 and early 2015. Too many nerfs to the mechs I used in faction play in pick-up teams vs the 12 mans. MWO became just laser-brawl in Jan 2015 and so I left faction play which requires a lot more tactics than are offered by laser-brawl.
You can't control a PUG, sometimes you can carry the team though. All 'Mechs should have that much capability. My best mech over a very long period is likely the Protector 1.73 W/L, 1.74 K/D. In the Mauler I have a 5.67 K/D, maybe I should stick with that, but I have always liked trying to make bad mechs work starting with the original Awesome.
Night Gyr for me is like .60 W/L, .61 K/D over 50 games. When it gets hit from 700 meters by ER lasers while moving laterally the armor turns orange so it's hit-boxes are way too large. When I torso-twist to protect the CT the arms and side torsos get blown off in seconds usually, so obviously no shots are missing the hit-boxes. Offensively the Night Gyr is very good so I do not expect it to ever be tough, but it's too fragile right now. Is not tough enough to be a heavy mech.
#15
Posted 24 September 2016 - 10:01 PM
My best mech platform by numbers is actually the cheetah since I love to flank (and so many others neglect to watch their flanks) with 94 total games of which 54 were wins to 40 losses gives an overall 1.35 W/L ratio, 60 kills to 68 deaths for 0.88 K/D ratio. I play an aggresive style. I am not one for camper/poking and sacrificing teammates so that I can vulture kills and survive to the end.
Over now 6,943 games its 3,234 wins to 3,709 losses for an overall 0.87 W/L ratio. My K/D ratio over those games is 0.69 with 3978 kills and 5804 deaths. So the night gyr compared to my overall is above the curve in the W/L ratio and below it on the K/D ratio.
Edited by Dee Eight, 24 September 2016 - 10:05 PM.
#16
Posted 25 September 2016 - 12:18 AM
#17
Posted 25 September 2016 - 01:13 AM
#18
Posted 25 September 2016 - 02:37 AM
#19
Posted 25 September 2016 - 03:05 AM
Kurbeks, on 25 September 2016 - 02:37 AM, said:
I learned Torso-Twist in MechWarrior 2 and it was the only way to win a match in MW4.
Sorry for the stats comparison, I realize that is of no real value since mechs usually do not evenly match-up. I am still going to complain that on incidental grazing hits that barely impact other mechs, the Night Gyr gets orange armor values. That means it's hit-boxes are way too big and it takes immensely more damage. Too much for a Heavy and it's also taking Assault level damage from LRMs with only Heavy armor values to absorb the damage.
I can see it is a powerful offensive mech, but I am running almost the same load-out on my Cyclops (ST Engine) and Warhammers (ST Engine), the Night Gyr gets 3 medium pulse in place of 3-4 standard medium lasers. All three do 69.7 kph with the IS mechs running much cooler.
Edited by Lightfoot, 25 September 2016 - 04:47 AM.
#20
Posted 25 September 2016 - 09:14 AM
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