

#1
Posted 10 April 2017 - 06:57 AM
#2
Posted 10 April 2017 - 06:58 AM
I expect to see it in a MechPack along with the Fafnir (because it outclasses the Anni, and you know how PGI loves Power Creep & GrabDeals)
#4
Posted 10 April 2017 - 07:25 AM
TBH, i wouldn't be surprised if the next pack announced comes with neither the Fafnir or the Blood Asp (we just got the Annihilator and Mad Cat Mk. II). Judging by my poll (link in sig), we can probably expect to see the Thanatos/Nova Cat and an IS light and Clan Medium (Black Lanner, I guess?). THEN the Fafnir and Blood Asp will come after that.
Mcgral18, on 10 April 2017 - 06:58 AM, said:
Well, it can't quite dakka like the Anni, so there is that...
#6
Posted 10 April 2017 - 07:35 AM
#7
Posted 10 April 2017 - 07:37 AM
If I remeber correctly the build was 2x c-erppc one in each ST (replacing the plasma ppc's in the game), c-flamer in the CT or Head, and 4x c-uac2 two in each arm with 3.5 ton of ammo, 12 tons of armor, and 14 double heatsinks stock. They could make a better one but I feel this homage to the game be nice.
#8
Posted 10 April 2017 - 07:40 AM
Hit the Deck, on 10 April 2017 - 07:30 AM, said:

Yep, I didn't mean to suggest otherwise. I just meant high mounted shoulder Gauss with 2 ER PPCs in an arm when I said "like a KDK-3".
#10
Posted 10 April 2017 - 09:13 AM
But, if you just want to do the gauss thing and have back ups in your arms that aren't long cycle time, and maybe use the CT missile mount then you can just fine. Again, it will be pretty meta tastic. Mad Cat MK2 will out shine it in ways due to everything is in line with the cockpit so minimal exposure to fire everything which is optimal. Either way, I see the Blood Asp showing up in game before the end of the year, cbill release though will be like 2019 however given PGI's bad way of handling that.
#11
Posted 10 April 2017 - 09:13 AM
#12
Posted 10 April 2017 - 09:20 AM
Gas Guzzler, on 10 April 2017 - 07:25 AM, said:
Asp isnt ground bound - if we got all the variants it could actually have 7JJs - the A has 3JJs, 1 in each ST and one in the CT (with ECM), and the E has 2 in each leg, so with pod swapping.. No one in their right minds would choose to do that, due to the weight and the fact that the A STs dont have weapons in them, but its not groundbound. Can choose 1, 2, 3, 4 or 5 JJs without giving up hardpoints or ECM.
Also, worse mounts only when running dual gauss + energy, other builds can be made entirely torso based (apart from 2xUAC20, but meh) - there are 9 open slots in each ST, and one variant has a 4E RT where another has a 3B LT, allowing 3xUAC5 + 2 PPC all in those nice torso mounts.
Edited by Widowmaker1981, 10 April 2017 - 09:25 AM.
#14
Posted 10 April 2017 - 09:54 AM
Widowmaker1981, on 10 April 2017 - 09:20 AM, said:
Asp isnt ground bound - if we got all the variants it could actually have 7JJs - the A has 3JJs, 1 in each ST and one in the CT (with ECM), and the E has 2 in each leg, so with pod swapping.. No one in their right minds would choose to do that, due to the weight and the fact that the A STs dont have weapons in them, but its not groundbound. Can choose 1, 2, 3, 4 or 5 JJs without giving up hardpoints or ECM.
Also, worse mounts only when running dual gauss + energy, other builds can be made entirely torso based (apart from 2xUAC20, but meh) - there are 9 open slots in each ST, and one variant has a 4E RT where another has a 3B LT, allowing 3xUAC5 + 2 PPC all in those nice torso mounts.
That's right I forgot. But... you don't have enough tonnage to run hoverjets and ER PPC Gauss unless you want to run around with only like 12 DHS. So still, I think the ER PPC-Gauss version won't bother with JJs, where the Mad Cat Mk. II can trade some engine for a Hover Jet.
There are some other interesting options like you say, I think you can 4E in one shoulder and 3B in the other, or something? That's..pretty epic actually. Can do 2 ER PPCs and 3 UAC5s, one of my favorite MAD-IIC builds.
#15
Posted 10 April 2017 - 11:50 AM
Though, stopping the power creep omni pods and quirking IS mechs how they should be quirked (coughfirestartercough) in the first place, as well as buffing IS tech (new tech doesn't fix old tech, and it is still inferior to clam tech) would help IS a lot more than some mech packs
Edited by Snazzy Dragon, 10 April 2017 - 11:52 AM.
#16
Posted 10 April 2017 - 12:19 PM
because this peekaboo sh*t is not battletech.
#17
Posted 10 April 2017 - 12:19 PM
Metus regem, on 10 April 2017 - 09:28 AM, said:
Depends, per sarna
The UM-R93 UrbanMech variant is subject the the following Design Quirks:
Extended Torso Twist
Narrow/Low Profile
No/Minimal Arms
Extended Torso Twist
BattleTech:
Capable of twisting their torso sections much further than the average BattleMech. 'Mechs with the Extended Torso Twist Quirk can Torso Twist one hexside farther than normal. This Quirk can be applied to units which cannot normally Torso Twist.
Alpha Strike:
The unit gains a 360-degree arc of fire, though it retains its Rear Arc for damage purposes.
ETT can be interpreted as a 360 torso twist in a way (functionally it lets you shoot at all directions, though it doesn't technically let you complete a circle twist, it looks kool so why not

#18
Posted 10 April 2017 - 12:25 PM
Khobai, on 10 April 2017 - 12:19 PM, said:
because this peekaboo sh*t is not battletech.
Sounds vague and arbitrary. Please, provide detailed logic on why "peakaboo sh*t" (AKA using cover) is not battletech, and more importantly why "peakaboo sh*t" (AKA using cover) should not be part of MechWarrior Online.
#19
Posted 10 April 2017 - 12:29 PM
#20
Posted 10 April 2017 - 12:45 PM
Quote
except you could still shoot at mechs in cover. it wasnt like they could abuse high hardpoints to roll up over a hill, fire, then roll back down to minimize exposure to return fire. poptarting wasnt possible in battletech either, you couldnt jump, fire, then jump back behind cover. the best you could do is jump behind an enemy and make it hard for them to turn to hit you with all their weapons.
also hiding behind cliffs for cover was a bit of a double edged sword since opponents got to use the punch table which significantly increased the chance of getting headshotting. generally it was a bad idea. it was a good way of getting your assaults killed since it was like a 1 in 6 chance of headshot (instead of the normal 3% chance).
high hardpoints being abused in MWO is not really representative of battletech at all. its not even really representative of other mechwarrior games either, since mechs in other mechwarrior games had hardpoints located more centrally on the mechs. Its a new problem thats been created in MWO because PGI's artists take liberties and dont seem to fully understand that mechs with high mounted weapons are outright better than mechs with lower mounted weapons. This is why a lot of older mechs are now obsolete due to newer mechs with higher hardpoints replacing them.
theres also the fact that mechs in battletech lived a lot longer because damage locations were randomized and you couldnt aim all your weapons into one location to drill through a mech. So mechs didnt need to rely on cover as much in battletech because their armor actually did what it was supposed to. you could afford to walk out into the open and take a few hits because the damage spread out enough that it wasnt instantly lethal. because of aiming and pinpoint damage, armor in MWO feels more like wet paper than actual armor.
Edited by Khobai, 10 April 2017 - 01:01 PM.
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