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Countdown To Resistance Heroes Release June 20Th


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#161 MovinTarget

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Posted 15 June 2017 - 01:22 PM

View PostGenesis23, on 15 June 2017 - 01:15 PM, said:


seems i missed that, how comes youre the father of the K9?


Well he originally put forth the "Deputy Dawg" Urbie concept, if I am not mistaken and that model seems to have <cough> heavily influenced the K9 look.

Edited by MovinTarget, 15 June 2017 - 01:23 PM.


#162 Bishop Steiner

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Posted 15 June 2017 - 01:34 PM

View PostGenesis23, on 15 June 2017 - 01:15 PM, said:


seems i missed that, how comes youre the father of the K9?

View PostMovinTarget, on 15 June 2017 - 01:22 PM, said:


Well he originally put forth the "Deputy Dawg" Urbie concept, if I am not mistaken and that model seems to have <cough> heavily influenced the K9 look.

^^^^^ That, in part.
Posted Image
version 1.0 Deputy Dawg, posted to my DA about 5 years ago, based off a TT campaign that I have run since the early 2000s.
I first introduced it here in the old defunct Beta Forums
and shortly after moved it to this version
Posted Image
and over the years it has evolved
Posted Image
and after the release of the official MWO Urbanmech reinterpreted by other artists (credit SpOoKy777 here)
Posted Image
to this
Posted Image
which I have from the Devs themselves was absolutely based on and inspired by my Deputy Dawg (note even the K9 name is in line).

And to do an even deeper dive, while by no means the only person responsible, I do not believe anyone would reasonably disagree that I was the main mover and shaker who finally convinced Russ (after two years of trying) to give Urbie a shot.

Thus... immodest though it may sound, I am most assuredly the Papa of the K9. And pretty much the Patron Saint and High Priest of of the Church of the Urbanmech, or as we prefer to call it, the Church of Urbielightenment.

Anywhere, somewhere along the line, the Dawg has developed a bit of a cult following both among the forums and the Devs. And so, K9.

https://mwomercs.com...ch-love-thread/
https://mwomercs.com...ch/page__st__20
https://mwomercs.com...bishop-steiner/
https://mwomercs.com...ip-ud-08-march/
https://mwomercs.com...h-is-urbanmech/
https://mwomercs.com...urbie-hero-k-9/
https://mwomercs.com...-mech-heromech/
https://mwomercs.com...hero-confirmed/
https://mwomercs.com...ally-for-reals/
http://mwomercs.com/...pocket-awesome/

etc...

Edited by Bishop Steiner, 15 June 2017 - 01:42 PM.


#163 UrbanTarget

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Posted 15 June 2017 - 01:42 PM

And if enlightenment just ain't yo thang, we at CotU (Cult of the Urbanmech) also praise his Urbie-ness and wait for his anger to rain fire and destruction down on the filthy clanborns...


...Until the Urbie IIc arrives, then we will rain destruction down on the filthy spheroids, too!

Edited by UrbanTarget, 15 June 2017 - 01:43 PM.


#164 Genesis23

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Posted 15 June 2017 - 01:46 PM

thats what i like about this community. as long you ask an honest, serious question, you get a similar non-trolling answer ^^

#165 Bishop Steiner

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Posted 15 June 2017 - 01:50 PM

View PostGenesis23, on 15 June 2017 - 01:46 PM, said:

thats what i like about this community. as long you ask an honest, serious question, you get a similar non-trolling answer ^^

agreed. respect usually breeds respect, honesty, honesty, etc.

But when someone is a patronizing d-nozzle? Well, yeah, guilty as charged, I tend to feed that back at em too, with both barrels, lol.

But yeah, one could say the Urbie has always been my pet project, even the Urbanmech cockpit items was (very) loosely based off of my entry.

#166 BrunoSSace

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Posted 15 June 2017 - 01:57 PM

I know the Wolf Hound is ecm and OP
But a -5 energy quirk would of been of nice. Skill tree or not.
Bruno.

#167 Tordin

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Posted 15 June 2017 - 02:39 PM

Finally quirks that makes sense! About everyone got useful ones.
Nice to see the Panther get such energy quirks and at least keep its yellow/ orange "eyes"
I do agree that the Wolfhound, Grinner could use some kind of decent energy quirks, even though it got ECM. Also the ECM require heavy investment in the Sensors tree to be max useful.

