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Supernova Quirks! Will They Be [Nearly] Enough?


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#21 Ultimax

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Posted 12 February 2017 - 10:50 AM

View PostBishop Steiner, on 12 February 2017 - 10:47 AM, said:

Seriously.... I don't think I've seen one person actually excited for this robot.



If it were able to take a much larger engine I might have bought it, otherwise yeah it's pretty unexciting. How many 325 cap 90 tonners do we really need?

#22 Bishop Steiner

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Posted 12 February 2017 - 10:50 AM

View PostUltimax, on 12 February 2017 - 10:47 AM, said:



I'm think this mech will be better than the Highlander IIC - with or without quirks.


C & Hero are likely the best variants. C might even be able to pull off a 325 STD engine and still have a lot of firepower (Max Armor with Endo & Ferro w/ 325 STD leaves 40 tons free before shaving any armor).




Funny enough 6x CERLLAS Dire Wolves were probably one of the major reasons that CERLLAS beam durations were originally nerfed.

that extra 10 tons meant a lot. And, well.. this is now...where C-ERLLs are just bad, thanks to the beam duration... (really hoping they don't similar pooch Heavy Lasers, with their lack of imagination..... between their inherent heat, inaccuracy (in other words, H-Lasers possibly should be given the most minor of CoF, similar to current MGs) and common sense GH caps..... beam duration needs to be relatively short, or they will be useless. But would be nice to have a C-LL that was worth the tonnage again.

#23 Bishop Steiner

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Posted 12 February 2017 - 10:52 AM

View PostUltimax, on 12 February 2017 - 10:50 AM, said:



If it were able to take a much larger engine I might have bought it, otherwise yeah it's pretty unexciting. How many 325 cap 90 tonners do we really need?

if there was a robot that needed a 375-400 cap to be remotely attractive, this is it.

View PostProbably Not, on 12 February 2017 - 10:50 AM, said:

Honestly, I don't think the Supernova was ever a good design (at least not the primary variant). Heat management issues, bad hardpoint location/position for its supposed role... Those things probably matter a lot less in TT and I still can't envision it being good in TT.

it wasn't.

#24 process

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Posted 12 February 2017 - 10:56 AM

Any variant with 8 energy hardpoints should be able to pull off carry 8 medium pulse lasers with a STD 325/endo/29DHS/1 jump jet/tc mk1. Not an apex predator like the Kodiak, but with the proper support it could be really nasty at short to mid range, and won't suffer from side torso loss penalties.

The A variant should be reasonable with 4 LRM10 and 4 medium pulse lasers. The lack of quirks further cement it as a second-line assault.

Boiler has a lot more flexibility for obvious reasons. When in doubt, 2 Gauss 2 ERPPC.

I'm guessing the C was left off because of its torso energy hardpoints, hopefully meaning they're tightly packed.

#25 Gas Guzzler

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Posted 12 February 2017 - 11:02 AM

View Postprocess, on 12 February 2017 - 10:56 AM, said:

I'm guessing the C was left off because of its torso energy hardpoints, hopefully meaning they're tightly packed.


Latest intel says that the torso energy hard points are going to be mounted towards the front of the nose. Tightly packed yes, but not exactly the high mounts we were hoping for.

View PostBishop Steiner, on 12 February 2017 - 10:47 AM, said:

Honestly... can we just skip the Supernova... do a Flea with it, and skip to the Assassin, instead?

Seriously.... I don't think I've seen one person actually excited for this robot. I mean I liked it in MW3 and Mektek because it looked kind of cool (sorry Alex, but your truer to TT choice of proportions for MWO... means it really doesn't rustle my jimmies, here).... but in neither game did anyone run it remotely like stock..... heck I think I had 6 UAC5s in MW3..... and IS LLs in Mektek.


I'll admit that I'm excited. I can't explain it, maybe its the aesthetics. Sure its mediocre, but at least I'll look really good while being mediocre, right?

#26 SmokedJag

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Posted 12 February 2017 - 11:02 AM

View PostProbably Not, on 12 February 2017 - 10:50 AM, said:

Honestly, I don't think the Supernova was ever a good design (at least not the primary variant). Heat management issues, bad hardpoint location/position for its supposed role... Those things probably matter a lot less in TT and I still can't envision it being good in TT.
.


