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When We Get The Fafnir....


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#21 axe64

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Posted 18 January 2017 - 12:46 AM

fafnir too meta. this is why i like the juggernaut but that would need pgi to up the limit on max weapons so you can get 16 machine guns and like 8 pulse lasers. clans get a dakka dire wolf why cant a is have a absurd dakka mech with high mounted guns. also i wish for light ac2 and 5 lol

i would be able to deal with the sagittaire as well but its not no 16 machine guns i think those 2 mechs have better hitboxes anyway. fafnir looks wider than a dire.

Edited by axe64, 18 January 2017 - 12:49 AM.


#22 Hit the Deck

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Posted 18 January 2017 - 01:14 AM

View PostRestosIII, on 18 January 2017 - 12:14 AM, said:

Every time someone mentions loading Gauss rifles on mechs with isXL engines, especially HGR's, all I can think of is it being the equivalent of replacing the seats in the Hindenburg with tanks of nitroglycerin. The odds of it working out favoribly are... Slim.

HGRs are STD only because of the 11 crit slots requirement.

View PostI Zeratul I, on 17 January 2017 - 11:43 PM, said:

2 HGR's = 50 pinpoint damage?

I wonder if that's enough to one shot a light mech on the CT.

If it is -- won't that be popular!

Posted Image

Only at 180m or below (TT rules).

Edited by Hit the Deck, 18 January 2017 - 01:15 AM.


#23 Battlemaster56

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Posted 18 January 2017 - 02:04 AM

Would be nice to see the Fanfir running around in the game, HGR's seem devastating when getting hit by it but the short range of the weapon what really gets me and on a huge slow hulking target will really put the mech at risk.

#24 SlyJJ

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Posted 18 January 2017 - 06:47 AM

View PostHit the Deck, on 18 January 2017 - 01:14 AM, said:

HGRs are STD only because of the 11 crit slots requirement.


Only at 180m or below (TT rules).


HGR will be 270 for top damage =)

And I'd quite expect the Fafnir to be quirked for them...

Edited by SlyJJ, 18 January 2017 - 06:47 AM.


#25 Hit the Deck

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Posted 18 January 2017 - 07:16 AM

View PostSlyJJ, on 18 January 2017 - 06:47 AM, said:


HGR will be 270 for top damage =)

And I'd quite expect the Fafnir to be quirked for them...

Do you mean 270m for 25 pts of damage?

Sarna says that its damage profile is 25/20/10 points at 6/13/20 tiles, or 180/390/600m.

http://www.sarna.net...avy_Gauss_Rifle

#26 Funky Bacon

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Posted 18 January 2017 - 07:50 AM

I just hope this doesn't happen. Posted Image
Posted Image

#27 Tristan Winter

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Posted 18 January 2017 - 08:08 AM

Given how things work in MWO, here's what I expect to see when the Fafnir is released.
  • The most effective HGR carrier turns out to be the Warhammer, although some people will prefer the 2PPC+HGR Marauder with jump jets.
  • HGR Shadow Hawk poptarts everywhere
  • PGI accidentally gives Fafnir too many energy hardpoints and several energy quirks, so nobody uses it to carry HGR. It becomes the new meta LPL brawler, making the Battlemaster and Banshee obsolete.
(Tongue-in-cheek. Relax.)

#28 Gentleman Reaper

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Posted 18 January 2017 - 09:52 AM

Remember with the TT range is that it's doubled in MWO, so the 180m dropoff range would be 360 meters here:

Heavy Gauss Rifle (IS):
Mass: 18 tons
Slots: 11
Item health: 10
Explode on destruction: Yes
Explosion damage: 30
Charge to fire: disabled
Damage: 25
Cooldown: 6
DPS: 4.17
Heat: 2
Speed: 1200
Optimal range: 360 meters
Max range: 1200 meters
Ammo per ton: 8