#168 Tacheyon

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Posted 15 June 2017 - 03:25 PM

Picked up the Urbie (of course). But I am really debating on whether to spend $50 USD (Canadian here) on the Mauler and King Crab or picking up the Nightstar and Osiris Collectors pack. I am more leaning towards buying 10 mechs for $70 then 2 for $50. But curious if anyone else is in the same boat.

#169 MovinTarget

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Posted 15 June 2017 - 03:38 PM

View PostTacheyon, on 15 June 2017 - 03:25 PM, said:

Picked up the Urbie (of course). But I am really debating on whether to spend $50 USD (Canadian here) on the Mauler and King Crab or picking up the Nightstar and Osiris Collectors pack. I am more leaning towards buying 10 mechs for $70 then 2 for $50. But curious if anyone else is in the same boat.


I would tend to agree with you, especially depending on your current mech count. If you don't have a lot of mechs, you may have better luck buying bulk and find some you like than buying a hero or two and finding they aren't so hot.... Remember Heroes are traditionally "playable" but much less likely to be "OP" than regular mechs to avoid accusations of P2W...

Edited by MovinTarget, 15 June 2017 - 03:38 PM.


#170 BrunoSSace

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Posted 15 June 2017 - 04:28 PM

If its not too much trouble could i get a photo of all the energy and missile hard points filled out on the crab? So I could see the locations cause I'm interested on how high the other energy point is and how close the missle are to each other for Srms.
Buno
Thanks.

Edited by BrunoSSace, 15 June 2017 - 04:43 PM.


#171 D V Devnull

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Posted 15 June 2017 - 04:50 PM

View PostMovinTarget, on 15 June 2017 - 09:07 AM, said:

D V,

I'm reading your post a little more deeply and finding it interesting that you poo-poo brawling as being some derivative form of combat, that there is no thought put into how you time your shots or the correct amount of torso twisting or spacing so that you don't face-hug the enemy.

And yet, you want to hold locks at 950m and fire lrms... I won't sit here and tell you that is a whole heck of a lot less "thinking man's shooter" than...

alright, yes I will say it is a whole heck of a lot less effort/skill/teamwork going into long range lurming than good brawling.

I can discuss the pros/cons of LRMs in the new skill tree, but you're statements are getting rather humorous as you demand another 50-100m in LRM range while trashing other aspects of gameplay as if it takes no skill/effort/preparation.

I honestly don't care if they give you more range on your LRMs, just don't belittle those of us that like to do more than lurm.

Also, if brawling is what you have a problem with, shouldn't you be stumping for better close-range damage from LRMs so that you can keep fighting them when they inevitably close on you?

Hi again, MovinTarget... Unfortunately, you've misread my post a bit here... I guess it's time that I clear this up. :o

You're wondering, "Why is 'D. V.' so angry at the Brawlers?"... It's because, for a lot of the time I remember, they keep trying to make people dump LRMs from their loadouts, as well as other long-ranged weaponry or weapons that can't be explicitly used in a brawl. Now, I normally have a respect for all styles of combat and play, but the kind of people I'm talking about try to force everyone to rush in and brawl, when not everyone has the natural ability, battle instinct, and/or computer specs to back up fighting in that manner. This results in a lot of dead players who then get frustrated and quit MWO, when they might have done better and stayed with something like LRMs due to their computer and/or abilities not being pushed beyond the limits by using LRMs. Amongst things, I would place this question back at you, "How do you learn when you end up with your computer lagging to death from inability to keep up with the changes in the situation?", because the simple truth is that people in that situation can't even see what's going on in order to battle properly. In my own case, I suffer less from this, and more from issues with Natural Ability and/or Battle Instinct. I've tried, repeatedly, to learn how to time my jump into a fight, how to time my shots, how to torso twist to deflect, how to space so I might have a chance to dodge, and so on. Sadly, I keep failing miserably, but due to how fast things blur by me, I end up also failing to learn how to do better. Final result, I end up coming back to LRMs because I can at least support my team without hitting them in the backs. Every time I switch to Direct-Fire Weapons, there's always one nut who seems to just jump in the way a mere microsecond after I've pulled the trigger, causing me to do Unintentional Team Damage instead of hitting the enemy. I actually feel bad if I do ANY Team Damage in a match, unlike other people I've fallen afoul of. :(