In tabletop rules it would only be interesting as a unit in a 2nd line Cluster that doesn't have Omnis, or a tonnage limit where 90 tons would fit but 100 won't. Or if you were doing something with a Cbill budget because it is 1/2-1/3 the Cbill price of Clan Omni assaults. In BV its more expensive than a Dire Wolf and almost as expensive as the Widowmaker configuration, which is insanely powerful in TT rules. Hell, it's comparable to the Stone Rhino, also a 2nd Line 'Mech and better at decapitation.

So yeah, roleplay TO&E 'Mech. Utterly useless in a game where there's one tonnage-independent assault Lance.

#27 Bishop Steiner

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Posted 12 February 2017 - 11:17 AM

View Postprocess, on 12 February 2017 - 10:56 AM, said:

Any variant with 8 energy hardpoints should be able to pull off carry 8 medium pulse lasers with a STD 325/endo/29DHS/1 jump jet/tc mk1. Not an apex predator like the Kodiak, but with the proper support it could be really nasty at short to mid range, and won't suffer from side torso loss penalties.

The A variant should be reasonable with 4 LRM10 and 4 medium pulse lasers. The lack of quirks further cement it as a second-line assault.

Boiler has a lot more flexibility for obvious reasons. When in doubt, 2 Gauss 2 ERPPC.

I'm guessing the C was left off because of its torso energy hardpoints, hopefully meaning they're tightly packed.

a 325 Assault mech with a sub 400 meter optimal range? I don't really see that as making the HoF, just saying.

#28 Bishop Steiner

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Posted 12 February 2017 - 11:25 AM

View Postprocess, on 12 February 2017 - 10:56 AM, said:

Any variant with 8 energy hardpoints should be able to pull off carry 8 medium pulse lasers with a STD 325/endo/29DHS/1 jump jet/tc mk1. Not an apex predator like the Kodiak, but with the proper support it could be really nasty at short to mid range, and won't suffer from side torso loss penalties.

The A variant should be reasonable with 4 LRM10 and 4 medium pulse lasers. The lack of quirks further cement it as a second-line assault.

Boiler has a lot more flexibility for obvious reasons. When in doubt, 2 Gauss 2 ERPPC.

I'm guessing the C was left off because of its torso energy hardpoints, hopefully meaning they're tightly packed.

that 8 MPL with 29 DHS and a STD 325, still shows 71% heat spike on Forest Colony. Stagger fire to avoid GH, and it's still about 45%.

Mastered, an Alpha hits 64%, staggered, about 43%.

Edited by Bishop Steiner, 12 February 2017 - 11:29 AM.


#29 Andi Nagasia

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Posted 12 February 2017 - 11:31 AM

View PostBishop Steiner, on 12 February 2017 - 10:47 AM, said:

Honestly... can we just skip the Supernova... do a Flea with it, and skip to the Assassin, instead?

Seriously.... I don't think I've seen one person actually excited for this robot. I mean I liked it in MW3 and Mektek because it looked kind of cool (sorry Alex, but your truer to TT choice of proportions for MWO... means it really doesn't rustle my jimmies, here).... but in neither game did anyone run it remotely like stock..... heck I think I had 6 UAC5s in MW3..... and IS LLs in Mektek.

i was ready to buy it, but i also expected ever variant to get 1B in each arm for Viability,
as its an Assault that can only Boat Energy, i feel it will very much me inferior to the MAD-IIC,
being able to run 2Ballistic on every variant would have saved it in my eyes but this isnt the case,

#30 Gas Guzzler

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Posted 12 February 2017 - 11:32 AM

View PostBishop Steiner, on 12 February 2017 - 11:25 AM, said:

that 8 MPL with 29 DHS and a STD 325, still shows 71% heat spike on Forest Colony. Stagger fire to avoid GH, and it's still about 45%.

Mastered, an Alpha hits 64%, staggered, about 43%.


Yeah you would want to stagger fire, I see that working on the -B, 2 in the CT/head, 3 in each arm. Fire left or right arm and CT/head, followed by the other arm. Or fire the arms by themselves.

Still, probably worth taking a cXL and a big TC to get some extra range and crit chance.

#31 Bishop Steiner

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Posted 12 February 2017 - 11:39 AM

View PostGas Guzzler, on 12 February 2017 - 11:02 AM, said:


Latest intel says that the torso energy hard points are going to be mounted towards the front of the nose. Tightly packed yes, but not exactly the high mounts we were hoping for.



