Jump to content

Night Star: Is It Good?


6 replies to this topic

#1 Shadey99

    Member

  • PipPipPipPipPipPipPipPip
  • The Tip of the Spear
  • The Tip of the Spear
  • 1,241 posts

Posted 25 October 2017 - 05:31 AM

As you may have noticed, I've done one of these for all the new mechs. The Osiris, the Artic Wolf, and the Nova Cat. Now it's finally time for the Night Star.

The Night Star is an IS 95 ton assault battlemech built on the Maurader frame. All but one model has an engine range of 190-345, the exception being the 9FC which is 190-400. The 10P has ECM. and the 9S has jump jets.

Overall Impressions: It's slow. Maybe not annihilator slow, but just the next step up. You'll see this a lot when we get to comparisons. It also has a lot of fire power concentrated in the arms, thankfully they are fairly small targets compared to everywhere else. They are very tanky. Sadly a lot of this is focused in the CT, with one variant being able to go up to more than 150 armor in the CT and another having over 100 structure in the CT. Like the Maurader before it the side torsos tend to be great big targets and your more likely to die (or at least lose 99% of your weapons) from losing your sides.

Variant Notes:

The NSR-10P is the ECM variant. It's also the variant with dual ballistics in the arms. Sadly for some reason it has hand actuators which lowers the space for these ballistics. The heaviest load you can do is a pair of AC5s in each. It would be far better if they stripped the hand actuators so we could at least do UAC5+AC5. I would even be ok stripping the lower arm actuators for dual UAC5. Otherwise you get a head energy hard point and a right torso energy hardpoint limiting your energy weapon options. The 10P also has CT/LT/RT structure quirks.

The NSR-9FC is the fastest Night Star with a 400 engine cap. Even with a 400 rated engine you only get up to 68.2 kph, however it does give you more heatsink engine mounts. Each arm and the head each get one energy hardpoint and the right torso gets 2. Each arm also has a single ballistic hard point. This variant has some good energy build potential with it's torso mounts letting you mount a heavy pair of energy weapons. The YAW, Pitch, Turn, Accel, and Deccel rates are all different than the others and it has CT/LT/RT structure quirks.

The NSR-9J has some of the best energy options with 2 hard points in each arm, one in the head, and 1 in the right torso. It, of course, also has a ballistic hard point in each arm. The arms help make this a solid energy 'boat', though it will cut into your ballistic options. The 9J has CT/RT/LT/LA/RA armor quirks.

The NSR-9P is one of my favorites with a ballistic in each side torso and each arm for 4 total. This lets it do 4xUAC5 builds like the slightly heavier King Crab. It's only energy hard points are a single mount in each arm. The CT missile hardpoint is basically redundant, even with the 15% missile cooldown quirk. The 9P has CT/LT/RT structure quirks.

The NSR-9S can make a decent zombie with both CT and head energy hardpoints. It's also got ballistic mounts in each arm, mounts that because of the lack of hand and lower arm actuators can hold all but the largest IS ballistics (the LB-20X and heavy Gauss requiring a side torso to fit). This means UAC-20s, AC-20s, and Gauss rifles are typically what will go in here. Each torso also gets a single energy hard point. It's also the jump jet variant which gives it some mobility options the other lack. It has ballistic cooldown quirks and CT/LT/RT structure quirks.

The Wolf Phoenix is a odd mirror of the clan Maurader IIC Scorch. It however lacks the ballistic hardpoints of the Scorch, instead having a pair of energy hard points in each arm and a pair of missile hard points in each side torso. Like most NSR variants it has CT/LT/RT structure quirks.

Comaprisons:

Banshee: At 95 tons it matches the Nightstar. However the Banshee make far better energy boats. They are worse ballistics mechs, however, with only the 3E (with it's triple AC5 loadout) coming close.

King Crab: 5 tons heavier, but similar speeds (with larger engines), similar long torso styling, and heavy ballistics focus makes them a very close match. I find the NSR tankier with less fragile arms and higher mounts for the arms than the KC. If the 10P was changed to offer dual AC5 in the arms by pulling the effectively useless hand actuators, the NSRs would rival the King Crab in it's most common classic builds.

