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Annihilator Anh-1P And Anh-Mb Engine Cap


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#1 Antares102

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Posted 13 July 2017 - 09:04 AM

ANH-1P and ANH-MB 'Mean Baby' have a 300 engine by default but an engine limit of 300 as well. Why is that so? According to PGI engine cap logic shouldnt they have something like a 360 engine cap? Seems like a little bit unfair to me.

Can't we increase the engine cap for both versions to 360? Pretty plox?

Edited by Antares102, 13 July 2017 - 09:05 AM.


#2 Metus regem

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Posted 13 July 2017 - 09:07 AM

View PostAntares102, on 13 July 2017 - 09:04 AM, said:

ANH-1P and ANH-MB 'Mean Baby' have a 300 engine by default but an engine limit of 300 as well. Why is that so? According to PGI engine cap logic shouldnt they have something like a 360 engine cap? Seems like a little bit unfair to me.

Can't we increase the engine cap for both versions to 360? Pretty plox?



Well considering that the other variants come with a 200 and a 300 cap, I wouldn't complain too much... technically, if PGI had followed their own engine rules, they should've had caps of 240... yes that's right even at best they'd only have 9 true dubs.

#3 roboPrancer

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Posted 13 July 2017 - 09:21 AM

Because they are both apocryphal and they don't want to break the cap used in the other variants lest they be called P2W. They are just giving you the right sized engine up front, since they know thats what everyone will be running in them.

#4 Birthright

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Posted 13 July 2017 - 09:34 AM

Never understood the whole engine capping thing anyway.

Why does the Highlander 2C have a engine cap of 325?

If he could run faster he would actually be a decent mech, not overpowered, just viable.

Same with alot of other mechs, rly doesnt make sense to me.

#5 Gas Guzzler

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Posted 13 July 2017 - 09:36 AM

View PostBirthright, on 13 July 2017 - 09:34 AM, said:

Never understood the whole engine capping thing anyway.

Why does the Highlander 2C have a engine cap of 325?

If he could run faster he would actually be a decent mech, not overpowered, just viable.

Same with alot of other mechs, rly doesnt make sense to me.


Eh it gives flavor. Gives flavor between the Highlander and the Cyclops for instance. With the engine desync it doesn't really matter as much. I have really been enjoying how the SNV-1 feels since it has more agility than a MAD-IIC.

And uhh the Highlander IIC is a decent mech, especially the -C variant.

The two builds I like are Gauss + 3 ER PPC and like 22DHS, and 2 UAC10 2 ER PPC. Both with XL325s.

Edited by Gas Guzzler, 13 July 2017 - 09:36 AM.


#6 Metus regem

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Posted 13 July 2017 - 10:04 AM

View PostGas Guzzler, on 13 July 2017 - 09:36 AM, said:


Eh it gives flavor. Gives flavor between the Highlander and the Cyclops for instance. With the engine desync it doesn't really matter as much. I have really been enjoying how the SNV-1 feels since it has more agility than a MAD-IIC.

And uhh the Highlander IIC is a decent mech, especially the -C variant.

The two builds I like are Gauss + 3 ER PPC and like 22DHS, and 2 UAC10 2 ER PPC. Both with XL325s.



I'd be more inclined to for the dual cUAC/10+2 cERPPC, much prefer the dakka sound and feel over the Gauss...

#7 Antares102

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Posted 13 July 2017 - 11:54 AM

View PostroboPrancer, on 13 July 2017 - 09:21 AM, said:

Because they are both apocryphal and they don't want to break the cap used in the other variants lest they be called P2W. They are just giving you the right sized engine up front, since they know thats what everyone will be running in them.

To prevent P2W accusations just give it less or no quirks at all if the Annihilator with a 360 engine cap will be such a good mech which I seriously doubt. After all it will have the typical 100 ton mech agility of a walking tree.
Furthermore, it will have mediocore weapon slots with one of the highest cockpits in existance.
I just cannot see how a 360 engine on a 100 ton mech would be called P2W.
I would rather call that "Pay 2 Walk" and Pay 2 Win.