I'll admit that I'm excited. I can't explain it, maybe its the aesthetics. Sure its mediocre, but at least I'll look really good while being mediocre, right?

Further proof that beauty is in the eye of the beholder, I reckon. To me it looks derpy as heck.

View PostAndi Nagasia, on 12 February 2017 - 11:31 AM, said:

i was ready to buy it, but i also expected ever variant to get 1B in each arm for Viability,
as its an Assault that can only Boat Energy, i feel it will very much me inferior to the MAD-IIC,
being able to run 2Ballistic on every variant would have saved it in my eyes but this isnt the case,

....why would every variant have a Ballistic Hardpoint in the arm?

I mean... at what point does that make sense, or follow past methods? Posted Image

#32 Snazzy Dragon

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Posted 12 February 2017 - 11:43 AM

View Postprocess, on 12 February 2017 - 10:56 AM, said:

Any variant with 8 energy hardpoints should be able to pull off carry 8 medium pulse lasers with a STD 325/endo/29DHS/1 jump jet/tc mk1. Not an apex predator like the Kodiak, but with the proper support it could be really nasty at short to mid range, and won't suffer from side torso loss penalties.

The A variant should be reasonable with 4 LRM10 and 4 medium pulse lasers. The lack of quirks further cement it as a second-line assault.

Boiler has a lot more flexibility for obvious reasons. When in doubt, 2 Gauss 2 ERPPC.

I'm guessing the C was left off because of its torso energy hardpoints, hopefully meaning they're tightly packed.


8 mpl boat? I do that on a jaguar and a marauder IIC. Both are faster and have better geometry to stare at something for that extra moment to not trip ghost heat. One of them corner poops peeks really well! Subparnova will be trash at it.

LURM ASSAULT! Oh noes! So gamechanging and breaking?! Scrap it with the LRM spirit bears and highlander IICs, for our sake. You hurt the team with that ****. If you wanna run lurms on an assault that assault better have 47% cooldown for those lurms. Like that one mauler no one likes or that awesome everyone giggles at.

Dual gauss PPC on low mounts? Yuck. It's barely playable on the Scorch. Subparnova will be a nightmare for it.

Edited by Snazzy Dragon, 12 February 2017 - 11:44 AM.


#33 Bombast

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Posted 12 February 2017 - 11:47 AM

View PostBishop Steiner, on 12 February 2017 - 10:44 AM, said:

wasn't viable in TT...so why in the heck should it have been viable to do here?


Sure it was viable in the TT...

Posted Image



#34 Andi Nagasia

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Posted 12 February 2017 - 12:00 PM

View PostBishop Steiner, on 12 February 2017 - 11:39 AM, said:

....why would every variant have a Ballistic Hardpoint in the arm?

I mean... at what point does that make sense, or follow past methods? Posted Image

as the SNV is a battle Mech it would get Hard Point Inflation(as most BattleMechs get)
so i assumed as most where all Energy they would get 1Ballistic added to each arm,
and as Energy Weapons are hot they would give them ballistics to balance it out,

(Based on Lore)
SNV-1= 3energy each arm(Hard Point Inflation= +1energy in each arm)(8Total)
SNV-3= has 2energy each arm 1CT & 1HD(Hard Point Inflation= +1energy CT)(7Total)
SNV-A= Based on SNV2, 1energy each arm, 2missile each ST(Hard Point Inflation= +1E each arm)(8Total)
SNV-B= Based on SNV-4, 3energy each arm 1CT & 1HD(8Total)

(Not Based on Lore)
SNV-C= has 2energy each arm, 2energy each ST(8Total)
SNV-BR= has 1ballistic each arm, 3energy LT, 3missileRT(8Total)

their is no reason they couldnt make more Variants with Ballistic Arms,
having Ballistic in arms on more variants would allow the SNV to run large energy & have a Cooler Weapon as well,

Edited by Andi Nagasia, 12 February 2017 - 12:03 PM.


#35 Gas Guzzler

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Posted 12 February 2017 - 12:06 PM

View PostSnazzy Dragon, on 12 February 2017 - 11:43 AM, said:

LURM ASSAULT! Oh noes! So gamechanging and breaking?! Scrap it with the LRM spirit bears and highlander IICs, for our sake.