With that said, I must also point out that LRMs are also NOT a weapon that doesn't require skill to use, just as no other weapon lacks a need of skill to use. (Yes, you REALLY misread me when you thought I meant that there were any "No-Skill Weapons" in MWO, because there are none! I possess no intent to belittle anyone who uses something other than LRMs, so please NEVER take my words in that manner!) You have to position yourself appropriately, you still have to make sure (albeit much less likely) that nobody is going to jump in the way of a shot you fire, and you have to operate with a strategy in mind so you can keep the enemy pounded into submission. Even further, you have to know how to be able to angle shots so that they have an increased chance of striking the target(s), and while it does depend a lot on TeamWork to actually keep a lock long enough to strike, there also needs to be the Distance and Arc available to actually execute it with. This is where a need to restore some of the longer LRM Baseline Range comes in. Just for starters, the 'New Skill Tree' Range Nodes need to be NOT-so-mandatory for making LRMs useful, but then there needs to be enough range possible to have at least a chance to force Enemy Snipers to take cover, and there ultimately needs to be enough Range with all of them equipped that someone can help a teammate in danger (who's already helping keep a sight, interestingly enough) even if they're a rather serious, problematic 1000-1100 meters away. That 70-90 Km/H isn't always enough on it's own to get In-Range to fire. :unsure:

Which then brings us to the final thing... I'm avoiding trying to ask for increased damage at close range for three reasons. The first is that LRMs have always been -- and should always be -- 1 Damage per Missile. They're supposed to have a minimum range in this game. If that Minimum Baseline Range is changed, it damages the insertion of both the I.S. MRM and the Clan ATM (thus, reason #2), which are supposed to have closer Minimum Baseline Ranges, as well as better damage at close range. Therefore, the right change is to get the Long-Range LRM Baseline Limit buffed back up and make sure all the weapons have their proper places on the battlefield. I'm actually one of those who wants to see ALL of the proposed Civil War Weapons & Technology make it into MWO, but this nerf to LRM Baseline Range seems like it will choke some of it. Lastly, LRMs are supposed to be a weapon where you keep the enemy at length and help the team with not having the enemy close in on any of them, which would result in unwanted deaths that the LRM user is trying to prevent happening. :mellow:

Heck, I forgot about one other thing... "Why is 'D. V.' angry at the snipers?"... I think I kind of covered that in my previous post, but I guess I should try to make a short version of it here. The ones I'm thinking of, like the kind of Brawlers that have left a burning wound in my mind, also are out to get people to drop any weapon that requires time to lock and utilize. This gives them added Free Reign over the Brawlers and Mid-Range Folks, where PGI should NEVER have caved to their crying (and went around acting like "they were babies to be cuddled until they stopped crying") either. There NEEDS to be something that can chase them back into their hiding holes in order to give the rest of the team a chance to get in to fight, and the LRM Weapon System is really one of the best balancing spots to use towards that end. There shouldn't be 26 ways to shut down LRMs anyway, and LRM users should be able to work their way in close enough to return some of the pain. <_<

Between the weapons for Sniping, the LRMs, those for Mid-Range, and those for Brawling, there is supposed to be a reasonable "Combat Square Of Balance"... I guess this is really what I've been trying to point out all along. It's just that it took until now to have the right situation for my mind to finally get this posted. As you can see, though, the problem also boils back into MWO's Community. I may not have sounded like it before, but like I said earlier in my post, I have a natural respect for all kinds of Combat Styles... What upsets me is when one or another gets too much of an upside without proper recompense in terms of Balance, thereby making the game unfair for one or more groups/types of players. I was just in hope that I could get PGI to take the simplest solution to fixing this, and use it instead of doing something that could be highly convoluted. We both know what happens when PGI goes for the convoluted situation, right? :huh:

Anyway, I've got to get back to the battlefield now. I'll likely see you there somewhere along the way, knowing my random luck and such. Hopefully, I've given you a better insight into my mind... One mind not loaded with insults, but instead one hurting with the knowledge of the simplest fix for a problem that's been noticed, and the pain of past experiences with other not-so-nice people in MWO's Community. Please excuse me while I use this last emote to indicate how exhausted my mind feels... -_-


~Mr. D. V. "One massive, hopefully useful Wall-Of-Text later, we've crossed the Date Line... Yipes, I'm late!" Devnull





[Late Edit by Post Author for An Accidentally Missed Thought.]

Edited by D V Devnull, 15 June 2017 - 05:05 PM.


