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So The Hellspawn? Thoughts.


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#21 FupDup

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Posted 05 December 2017 - 05:47 PM

View PostBombast, on 05 December 2017 - 05:35 PM, said:

ECM kills another IS mechs quirks. Whee!

EDIT: Wait, now that I'm looking at them again, the ECM doesn't even line up with how the quirks are given out. It's like someone had a stroke mid-quirking.

It's almost as if:

Posted Image

#22 Prof RJ Gumby

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Posted 05 December 2017 - 05:54 PM

View PostFupDup, on 05 December 2017 - 04:46 PM, said:

The quirks just got posted. The variant with five energy hardpoints gets literally nothing of any kind...lol. IS laser vomit is OP!

The RT (nose section) only gets +5 structure on most of them. The RA and LT get good armor across the board at least. Half of them get armor on the LA and half don't. Only one of them even gets leg structure, and a tiny amount at that (+4).

This feels more like dartboard-balancing than anything I've seen in MWO to date.

Who knows, maybe PGI will balance the techs with this patch so that non-perfect-geometry IS mechs won't be garbage level without total overquirking?

*snickers sadly*

#23 FupDup

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Posted 05 December 2017 - 05:56 PM

View PostProf RJ Gumby, on 05 December 2017 - 05:54 PM, said:

Who knows, maybe PGI will balance the techs with this patch so that non-perfect-geometry IS mechs won't be garbage level without total overquirking?

*snickers sadly*

In this case it's not even a tech problem. Bad geometry is bad geometry regardless of how strong your guns are.

#24 Prof RJ Gumby

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Posted 05 December 2017 - 06:13 PM

View PostFupDup, on 05 December 2017 - 05:56 PM, said:

In this case it's not even a tech problem. Bad geometry is bad geometry regardless of how strong your guns are.

I'm tempted to argue that this particular mech could not be terrible with clantech. Much of course depends on where exactly do the hitboxes start and end (arms especially), and if it is possible to try and deadside it in any model, but it is made mostly of legs and have agility stats similar if not slightly better than the Viper.

Theorycrafting aside - that geo with those quirks and hardpoints + that tech = garbage. Sadly

EDIT: I mean, at least you could have some way of saving it, at least as a one trick pony, like booming and zooming with heavy meds or something.

Edited by Prof RJ Gumby, 05 December 2017 - 06:16 PM.


#25 Bishop Steiner

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Posted 05 December 2017 - 06:19 PM

View PostBrunoSSace, on 05 December 2017 - 12:13 PM, said:

So in a week or so we are getting a new mech to use and shoot at. My question to you is, do you think it will be any good? Out of all the Chassis that are being add, looks like the only one I might want is the Hero the Paralysiser.


https://mwomercs.com/hellspawn
Link to the page so you can have a look.

https://mwomercs.com...lspawn-dec-12th
Link to the Countdown Pluss Photos.

Lore link, why the hell not
http://www.sarna.net/wiki/Hellspawn

Average hitboxes made worse when you add missiles to the arms, and decent speed.

Probably won't be great, but I love the little buggers since MW4, so I'll be driving it regardless.

#26 CanadianCyrus

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Posted 05 December 2017 - 08:20 PM

I went for the standard pack just because I like the decals that were offered for early adopter program. Honestly, I'm not expecting much, but with the scale pics, it might be okay.

#27 The Lighthouse

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Posted 05 December 2017 - 09:55 PM

Completely dead on arrival.

Again, another lesson that you should not pre-order IS mechpack unless it's on sale.

#28 Chris Lowrey

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Posted 05 December 2017 - 10:02 PM

Mobility values on the 7P appear to be bugged. Intent is to have the ground bound version be the most mobile of the bunch. Will look into it first thing in the morning.

#29 The Lighthouse

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Posted 05 December 2017 - 10:09 PM

View PostChris Lowrey, on 05 December 2017 - 10:02 PM, said:

Mobility values on the 7P appear to be bugged. Intent is to have the ground bound version be the most mobile of the bunch. Will look into it first thing in the morning.


Thank you for the response.

