Let's Talk: Hellbringer Champion Discussion
#21
Posted 26 January 2017 - 09:52 AM
#22
Posted 26 January 2017 - 12:24 PM
Tina Benoit, on 23 January 2017 - 06:12 PM, said:
Let's discuss the top 3 voted Hellbringer builds! Answer the following:
- Which one of the below 3 builds do you think should get implemented as the champion?
- Why would this fit best as the Hellbringer Champion?
- Is your pick new-player friendly? If so, how?
Build #1: Hellbringer F(L)
Build #2: Hellbringer Prime
Build #3: Hellbringer A
Discuss! Also please try to keep it fairly short as a designer will be taking their time to review this thread to make the final call.
I picked build #3.
I don't like build #1 because the back/front armor distribution is a mess. Devoting 1/3 of your torso armor to your back makes those builds unbelievably fragile. A complete non-starter.
#2 is alright, but I'm hesitant about Gauss for new player mechs. The Charge up mechanic is a little tough to manage, and the 100% explosion rate of Gauss will probably frustrate them.
#3 is a fine build that runs cool without any skills/coolshots. The one weapon type simplifies things greatly for new players. A little weak on the damage side, but survivability and heat management are what I think are more important for new players.
Edited by Jman5, 26 January 2017 - 12:26 PM.
#23
Posted 26 January 2017 - 12:41 PM
1. Aforementioned armor is messed up. Also add an additonal medium laser.
2. Gauss vom needs 5 medium lasers, reason being is you have low alpha and when that gauss rifle explodes at least with 5 mediums you can do some damage.
3. This is the least ****** of the builds but I honestly think you should substituted 1 Large pulse lazer in there instead of 6 medium lasers. It gives you at least a bit of range and still runs pretty cool.
4. How is dakka vomit not on this list? IMO one of the better builds for the helbringer.
Edited by Ragnar Baron Leiningen, 26 January 2017 - 12:42 PM.
#24
Posted 26 January 2017 - 04:10 PM
#25
Posted 26 January 2017 - 04:52 PM
#26
Posted 26 January 2017 - 06:04 PM
New players that stand out in the open (often stationary lining up shots), I think they'd benefit from the ability to fire a little more indiscriminately like build 3 offers, and have arms with armour on to extend survivability.
Looking at the existing trials, the vast majority already play in the medium/long range whereas build 3 is more a pure medium range build (those complaining about lack of range should keep in mind it has a longer effective range than any IS LPL based build, and runs cooler than most of those too).
Off the top of my head the only other clan champions that sit in this range bracket are the MPL stormcrow and the Ultra10 Hunchie
I mean the trials are supposed to be for new players to try a bunch of different stuff before they invest their cbills, not play the same build (LPL+ERML+Gauss if it fits) on 10 different chassis. (eg DWF, WHK, TBR, EBJ) in fact build 1 is an exact carbon copy loadout of the existing timber trial, except with less heatsinks. and I don't know if any of you ever played that champion, but without the skills it overheated like crazy. I mean an experienced player could manage it but a newbie?
You people need to remember these things are played without any chassis unlock skills, and you'd assume that situation will be maintained with the new skill trees. (totally shouldn't be the case but I wont go there)
They don't play the same way your mastered variant does.
Edited by Stormie, 06 February 2017 - 02:15 AM.
#27
Posted 26 January 2017 - 07:32 PM
#28
Posted 26 January 2017 - 09:11 PM
Its a Timeless classic that will work effectively on hot maps, has been useful across many varying meta cycles (although never top meta). I would agree with swapping the TC1 for extra heat sinks for new players and sticking with 4ERML instead of the more comp 5-6ERML for heat reasons for new players. (it could also do a straight swap for 2 UAC5s instead of gauss)
Edited by Kamikaze Viking, 26 January 2017 - 09:11 PM.
#29
Posted 27 January 2017 - 05:59 AM
But need to change placement.
1 ML to head.
2 LPL + 1 ML should be in 1 side torso.
Other side torso you will use like shield.
1000+ damage and 6 kmdd in almost every quick play
#30
Posted 27 January 2017 - 11:35 PM
Build #2 is decent.
#31
Posted 28 January 2017 - 12:32 AM
#32
Posted 28 January 2017 - 02:08 AM
Chester Rico, on 27 January 2017 - 11:35 PM, said:
Build #2 is decent.
Bzzzzt Wrong ! But thanks for playing. Hero variant mechs and pods are not allowed but loyalty ones are. Tina specifically said so.
Edited by Dee Eight, 28 January 2017 - 02:08 AM.
#33
Posted 28 January 2017 - 09:02 AM
Chester Rico, on 27 January 2017 - 11:35 PM, said:
Build #2 is decent.
you mean it's an alternate way of getting that very useful omnipod
dimats, on 27 January 2017 - 05:59 AM, said:
But need to change placement.
1 ML to head.
2 LPL + 1 ML should be in 1 side torso.
Other side torso you will use like shield.
1000+ damage and 6 kmdd in almost every quick play
new players shouldn't dead side their mech. you think they're gunna know about twisting damage off that bat?
