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The Tale Of The Kingfisher, Two Heavy Large Lasers, And The Cerml Range Buff


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#21 Gas Guzzler

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Posted 22 July 2017 - 08:53 PM

View PostKhobai, on 22 July 2017 - 08:51 PM, said:


it wouldnt be, its being forced to use a standard engine, which automatically makes it lol

View PostGas Guzzler, on 22 July 2017 - 08:49 PM, said:


Any assault trucking along at 70 kph with 25-26 DHS and a 71 damage alpha is going to do just fine in this game.


Get over the STD already.

Edited by Gas Guzzler, 22 July 2017 - 08:53 PM.


#22 Will9761

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Posted 22 July 2017 - 08:58 PM

Kingfisher Variants

Kingfisher - Prime
Weapons and Equipment:
Head - N/A
Center Torso - Large Pulse Laser
Right Torso - Gauss Rifle
Left Torso - Medium Pulse Laser, LRM 10
Right Arm - Large Pulse Laser
Left Arm - Streak SRM 6, ER Small Laser

Engine: 360 STD = 65 KPH
Debuted: 2887
Estimated Hardpoints
Spoiler


Kingfisher - A
Weapons and Equipment:
Head - N/A
Center Torso - ER PPC
Right Torso - ER Small Laser
Left Torso - SRM 6
Right Arm - LB 10-X AC
Left Arm - ER Medium Laser, Medium Pulse Laser

Engine: 360 STD = 65 KPH
Debuted: 2887
Estimated Hardpoints
Spoiler


Kingfisher - B
Weapons and Equipment:
Head - N/A
Center Torso - AMS
Right Torso - ER Medium Laser
Left Torso - 2x ER Medium Lasers
Right Arm - Ultra AC/20
Left Arm - ER Medium Laser, ER Small Laser, ER Large Laser

Engine: 360 STD = 65 KPH
Debuted: 2887
Estimated Hardpoints
Spoiler



Kingfisher - C
Weapons and Equipment:
Head - N/A
Center Torso - 2x ER Medium Lasers
Right Torso - N/A
Left Torso - N/A
Right Arm - ER PPC, ER Medium Laser
Left Arm - ER PPC, ER Medium Laser

Engine: 360 STD = 65 KPH
Debuted: 2887
Estimated Hardpoints
Spoiler



Kingfisher - D
Weapons and Equipment:
Head - N/A
Center Torso - ER Large Laser
Right Torso - N/A
Left Torso - N/A
Right Arm - Ultra AC/10
Left Arm - 2x ER Large Lasers

Engine: 360 STD = 65 KPH
Debuted: 2887
Estimated Hardpoints
Spoiler



Kingfisher - E
Weapons and Equipment:
Head - N/A
Center Torso - 2x Medium Pulse Lasers
Right Torso - Medium Pulse Laser
Left Torso - Medium Pulse Laser
Right Arm - Large Pulse Laser
Left Arm - ATM 12

Engine: 360 STD = 65 KPH
Debuted: 2887
Estimated Hardpoints
Spoiler



Kingfisher - H
Weapons and Equipment:
Head - N/A
Center Torso - 2x ER Medium Lasers
Right Torso - N/A
Left Torso - ER Medium Laser
Right Arm - ER Medium Laser, Heavy Large Laser
Left Arm - Heavy Large Laser

Engine: 360 STD = 65 KPH
Debuted: 3061
Estimated Hardpoints
Spoiler

Edited by Will9761, 22 July 2017 - 09:02 PM.


#23 Khobai

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Posted 22 July 2017 - 09:05 PM

Quote

Get over the STD already.


clan players who use standard engines are ridiculed and called potatos

if you want me to stick a caveman std engine in a clan mech, you need to give me a better reason than "get over it"

#24 Gas Guzzler

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Posted 22 July 2017 - 09:13 PM

View PostKhobai, on 22 July 2017 - 09:05 PM, said:


clan players who use standard engines are ridiculed and called potatos

if you want me to stick a caveman std engine in a clan mech, you need to give me a better reason than "get over it"


That's what I've been putting in front of you but you keep ignoring it. Look at the final package instead of worrying about that it has a STD. It has the same podspace as an EXE, but without the JJ/MASC. So it needs to be balanced accordingly. Instead of 70 degree torso twist, give it 90-95. Give it similar agility. Give it additional durability. That's what it would take, then you have a 71 damage alpha that is easy to apply repeatedly due to the maneuverability and tankiness. 30 additional armor might be too good, but something like 18-20 would probably be appropriate. I'd take 30 if they wanted to do that, I just think it would be too good considering the height of some of the hardpoints.

If they gave us the modified F version you could even do 2 HLL 5 ERML and ECM.

Edited by Gas Guzzler, 22 July 2017 - 09:14 PM.


#25 cougurt

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Posted 22 July 2017 - 10:18 PM

i'd be cool with the kingfisher or turkina. i feel like we've got a good enough lineup of conventionally strong mechs at this point that i'd rather see something unique and interesting, rather than another samey meta beast like the blood asp would end up being. i thought the supernova was a nice addition because it's not just another platform for the same old builds; it has limitations that require you to build it differently from other mechs.

#26 Khobai

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Posted 22 July 2017 - 10:23 PM

Quote

It has the same podspace as an EXE, but without the JJ/MASC


to be fair locked jumpjets/masc are a huge disadvantage on the EXE

and the EXE should get massive bonuses too, because its losing like 12 tons to locked equipment

#27 Gas Guzzler

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Posted 22 July 2017 - 11:25 PM

View PostKhobai, on 22 July 2017 - 10:23 PM, said:


to be fair locked jumpjets/masc are a huge disadvantage on the EXE

and the EXE should get massive bonuses too, because its losing like 12 tons to locked equipment


I dunno, I wouldn't take the MASC off, its pretty nice for poking.

#28 Khobai

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Posted 22 July 2017 - 11:33 PM

Quote

I dunno, I wouldn't take the MASC off, its pretty nice for poking.


the point is you dont have the option to take it off even if you wanted to.

I would take it off if I could. same with the jumpjets. because then I could fit all the CMPL i wanted onto the EXE

#29 Gas Guzzler

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Posted 23 July 2017 - 04:54 PM

View PostKhobai, on 22 July 2017 - 11:33 PM, said:


the point is you dont have the option to take it off even if you wanted to.

I would take it off if I could. same with the jumpjets. because then I could fit all the CMPL i wanted onto the EXE


I've confirmed that the build I have planned works great on a Marauder-IIC, even with a standard engine. I can only imagine that it would improve with the better hardpoint heights, more durability, and better agility.





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