Improved Heavy Gauss Rifle (IS)(Ex):
Mass: 20 tons
Slots: 11
Item health: 10
Explode on destruction: Yes
Explosion damage: 30
Charge to fire: disabled
Damage: 22
Cooldown: 6
DPS: 3.67
Heat: 2
Speed: 1600
Optimal range: 600 meters
Max range: 1200 meters
Ammo per ton: 8

With these stats, the HGR is a longer ranged, more accurate, more powerful and heatless AC/20, although at less DPS (I'm imagining the AC/20 going down to a 3.5 second cooldown). If they ever introduce experimental tech like the iHGR, those two extra tons would be well worth it gaining Gauss Rifle-like range. What are your thoughts on my stats?

#29 Hit the Deck

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Posted 18 January 2017 - 10:03 AM

View PostGentleman Reaper, on 18 January 2017 - 09:52 AM, said:

Remember with the TT range is that it's doubled in MWO, so the 180m dropoff range would be 360 meters here:
...

I don't see on sarna what you say about MWO doubling the range. Take PPC, for example: http://www.sarna.net...rojector_Cannon

It says the max range is 18 tiles (540m) which corresponds well to MWO.

#30 Bud Crue

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Posted 18 January 2017 - 10:20 AM

If the Fafnir is introduced I expect it will be...modified.

Given all the complaints about the Kodiak 3 and its plethora of high hard points in a 100 ton mech affecting the game, I expect PGI will take one look at the Fafnir and conclude, "well, we don't want that sort of imbalance happening again, so lets move those hard points down to about here"...while pointing somewhere around the crotch of the mech.

I'm sure it will be incredibly popular nonetheless.

#31 Corrado

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Posted 18 January 2017 - 10:40 AM

View PostI Zeratul I, on 17 January 2017 - 11:43 PM, said:

2 HGR's = 50 pinpoint damage?

I wonder if that's enough to one shot a light mech on the CT.

If it is -- won't that be popular!

Posted Image


it is, because happens often to oneshot lights with 2Gauss 2CERPPC perfectly timed off. That requires the light standing still for a fraction of time. usually when engaging the throttle reverse in poking games.

#32 Metus regem

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Posted 18 January 2017 - 11:24 AM

View PostHit the Deck, on 18 January 2017 - 10:03 AM, said:

I don't see on sarna what you say about MWO doubling the range. Take PPC, for example: http://www.sarna.net...rojector_Cannon

It says the max range is 18 tiles (540m) which corresponds well to MWO.


HtD I've had this conversation with him before about TT ranges and MWO... drop off ranges are something PGI made up to make a little real world sense... rounds don't just stop mid air. that being said PGi was a little strange in my opinion of taking max effective aiming range and making that the 'optimal' range for the weapon.

#33 Hit the Deck

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Posted 18 January 2017 - 11:35 AM

View PostMetus regem, on 18 January 2017 - 11:24 AM, said:

HtD I've had this conversation with him before about TT ranges and MWO... drop off ranges are something PGI made up to make a little real world sense... rounds don't just stop mid air. that being said PGi was a little strange in my opinion of taking max effective aiming range and making that the 'optimal' range for the weapon.

I have a question, how does dropoff (if there's any) function in TT?

Let's take the PPC again, for example. Can it hit anything and do damage after 18 tiles?

#34 Metus regem

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Posted 18 January 2017 - 11:40 AM

View PostHit the Deck, on 18 January 2017 - 11:35 AM, said:

I have a question, how does dropoff (if there's any) function in TT?

Let's take the PPC again, for example. Can it hit anything and do damage after 18 tiles?



Using extreme range rules, possibly, but I wouldn't want to take those dice rolls...

In TT, generally speaking there is no damage drop off, expect for the HGR, it is unique in TT for that ability alone (25/20/10), how ever it was quickly replaced by the iHGR that lacks the damage drop off for a flat 22 damage out to 570m!





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