Yeonne Greene, on 11 November 2017 - 11:24 AM, said:
no they don't.
there's was some info on sarna that said humanoids had more balance vs reverse joint walkers because the neurohelmet was used by humans and used their balance as the as the key factor to staying upright and because Humanoids were built around human physique it was easier to apply the balance.
Quirks can save anything, but just because they can doesn't mean they will. PGI has been very stingy with quirks ever since people starting crying out against "overquirked" mechs years ago. Never expect anything significant.
You are right but i'm sure a good pilot will make the mechs that arent used as "meta" and turn them into dangerous killing machines, after all if you put an Ace pilot inside a stock mech vs a beginner laserboat i'm sure the ace pilot will win
Armored Yokai, on 10 November 2017 - 03:19 PM, said:
TL&DR
The Clint is a fun and nostalgic mech but wont be as "strong" as the SRM assassin or SRM Bushwhacker, but it can be used as a sniper/harrasser to get some damage in.
That's probably your answer right there.
That said, beyond "We can't have nice things because of poorly built game." I know PGI acknowledged the Tactictron 3000 battle computer and gave the Cyclops a 200+ sensor range boost that extends to allies around it, too.
However that computer was actually extinct nearly 100 years before this game takes place. Its just a fun lore fact.
What does currently exist, for example, is the Crab's advanced sensor suite. Canonically, the "Tabletop" we play is a real time simulation of recorded battles stored in one of these sensor suites which can not only keep track of movements around the world, but predict, based on known pilot behaviors of the pilots within the enemy units, what their next movements will be.
But the Crab has nothing special.
Rifleman can track up to 200 targets simultaneously... but nothing special.
Edit: It is also one of the only mechs that actually has "RADAR" equipped; though this does nothing for detecting things on the ground. Just another fun lore fact. Jagermech has it too. Ever wondered what the fins are on top? Yep, that's it.
The Atlas is "Too small" to fit a proper LRM-20 into it, and so it has a 5 missile rapid reload system that reloads and fires 5 missiles every 2.5 seconds... but it's one of the biggest mechs in the game....and they totally ignored that. (side note: Only the K, the K2, the C and the S2 have proper 20 tube launchers.)
The Rassal Blue Beam is the most powerful laser to exist when measuring by a single shot.
It is 1 ton, and does 5 damage. It delivers this damage in 0.1 seconds. It also has 5 negative quirks when played properly in tabletop.
(The average standard laser delivers damage in either several 0.1 to 0.3 damage shots or a single 1 to 2 second beam.)
Yet we don't have lasers that need multiple shots to achieve their 10 second tabletop rating.
Or the 40 unique medium lasers among the 66+ existing Inner Sphere medium lasers on the market. (Yes, I said unique as none of them are identical).
We don't have the Vindicator's water-enhanced cooling system when it stands in water. Though to be honest that fluff only existed to tell you "stand in water, dummy."
We don't have the Atlas's ability to attach to coolant trucks in order to become a turret with 3x cooling power on STD heatsinks.
Or coolant trucks for that matter.
So much good **** is out there that could really help us out by making the mechs and the game feel... so much better.
But then PGI sees that it might require some effort and they're like...
And would probably put more effort into turning Nope into a Warhorn... than to actually implement any of the **** I said up above.
Which sucks.
Also!
Thanks for reminding me about the Clint, I forgot about it.
Armored Yokai, on 11 November 2017 - 11:47 AM, said:
You are right but i'm sure a good pilot will make the mechs that arent used as "meta" and turn them into dangerous killing machines, after all if you put an Ace pilot inside a stock mech vs a beginner laserboat i'm sure the ace pilot will win
Now do a fair comparison of ace vs. ace or beginner vs. beginner.
Your thread title is wrong, it's not 'Why can't we have the Clint?' its' 'Why won't PGI give us the Clint?' No limitation but PGI deciding if they want it in the game, like any other mech release.
It's problem is the arms are too far apart which kills convergence. It's not nearly as bad as some seem to think but that's probably just from everyone hoping for too much.
Convergence is not that bad. You gave me a headshot with it, so...
Well... we have the Enforcer. That's kind of what the Clint would be like anyway. It might be cool, though, if the 'mech got it's ballistic slot inflated and got some nice AC/5 quirks that made taking a pair of them pretty good. But otherwise, feel free to take an Enforcer and pretend really hard.
CancersCincar, on 12 November 2017 - 02:23 AM, said:
Well... we have the Enforcer. That's kind of what the Clint would be like anyway. It might be cool, though, if the 'mech got it's ballistic slot inflated and got some nice AC/5 quirks that made taking a pair of them pretty good. But otherwise, feel free to take an Enforcer and pretend really hard.
The clint will be able to jump higher than an enforcer and it's much smaller.
I prefer the Hermes II: same weight, speed, JJs, hardpoints... But also more and more interesting variants. And it looks better. http://www.sarna.net/wiki/Hermes_II
Of course, at 40 tons there is also the Sha Yu, the Sentry, and the Vulcan. The Clint is really not all that intresting.
I prefer the Hermes II: same weight, speed, JJs, hardpoints... But also more and more interesting variants. And it looks better. http://www.sarna.net/wiki/Hermes_II
Of course, at 40 tons there is also the Sha Yu, the Sentry, and the Vulcan. The Clint is really is the best battlemech out of the list though.
I also want the hermes but you can't have the II without the the original.
I want a pre- 3000's battlemech
and the Vulcan is nice but i'd rather have it when we get mech5
Edited by Armored Yokai, 12 November 2017 - 11:08 AM.