Maurader IIC: Coming in at 10 tons lighter and a more energy focus, the Maurader IIC gets the advantages of clan weapon size and weight savings to more than rival the NSR. It can use XL engines instead of light engines in the NSR and weapons like the clan LB-20X take up less space than their IS counterparts letting you put them in arms. Add to this smaller double heat sinks and you see exactly why the clan tech is just so good. It's also going to be faster since it's lighter going nearly 10 kph faster with a 400 rated engine than the NSR-9FC with the same engine. While technically the IS Maurader going the same direction as the clan IIC, they fill different roles in the game with the IIC being a fast assault and the NSR being a 'tank'.

Final Thoughts: If it only had to compare to IS mechs it would score very well. However, with the clan Maurader IIC in the game (which pretty much killed the Warhawk on the clan side already) the NSR just doesn't feel as good. It's slower, but tankier and it needs this tankiness because it's not mobile enough to escape fire.

Edited by Shadey99, 25 October 2017 - 05:32 AM.


#2 CFC Conky

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,999 posts
  • LocationThe PSR basement.

Posted 25 October 2017 - 05:47 AM

Nice summary.

I've been playing around with the -9P and have been having fun with a 2xAC10, 2xLB10-X build, or a 4xLB10-X setup. With the velocity buffs to the AC10 they now pair up nicely. Both will work with the stock xl285, all you have to do is shave a tiny bit of armour here and there.

Good hunting,
CFC Conky

Edited by CFC Conky, 25 October 2017 - 05:48 AM.


#3 The Basilisk

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 3,270 posts
  • LocationFrankfurt a.M.

Posted 25 October 2017 - 05:47 AM

Nice Write up.

Just two points that I find relatively arguable.

-- Tankyness: Nope!!!!

A skilled CTF 0XP or Muromets (70t Mech) has the same armorvalues as the NSR, while the NSR is much slower and has more torso area.

-- Big Firepower: realy realy not

Due to large sidetorsoes the NSR realy realy can not use XL engines. So you either put in standart or LFEs.
Since you realy do not want to be much slower than 55kph you need a 300lfe with skills or a 325lfe with ot without skills.
350 realy seems like a waste. That leaves room for as much weapons, ammo and equipment as most heavies carry....well and that is not the reason why I drive an assault battlemech.

#4 Shadey99

    Member

  • PipPipPipPipPipPipPipPip
  • The Tip of the Spear
  • The Tip of the Spear
  • 1,241 posts

Posted 25 October 2017 - 06:29 AM

View PostThe Basilisk, on 25 October 2017 - 05:47 AM, said:

-- Tankyness: Nope!!!!

A skilled CTF 0XP or Muromets (70t Mech) has the same armorvalues as the NSR, while the NSR is much slower and has more torso area.


I take the entire Durability tree (minus three nodes) on all assaults. That said, I've lived for over 10 seconds being shot by 8 enemy mechs (cauldron and my team left me to die). Most mechs just implode under that type of fire. They all get rather large structure or armor buffs to the torsos (though like I said above mostly CT which is sad as the sides need it more). This is why I call them tanky. A handful of other mechs can do the same. Also they tend to stay weapons viable as in all my play with them they lost a side torso before the associated arm.

That said your Cataphract example is about 66% (110 Armor/44 Structure) the physical value of the NSR (9J @ 158A/76S). or 105A/50S for the NSR compared to the 75A/30S of the CTF-0XP for a side torso. So I think 'tanky' is valid even if the side torsos are relatively huge.

View PostThe Basilisk, on 25 October 2017 - 05:47 AM, said:

-- Big Firepower: realy realy not

Due to large sidetorsoes the NSR realy realy can not use XL engines. So you either put in standart or LFEs.
Since you realy do not want to be much slower than 55kph you need a 300lfe with skills or a 325lfe with ot without skills.
350 really seems like a waste. That leaves room for as much weapons, ammo and equipment as most heavies carry....well and that is not the reason why I drive an assault battlemech.



First... I never say it has big firepower as a mech. Though it can rival the King Crab in loadouts. Which shouldn't be a huge surprise at 5 tons less weight. However unless you want to run really slow it's not an Annihilator.