#30 Armored Yokai

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Posted 05 December 2017 - 10:15 PM

View PostChris Lowrey, on 05 December 2017 - 10:02 PM, said:

Mobility values on the 7P appear to be bugged. Intent is to have the ground bound version be the most mobile of the bunch. Will look into it first thing in the morning.

Please Make Hellspawn have 400 XL max/200m Jump jet range/300% Weapon Range/95% weapon CD/ 360 torso twist and 200 Vertical Aim/ammo Increased by 500%/ 250 quirk armor in each location including head

#31 visionGT4

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Posted 05 December 2017 - 10:27 PM

Yet another sub par platform to cart around gimpTech guns



how many do you think they will sell? my monies on less than 100

#32 The Lighthouse

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Posted 06 December 2017 - 12:44 AM

View PostvisionGT4, on 05 December 2017 - 10:27 PM, said:

Yet another sub par platform to cart around gimpTech guns



how many do you think they will sell? my monies on less than 100


If this question was posted about 8 months ago I would say "far more than you'd think".

But now after I saw how rare Thanatos were on field even on release day, now I think I have to say "a bit more than you'd think, but not much I guess".

#33 the darkness in all of us

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Posted 06 December 2017 - 01:36 AM

あのメカは下らないゴミだぜ

#34 Weeny Machine

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Posted 06 December 2017 - 02:38 AM

View PostChris Lowrey, on 05 December 2017 - 10:02 PM, said:

Mobility values on the 7P appear to be bugged. Intent is to have the ground bound version be the most mobile of the bunch. Will look into it first thing in the morning.


Will there be a general quirk pass for all mechs in the future?

#35 FupDup

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Posted 06 December 2017 - 03:56 AM

View PostChris Lowrey, on 05 December 2017 - 10:02 PM, said:

Mobility values on the 7P appear to be bugged. Intent is to have the ground bound version be the most mobile of the bunch. Will look into it first thing in the morning.

Will the 7P be getting any of the durability quirks that the other variants have? I would expect so since all of them have the same hitboxes other than the left shoulder missile pod.

#36 Damnedtroll

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Posted 06 December 2017 - 05:37 AM

It's another mecha, if it's not too bad it will make more diversity in game but with everybody putting the same payload over and over... it's all but the same.

#37 Jun Watarase

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Posted 06 December 2017 - 06:09 AM

Unfortunately every mech around 40 tons is overshadowed by the Assassin which is massively OP.

There is no reason whatsoever to use a jenner when the assassin does the same thing way better for only 5 tons more. Blackjack? ASN is better at 5 tons less. Cicada? Way worse. Nothing else in the 35-45 ton range is anywhere close to effective as the assassin, which is why its the number 1 fast mech used in IS drop decks.

Hellspawn : Mixed weapons loadouts with bad hitboxes. DOA.

#38 Humpday

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Posted 06 December 2017 - 07:43 AM

That's thing is another Uziel.
So... Yeah... Poop.

Imo it's DOA. Most people aim center mass, the the offset CT now sits center mass. Soo no XL for you. And in a 40ton mech?
Man you won't be able to mount anything useful or move at a decent click.

Bad robot in my opinion...mostly because it's geo basically defines its lack of survivability. You can do a lot with a survivable mech with lackluster firepower. But not the inverse.


#39 Exard3k

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Posted 06 December 2017 - 07:53 AM

View PostLT. HARDCASE, on 05 December 2017 - 05:33 PM, said:


Buff? It's more than 10% reduction now?


Got doubled a couple of months ago.

#40 Dogstar

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Posted 06 December 2017 - 08:03 AM

This is the last mech I preordered before switching to clans so like the Nightfart and the Fantoss I won't be playing the Halfspurt either. There's a reason you don't see many of these mechs they're not pretty (the Nightstar is actually deliberately asymmatric for no good reason), don't have impressive hardpoints or layouts, and have lame quirks.

IS mechs have been nonstarters for some time now and I'm predicting that they will only get worse.

Edited by Dogstar, 06 December 2017 - 08:04 AM.






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