#34
Posted 31 January 2017 - 05:38 AM
I think new players would be a lot more easy at aiming with ER-L than gauss rifle but it's not bad.
#35
Posted 18 February 2017 - 11:47 AM
Tina Benoit, on 23 January 2017 - 06:12 PM, said:
Let's discuss the top 3 voted Hellbringer builds! Answer the following:
- Which one of the below 3 builds do you think should get implemented as the champion?
- Why would this fit best as the Hellbringer Champion?
- Is your pick new-player friendly? If so, how?
Build #1: Hellbringer F(L)
Build #2: Hellbringer Prime
Build #3: Hellbringer A
Discuss! Also please try to keep it fairly short as a designer will be taking their time to review this thread to make the final call.
Knocking build #3 off the list and looking at #1 and #2. Non-bold text below is just fluff/reasoning.
#1 needs armor values redistributed - 20 rear armor is way too much, drop it to 4. Add 1 point of armor to each arm, taken from each leg. When an enemy looks at this mech's fresh paper doll, they may be less likely to avoid shooting at the arms because they appear to be armored - helping them fulfill their role as shields while utilizing the bare minimum amount of armor to serve that purpose since the structure points eat up damage too. Ends up looking like this.
#2 needs some equipment and armor values shuffled. Move the CT DHS to the LT where all the lasers are. Move the LT TC1 to the CT, and put a full ton of Gauss Ammo in the CT with it after you change all ammo in the Gauss Rifle RT to half-tons for crit padding. Players will have maximum crit padding for their gauss rifle this way, until they fire their 15th gauss shot since CT ammo is used before RT ammo. Cut the pointless arm armor down to 1 and put it onto the legs (for the same reason as the build above.) Ends up looking like this.
Both builds are new player friendly - only two weapon groups. The laser build's 2LPL + 3ERML synchronize really well in both cooldown and range. The Gauss + 4ERML build also synchronizes fairly well and would serve to introduce new players to that brand of ballistic load out. I know either of these will work fine as "the best fit" because I have more than 4 days of game time spent piloting Hellbringers and know what works best on them. 2LPL + 3ERML definitely wins out on overall ease of use, but Gauss + 4ERML wins out big time in overall heat efficiency. But, since heat tends to be a big issue for new players, I would recommend #2.
Edited by 0111101, 18 February 2017 - 12:29 PM.
#36
Posted 18 February 2017 - 01:17 PM
#37
Posted 30 March 2017 - 12:53 PM
The ONLY thing they bring to the game is more $MC=Cash to PGI.
And the fact that now all trial mechs are champions (small c) screws new players because the XP they gain stays on a mech. And you cannot buy a "champion" with C-Bills.
So the Hellbringer "champion" brings ZERO to the game, no new Omnipods etc and it cost $30.00
SO PLEASE do not give me the plus 30% C-Bills crap.
#38
Posted 30 March 2017 - 02:41 PM
LikeUntoGod, on 30 March 2017 - 12:53 PM, said:
The ONLY thing they bring to the game is more $MC=Cash to PGI.
And the fact that now all trial mechs are champions (small c) screws new players because the XP they gain stays on a mech. And you cannot buy a "champion" with C-Bills.
So the Hellbringer "champion" brings ZERO to the game, no new Omnipods etc and it cost $30.00
SO PLEASE do not give me the plus 30% C-Bills crap.
Champions share XP with the standard variant...
#39
Posted 30 March 2017 - 06:55 PM
dimats, on 27 January 2017 - 05:59 AM, said:
But need to change placement.
1 ML to head.
2 LPL + 1 ML should be in 1 side torso.
Other side torso you will use like shield.
1000+ damage and 6 kmdd in almost every quick play
no.
If you are going to do that use another chassis, no need for the F. Also, you have 4 QP matches in this session, with a w/l of 0.67. Doesn't sound like 1000 damage plus every match to me, although it's possible. Hell, you only average 4 kmdd/game in FW matches.
Edited by Kwea, 30 March 2017 - 07:01 PM.
#40
Posted 03 April 2017 - 06:46 AM
its a regular wreaking ball
Edit:
- Which one of the below 3 builds do you think should get implemented as the champion?
Build 1 with 7 to 10 rear armour and the rest brought forward.
- Why would this fit best as the Hellbringer Champion?
It finally gives new players a viable champion heavy clan meta mech to try out. So they can find out what meta means.
When I pilot this mech I do better!!!!!!
- Is your pick new-player friendly? If so, how?
1) Two fire buttons is easy to manage, Left click right click.
2) Easy mech to pickup and do well in, with room to master and do exceedingly well.
3) Heat is not much an issue and can be learned. Press one button for cool and two for hot.
4) Decent firepower, with a range that covers most engagement situations and high mounts means a new player just has to point and click to make robots explode. If they can see it they can shoot it.
5) Why not have a meta mech as a champion
Build #1: Hellbringer F(L)
Build #2: Hellbringer Prime
Build #3: Hellbringer A
Edited by OZHomerOZ, 03 April 2017 - 10:49 PM.
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