#172 BrunoSSace

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Posted 15 June 2017 - 05:25 PM

Give the crab one extra missile and energy hard point. This would help to increase build diversity. Quirks don't even need to be changed. Id just add all the energy to the same torso and the missile. Or place an energy in the head. Bruno.

#173 jper4

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Posted 15 June 2017 - 05:47 PM

I need to like the original post again now with their new and improved proper CT laser version of the K-9

#174 DontStandBehindMe

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Posted 15 June 2017 - 06:22 PM

View PostTacheyon, on 15 June 2017 - 03:25 PM, said:

Picked up the Urbie (of course). But I am really debating on whether to spend $50 USD (Canadian here) on the Mauler and King Crab or picking up the Nightstar and Osiris Collectors pack. I am more leaning towards buying 10 mechs for $70 then 2 for $50. But curious if anyone else is in the same boat.


Go for the pre-order bonuses, there are no bonuses to be lost by ordering the hero mechs now vs later

#175 MovinTarget

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Posted 15 June 2017 - 06:42 PM

@D V,

Tnx for the clarification.

I would absolutely agree that this would be a better game if there were some way to get people to play diverse roles in any given drop as opposed to having one team doing all snipe/lurm/brawl/etc... and therefore being one dimensional, which may work, may not, but can ultimately get a little dull. I'm not sure how to implement that in FP, though...

I think that's what you were getting at right? (I should probably not try to read walls of text after taking my glasses off for the night... )

I will say that I can vacillate between being considered a tryhard and being a total goof so I don't necessarily subscribe to the meta all the time. I typically stumble upon it by accident while trying to find builds that work for me. So I don't care for archtypes being forced on me, but I won't ignore that certain scenarios are better handled by a select subset of playstyles.

#176 stealthraccoon

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Posted 15 June 2017 - 07:28 PM

View PostMatt Newman, on 15 June 2017 - 12:40 PM, said:

Hi, all!
You were right about the CT Hardpoints on the Urbie.
Desktop, quirk Images, and promo video are from an early build while the mechs were going through the testing phase.

Here is an image of the hardpoints now!
Posted Image


YES, SNPPC IN CT FOR FULL IRON MAN MODE!

#177 MovinTarget

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Posted 15 June 2017 - 08:00 PM

View Poststealthraccoon, on 15 June 2017 - 07:28 PM, said:

YES, SNPPC IN CT FOR FULL IRON CAN MODE!



FIFY! ;p

#178 Audacious Aubergine

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Posted 15 June 2017 - 08:20 PM

...that Zeus is AWFULLY tempting

#179 Aramuside

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Posted 15 June 2017 - 10:04 PM

Ummh, those Urbie quirks are stupidly op, bearing in mind its size and rotation abilities, under the new skill tree. I know they need sales but just feels like pandering to a very vocal minority.

#180 Genesis23

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Posted 15 June 2017 - 10:07 PM

@D.V. i think its not that the players dont like LRM or other long range weapons, its just that those weapons often get played wrong.

a long range lurmer barely hits anything because there are so much ways to counter the missile lock, that its just a waste for the rockets anyway. furthermore, he denies his armor to his team. the concept of armor sharing does not seem that popular, but its often the winning or losing factor - having about 160 team-tons of steel sitting 600m behind the rest of your team, not hitting anything and then getting killed by the remaining enemies who had an easy stomp at the front exactly because they had the tonnage and numbers advantage is very frustrating. so of course its easier to just scold someone for using a weapon istead of showing him how to use it correctly.

same goes with snipers: some people obviously never saw the damage dropoff chart on a erppc. so there they are, sitting 1km back, missing half their shots and barely scratching the paintjob when hitting some random component. thats not helping your team, thats whats crippling it. i had dozens of games where i knew exactly that if the last two guys on the enemy team (against 10 of us) would have used lpl or balistics or just something else, staying near their teammates, they would have either won the game or at least put up a way better match than 12 to 2. sure, a fresh timberwolf is not really something you would like to go up against (unless youre in a light and coming from behind, then he is dead in under 5 secs) but of 10 damaged mechs he can only kill a few if any at all until he gets overwhelmed. and the summoner with his nipple ppc was toast half a minute later as well.

i dont use ppc because i never got the hang of it. used a battlemaster for the zapp challenge and had a few good moments, but about 90% of the time im just too trigger happy, too panic-y to make good use of them.
and even if LRM are now used much more than half a year ago, i still pull off better DMG numbers with my good old Spider 5K.





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