Second I used LFE's across the board in my personal builds. Mostly 300s, with a couple 325s, and a 375 currently in my 9FC (as I was testing 'faster' builds'). With max armor, EE, and a 300 LTE you have 51.18 tons of space to play with. 46.68 tons with a LTE 325. For comparison a King Crab with a 300 LTE is 55.31 tons available for a rough 4 ton difference. Though that's going to be the case for any 95 and 100 tonner.

Edited by Shadey99, 25 October 2017 - 06:31 AM.


#5 BoldricKent

    Member

  • PipPipPipPipPipPip
  • The Solitary
  • The Solitary
  • 251 posts

Posted 29 October 2017 - 02:50 AM

I fallow the logic used in this thread, using LTEs (325 as general rule) and there are few builds that are variant bases :
9s with JJ and 1o crit slots arm-seems anyting but ac20/uac 20 would be wastfull, 9p with 2 ST balistic..well only one that can
mount 2x20 lbx...didnt like HG on it. 10P- not most impressive but 4xuac2 with ERLL...WP i saw a lot of MRM builds, and they work.. 9J 2xuac10 HPPc for high mount, works well and last FC thats the hardest one to pick out, tried all energy on 375 LTE but lacks the points and endurance, now on 350 with energy/ballistic using LBX5.
There are few problems, torsos hard points are all over the place, arm mounted ones are even worse then King Crabs for convergence issue, mobility or torso speed for brawling is lacking but the biggest of them is size...there is hardly any difference in high to Banshee (hump or vents on mech are really big) and apparent cockpit size or placement (i been head shooted 4 times so far, always while moving ??). I really like the concept of chicken walkers and Marauders are really,
really durable.... i was expecting something in same line for a Nightstar, and to add insult to injury..i think animation for legs is the same as for King Crab ??

#6 panzer1b

    Member

  • PipPipPipPipPipPipPip
  • 703 posts

Posted 29 October 2017 - 11:52 AM

My experience fighting them has been mostly positive, yeah the NS CAN bring stupid amounts of firepower, but then you kiss your mobility goodbye, and the thing has so-so protection at best since it doesnt have insane quirks nor very good hitboxes. Dont get me wrong, the hitboxes can be effective especially at longer range when wobbling the nose, but at shorter ranges its almost impossible to miss a particular ST unless the mech is facing sideways since you have those huge missile boxes/vents/whatever they are supposed to be on each side, a huge weakness that is very hard to hide (not to mention the cockpit being low enough that the enemy can hit it b4 you crest a hill). Id say that byfar its hitboxes are inferior to the marauders, yeah both have a massive side profile, but the maraders spread stupidly well 1v1 aslong as you can clear ur flanks, nightstar, not so much although its not too bad either.

Actually, come to think of it, none of the 4 new mechs really stand out as stupidly good at anything in particular. The 2 clan mechs have atrocious hitboxes, so bad that its trivial to bring em down with laser vomit or gauss. The novacat isnt really unique (there is plenty of mechs that can do its roles already), and while the arctic wolf has its niche of SRM boat light, its nothing like the assasin that can take 600+ dmg to kill, so a bit of a dissapointment after what i was hoping to be a assasin replacement. The osiris is too generic and meh, i mean its not a bad light, but it kinda dies incredibly fast when i shoot it with any pinpoint weapons. Nightstar is imo the best of the 4, but being the best of mediocrity isnt really that great. If only the nightstar didnt have those vents, then itd be a truly solid performer...

#7 CFC Conky

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,999 posts
  • LocationThe PSR basement.

Posted 29 October 2017 - 12:09 PM

I've been playing the Nightstar quite a bit lately, and its performance is a bit like a yoyo for me in QP. I'll either have terrible matches where I do less than 200dmg or pretty good ones with 500+dmg, not much in between. If I get matched up with a decent team the NSR does good work but it isn't so good that it can carry a poor team.

I've had some amazing games where I've pushed forward and taken out two assault mechs solo, but by and large I need to stay with the team and focus fire from just behind the front line mechs, as in 50m-100m. Hitting light mechs with an alpha from 2xAC10 and 2xLB10-X is verrrry satisfying Posted Image .

I'm happy with my purchase, the NSR is a fun mech but not exactly a game-changer.

Good hunting,
CFC Conky

Edited by CFC Conky, 29 October 2017 - 12:09 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users