TBH I might level it with LRM 80 just for funsies, but more interested in the MPL and SRMs version.

#36 Bishop Steiner

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Posted 12 February 2017 - 12:07 PM

View PostAndi Nagasia, on 12 February 2017 - 12:00 PM, said:

as the SNV is a battle Mech it would get Hard Point Inflation(as most BattleMechs get)
so i assumed as most where all Energy they would get 1Ballistic added to each arm,
and as Energy Weapons are hot they would give them ballistics to balance it out,

(Based on Lore)
SNV-1= 3energy each arm(Hard Point Inflation= +1energy in each arm)(8Total)
SNV-3= has 2energy each arm 1CT & 1HD(Hard Point Inflation= +1energy CT)(7Total)
SNV-A= Based on SNV2, 1energy each arm, 2missile each ST(Hard Point Inflation= +1E each arm)(8Total)
SNV-B= Based on SNV-4, 3energy each arm 1CT & 1HD(8Total)

(Not Based on Lore)
SNV-C= has 2energy each arm, 2energy each ST(8Total)
SNV-BR= has 1ballistic each arm, 3energy LT, 3missileRT(8Total)

their is no reason they couldnt make more Variants with Ballistic Arms,
having Ballistic in arms on more variants would allow the SNV to run large energy & have a Cooler Weapon as well,

hardpoint inflation has ALWAYS to my knowledge been with LIKE Hardpoints, in LIKE Locations. Which is why I don't get the Assumption..... for instance the PRime.. has NOTHING but Energy Weapons. SO even with inflation, what in the history of the mechs added in MWO, would lead you to assume it would get a Ballistics hardpoint?

That is what I am failing to grasp here.

#37 Garfuncle

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Posted 12 February 2017 - 12:07 PM

The Supernova doesn't have ballistics because it is a God damn Supernova, known entirely for bringing a **** ton of lasers.

Jesus Christ the meta players are obnoxious.

#38 Bishop Steiner

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Posted 12 February 2017 - 12:09 PM

View PostGas Guzzler, on 12 February 2017 - 12:06 PM, said:


TBH I might level it with LRM 80 just for funsies, but more interested in the MPL and SRMs version.

if the SNV-A had had Arm Missile Hardpoints (and like...3 per arm) I would likely have gotten the basic pack somehow, because i think with MASSIVE Zeus-like Missile Stinkfist Forearms? It could have looked pretty cool.

I would have tried my best to build an LRM90 JJ Robot. Or at least a 4xaLRM20 robot with TAG and CAP.... hmmmmm.....

Edited by Bishop Steiner, 12 February 2017 - 12:16 PM.


#39 Snazzy Dragon

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Posted 12 February 2017 - 12:10 PM

View PostGarfuncle, on 12 February 2017 - 12:07 PM, said:

The Supernova doesn't have ballistics because it is a God damn Supernova, known entirely for bringing a **** ton of lasers.

Jesus Christ the meta players are obnoxious.


Okay, have fun staring at us and overheating in your poorly quirked robot while we hammer away at you with minimal exposure while you gotta walk out into the open just to hit s***.

#40 Valdarion Silarius

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Posted 12 February 2017 - 12:12 PM

View PostBishop Steiner, on 12 February 2017 - 10:47 AM, said:

Honestly... can we just skip the Supernova... do a Flea with it, and skip to the Assassin, instead?

Seriously.... I don't think I've seen one person actually excited for this robot. I mean I liked it in MW3 and Mektek because it looked kind of cool (sorry Alex, but your truer to TT choice of proportions for MWO... means it really doesn't rustle my jimmies, here).... but in neither game did anyone run it remotely like stock..... heck I think I had 6 UAC5s in MW3..... and IS LLs in Mektek.


Nobody wanted this thing. I don't recall any MW3 vets here pushing PGI for the supernova. It shows you how disconnected PGI is from the player base. A great example is the recent IS javelin as well.

What they should have done was release the Warhammer IIC in placement for the supernova, and followed up with the Rifleman IIC to follow the same pattern that they did with the IS line up that they did a year ago (IS Marauder, Warhammer, and Rifleman). Some logical order and direct communication of how they are releasing mechs (or at least how they are basing it) would be greatly appreciated to the player base.

Edited by Arnold The Governator, 12 February 2017 - 12:14 PM.






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