#8 Khobai

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Posted 13 July 2017 - 12:40 PM

Quite frankly no mech should go less than 60kph

That includes annihilators, direwolves, etc...

All slow assaults should get a +5% max speed quirk. Also speed tweak should be weighted so assaults get a bigger bonus than lights (say 10%-12.5% instead of 7.5%). Similar to how lights get a bigger bonus from armor/structure.

A 7.5%-10% speed increase for slow assaults would help them get closer to the minimally viable required speed of about 60kph.

Quote

ANH-1P and ANH-MB 'Mean Baby' have a 300 engine by default but an engine limit of 300 as well. Why is that so? According to PGI engine cap logic shouldnt they have something like a 360 engine cap? Seems like a little bit unfair to me.


The annihilator is one of the slowest mechs in battletech. It makes perfect sense that its slow in MWO too.

But like I said the slowest a mech should ever be in MWO is around 60kph. Slower than that and theres no reason to play it.

Edited by Khobai, 13 July 2017 - 12:49 PM.


#9 roboPrancer

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Posted 13 July 2017 - 12:48 PM

I just hope they give it BIG ams quirks.

Edit: Or about 3 more ams per variant

Edited by roboPrancer, 13 July 2017 - 12:51 PM.


#10 Jay Leon Hart

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Posted 13 July 2017 - 01:02 PM

View PostKhobai, on 13 July 2017 - 12:40 PM, said:

All slow assaults should get a +5% max speed quirk. Also speed tweak should be weighted so assaults get a bigger bonus than lights (say 10%-12.5% instead of 7.5%). Similar to how lights get a bigger bonus from armor/structure.

This is something I've been wondering - why is it not already the case, seeing as they had the foresight to increase Survival values for lighter 'mechs and engines are already decoupled?

#11 General Taskeen

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Posted 13 July 2017 - 01:05 PM

Years on I still find it hilarious people want their Nascar engines to make their Mechs like an Annihilator not into an Annihilator. This game never should have had the ability to strip out an engine like MW3025. Everyone's "gotta go fast" and have the same damn builds. Ultimately PGI created that cheesy mess **** show.

#12 Khobai

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Posted 13 July 2017 - 01:05 PM

Quote

This is something I've been wondering - why is it not already the case, seeing as they had the foresight to increase Survival values for lighter 'mechs and engines are already decoupled?


dunno but the fact they havent buffed the direwolf at all for the last few quirk passes concerns me. does PGI actually think its fine? lol

#13 Aggravated Assault Mech

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Posted 13 July 2017 - 01:07 PM

I'd rather see them have above average agility.

Agility closer to the Mauler would help more than increasing the engine cap.

#14 The Basilisk

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Posted 13 July 2017 - 01:12 PM

View PostGeneral Taskeen, on 13 July 2017 - 01:05 PM, said:

Years on I still find it hilarious people want their Nascar engines to make their Mechs like an Annihilator not into an Annihilator. This game never should have had the ability to strip out an engine like MW3025. Everyone's "gotta go fast" and have the same damn builds. Ultimately PGI created that cheesy mess **** show.


This over and over again.

#15 Natred

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Posted 13 July 2017 - 01:19 PM

360 engine cap or hell a 400 engine cap would not hurt balance at all. Its an assualt, no one outside a handful of people want to be hill humped and side peeked at will. Not to mention lrms to death. I expect it to be played for a month after initial release and not again tell its released for cbills.. than its going to go the way of nearly every assualt class mech. To slow for competetive and faction warfare.

Maybe they choose this mech for nostalgic reasons? I was hopping for an inner sphere version of the kodiak but this does not take the cake. Also hoping for a clan 20, 60 and 80 tonner.

Edited by Natred, 13 July 2017 - 01:23 PM.


