Nightstar Resize
#1
Posted 21 October 2017 - 09:11 AM
#2
Posted 21 October 2017 - 09:20 AM
if anything it should have its hitboxes changed alittle to assist twisting & spreading damage,
reducing the Mechs height(via lowering its stance) could help as well,
Edited by Andi Nagasia, 21 October 2017 - 09:26 AM.
#3
Posted 21 October 2017 - 09:25 AM
#4
Posted 21 October 2017 - 09:44 AM
#5
Posted 21 October 2017 - 09:46 AM
Also over sized compared to what? King Crab is giant, do you think that should be resized?
Edited by Spheroid, 21 October 2017 - 10:01 AM.
#6
Posted 21 October 2017 - 09:47 AM
Arms lowered back to the way it was supposed to be in the first place.
Somewhat more seriously though. It isn't that bad of a mech as is. I just think people are complaining because we all thought it was going to be the premier IS assault mech and that didn't happen.
#7
Posted 21 October 2017 - 09:54 AM
Often there is damage to allies, even if they do not close the line of sight.
#8
Posted 21 October 2017 - 09:57 AM
Then you can all max/max every Mech to perfection.
#10
Posted 21 October 2017 - 10:52 AM
Viktor Drake, on 21 October 2017 - 09:47 AM, said:
Had PGI not linked PPC and Gauss, it would have been. And honestly, it might still be. No other IS Assault can run 22x DHS with 5x ERLL, and the others are dependent on offensive quirks. The 9FC also offers essentially the highest IS pinpoint alpha strike and doesn't need to run at 48 kph or expose all the way down to legs to do it, but big IS pinpoint alphas cap out just above 60 and that is not at all competitive with the 80+ coming from similar Clan Assaults.
#11
Posted 21 October 2017 - 11:00 AM
#12
Posted 21 October 2017 - 11:09 AM
Nightbird, on 21 October 2017 - 09:44 AM, said:
AFAIK they calculate the volume correctly since the size overhaul but intentionally made lights, especially the locust, smaller to give them an artificial advantage.
Edited by Paigan, 21 October 2017 - 11:09 AM.
#13
Posted 21 October 2017 - 11:10 AM
Spheroid, on 21 October 2017 - 11:00 AM, said:
Only 21 last time I looked. Having to place all the lasers in the torso takes the most valuable space for DHS. You would beed a 375 LFE and no endo to get 22, but you can't scram enough armor safely to get the needed tonnage.
The BNC 3S can do the SHS gimmick to get better cooling than the NSR since it can strip an arm.
#15
Posted 21 October 2017 - 11:48 AM
1) Shift all structure quirks to armor quirks.
2) Remove the most external "ears" layer (the 2nd level) on all variants except for the hero 'cause are only necessary for missiles hardpoints.
3) Buff acceleration/deceleration
4) Give some offensive quirks...
#16
Posted 21 October 2017 - 11:52 AM
Paigan, on 21 October 2017 - 11:09 AM, said:
Check the 50 tonners, they're about 1/3 the volume of 100 tonners.
It's easy to check this mentally, pretend a mech is putty, squeeze it into a ball and reshape it into a new mech. How many of the original mechs do you need to have enough material?
#17
Posted 21 October 2017 - 11:54 AM
Bombast, on 21 October 2017 - 10:21 AM, said:
All hand actuators need to be removed (From mechlab, not the models).
Yeah, it's... really, really stupid that several chassis get gimped by being forced to spend critical slots on Hand Actuators that this game does not use for anything, period. It would be a different story if the actuators enabled a melee punching attack -- and this would certainly not be the first game with mechs that can punch.
Either a use for the actuators needs to be implemented, or the actuators need to be removed from all chassis that have them. It's not fair or balanced to have some 'mechs with fewer crits in the arms for literally no reason other than 'muh lore'.
#18
Posted 21 October 2017 - 11:55 AM
#19
Posted 21 October 2017 - 02:34 PM
11 user(s) are reading this topic
0 members, 11 guests, 0 anonymous users