#16 Pezzer

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Posted 13 July 2017 - 04:41 PM

View PostKhobai, on 13 July 2017 - 01:05 PM, said:


dunno but the fact they havent buffed the direwolf at all for the last few quirk passes concerns me. does PGI actually think its fine? lol

The lowest damage that I get in a Dire Wolf is 600-ish damage, and I'm usually between 700 and 900, so I'm pretty sure that PGI knows the truth. The Dire Wolf is more than fine. Survival skils+speed tweak+cooldown skills is all that you need to turn the Dire Wolf into a lane-securing god.

#17 Kiiyor

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Posted 13 July 2017 - 05:29 PM

View PostBirthright, on 13 July 2017 - 09:34 AM, said:

Never understood the whole engine capping thing anyway.

Why does the Highlander 2C have a engine cap of 325?

If he could run faster he would actually be a decent mech, not overpowered, just viable.

Same with alot of other mechs, rly doesnt make sense to me.

In days of yore in MWO, there were no engine caps at all, and the cheese factor was enormous.

One of the most terrifying mechs on the battlefield was an XL400 7xMPL Awesome. Fun as hell, but a little broken in the meta at the time.

Sure, alpha strikes and general game balance have progressed to the point where that would not remotely be an issue nowadays, but removing engine caps would invalidate a huge number of mechs. Why pick a mech with fewer hardpoints than another, like the Awesome 9M for example, over the 8Q?

Also, with the general usability and power of energy weapons, space limited mechs with lower engines would become faaaar more powerful with more heatsinks to cram into those juicy engine slots - especially clan machines, like the Huntsman. I'd predict an energy weapon apocalypse.

I like the flavour engine caps bring.

I do, however, think that caps just under the 25 marks should be rounded up to the nearest 25 (i.e. round a 320 limit up to 325), from a usability standpoint, so you can get an extra sink in the engine.

#18 QuantumButler

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Posted 14 July 2017 - 07:33 AM

It's a good thing they're preemptively making the Annihilator bad with the engine caps, wouldn't want a 100tonner to accidentally be more mobile than a half dead snail.

Edited by QuantumButler, 14 July 2017 - 07:33 AM.


#19 Antares102

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Posted 14 July 2017 - 08:22 AM

View PostGeneral Taskeen, on 13 July 2017 - 01:05 PM, said:

Years on I still find it hilarious people want their Nascar engines to make their Mechs like an Annihilator not into an Annihilator. This game never should have had the ability to strip out an engine like MW3025. Everyone's "gotta go fast" and have the same damn builds. Ultimately PGI created that cheesy mess **** show.

View PostThe Basilisk, on 13 July 2017 - 01:12 PM, said:


This over and over again.

Being able to keep up with the team is one of the most essential things you can have on a mech.
Unless you play LRM boats of course, which stay back and let other tank for you.
Nascar only occurs in solo queue. So you you dont like Nascar, then play group queue.
And especially in group queue you will value every kph you go faster than 52 on your assault.

Going 32 kph already made no sense in tabletop unless you were defening and in MWO as a mech simulator/shooter speed is essential.

How many lore Urbies have you seen doing consistently fine in solo/group? Right... none.
32 kph makes 0 in words "zero" sense on a mech.

Edited by Antares102, 14 July 2017 - 08:49 AM.


#20 Antares102

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Posted 14 July 2017 - 08:26 AM

View PostKiiyor, on 13 July 2017 - 05:29 PM, said:

I like the flavour engine caps bring.

I do, however, think that caps just under the 25 marks should be rounded up to the nearest 25 (i.e. round a 320 limit up to 325), from a usability standpoint, so you can get an extra sink in the engine.


Sure engine cap is an OK thing, but as the Dire Whale has shown time and time again,
52 kph is just not enough in both solo and group play let alone competitive play.

Edited by Antares102, 14 July 2017 - 08:32 AM.






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