

Fafnir= Lets Analyse The Beast
#61
Posted 07 January 2018 - 07:31 PM
#62
Posted 07 January 2018 - 08:36 PM
LT. HARDCASE, on 07 January 2018 - 03:39 PM, said:
Dragonfire (3058) - Everything that makes the Marauder decent, but with superior hardpoint placement.
Raptor (3052) - 12x Energy in a small, hard-to-hit package with universal high mounts; 12x ERSL will be pretty decent unless PGI meddles where they shouldn't and adds ghost heat to them.
Toyama (3057) - A 75 ton Rifleman offering superior long-range capabilities to anything else in the weight class.
Flashman (2701) - A 75 ton Urbie with a much higher engine cap, nine energy hardpoints, and all high mounts. That means excellent geo, excellent poke, and excellent mobility.
Lancelot (2581) - A faster Rifleman 5D.
Penetrator (3053) - A similar deal as the Urbie, but with somewhat less efficient geometry.
Lynx (2761) - A 55-ton Blackjack 3 that runs much faster and can still jump.
Sagittaire (3063) - Has one variant featuring the twin ballistics and 6+ energy in an arrangement that allows for a solid Gauss-vomit poke and without god d*mn hand actuators to get in the way. That means big armor and big alpha on a platform with better mounts and more carrying capacity than the Mauler 2P. Even with that shield-wall face, that makes it formidable around a corner.
Blackhawk-KU (3055) - The firepower of the old 10x cSPL Nova but with two to three times the range; even the XL won't be too big of an issue out of the box.
The Jinggau, as a 65 ton 'Mech with most of its firepower in arms that cannot be stripped, is incredibly disadvantaged compared to the 70 and 75 ton options. It might be an alright 'Mech, but it's not at all at the top of the "most potent" list.
#63
Posted 09 January 2018 - 02:05 AM
Just another slow, wide-hitboxed close-up pain machine who's back I'm gonna have to chew up with a MG Myst Lynx..
#64
Posted 09 January 2018 - 02:13 AM
As long as the game ties the art with the hitboxes ---- which it should not be so from the beginning --- a lot of mechs are doomed judging by their appearance alone.
#65
Posted 09 January 2018 - 03:23 AM
#66
Posted 09 January 2018 - 09:55 AM
Edited by Gas Guzzler, 09 January 2018 - 09:55 AM.
#67
Posted 10 January 2018 - 05:29 PM
#69
Posted 10 January 2018 - 05:58 PM
Fafnir is like " Do you even lift bruh?"
Edited by JackalBeast, 10 January 2018 - 05:59 PM.
#70
Posted 10 January 2018 - 08:18 PM
Yeonne Greene, on 07 January 2018 - 08:36 PM, said:
Dragonfire (3058) - Everything that makes the Marauder decent, but with superior hardpoint placement.
Raptor (3052) - 12x Energy in a small, hard-to-hit package with universal high mounts; 12x ERSL will be pretty decent unless PGI meddles where they shouldn't and adds ghost heat to them.
Toyama (3057) - A 75 ton Rifleman offering superior long-range capabilities to anything else in the weight class.
Flashman (2701) - A 75 ton Urbie with a much higher engine cap, nine energy hardpoints, and all high mounts. That means excellent geo, excellent poke, and excellent mobility.
Lancelot (2581) - A faster Rifleman 5D.
Penetrator (3053) - A similar deal as the Urbie, but with somewhat less efficient geometry.
Lynx (2761) - A 55-ton Blackjack 3 that runs much faster and can still jump.
Sagittaire (3063) - Has one variant featuring the twin ballistics and 6+ energy in an arrangement that allows for a solid Gauss-vomit poke and without god d*mn hand actuators to get in the way. That means big armor and big alpha on a platform with better mounts and more carrying capacity than the Mauler 2P. Even with that shield-wall face, that makes it formidable around a corner.
Blackhawk-KU (3055) - The firepower of the old 10x cSPL Nova but with two to three times the range; even the XL won't be too big of an issue out of the box.
The Jinggau, as a 65 ton 'Mech with most of its firepower in arms that cannot be stripped, is incredibly disadvantaged compared to the 70 and 75 ton options. It might be an alright 'Mech, but it's not at all at the top of the "most potent" list.
Seriously this list needs to spread more. The only thing that worries me is what kind of things might Pgi do to these mechs to reduce their effectivness. I also feel like Pgi has been holding back on inflation.
#71
Posted 15 January 2018 - 10:30 AM
Was thinking about this one in the shower. I just finished a 2x Heavy Gauss + 6 MLAS MAL-2P build. That's an 80 point alpha. I can imagine the Fafnir being better at that same job if it's vestigial arms have some energy hardpoint inflation - 2 or 3 per arm - as, given the art, that might give it the same or similar firepower to the MAL-2P just coming from higher up the 'mech. This gives it a strong hill-hump profile - I can imagine returning god like damage numbers on hill hump happy maps like Polar Highlands.
Add some torso speed / twist range quirks or a Gauss charge time quirk, and the Fafnir could become the go-to dual gauss + energy boat in the Inner Sphere, seemingly as god intended.
Edited by Water Bear, 15 January 2018 - 10:32 AM.
#72
Posted 15 January 2018 - 10:50 AM
#73
Posted 15 January 2018 - 11:18 AM
Hellfire666, on 15 January 2018 - 10:50 AM, said:
As I've said else where, I don't begrudge anyone their pet mechs, all I ask is that they look at them objectively with out the rose coloured glasses...
I mean we all remember what happened when they got those glasses broken with the Uziel and Thanatos....
Still as I said before, I am looking forward to picking these apart....
#74
Posted 15 January 2018 - 11:24 AM
Metus regem, on 15 January 2018 - 11:18 AM, said:
I mean we all remember what happened when they got those glasses broken with the Uziel and Thanatos....
I did not learn from the Uziel
I will not learn from the Fafnir
I hope I get to not learn from the LOLlander

#75
Posted 15 January 2018 - 11:25 AM
Metus regem, on 15 January 2018 - 11:18 AM, said:
As I've said else where, I don't begrudge anyone their pet mechs, all I ask is that they look at them objectively with out the rose coloured glasses...
I mean we all remember what happened when they got those glasses broken with the Uziel and Thanatos....
Still as I said before, I am looking forward to picking these apart....
That's been going on since before I took a break 2-3 years ago. I remember people posting about how some 'mech was DOA. I forget what 'mech it was exactly, but the idea here is similar to the Banshee hero (at the time) - it was obviously garbage to anyone who bothered to check before blindly plinking down their cash.
Expecting the Fafnir to be good is too much. Even hoping for the best I would not personally spend real money on the thing up front. Absolutely must see it in action first, and even then, not expecting it to surpass the Annihilator or the Nightstar.
Edited by Water Bear, 15 January 2018 - 11:26 AM.
#76
Posted 15 January 2018 - 11:39 AM
Dogstar, on 06 January 2018 - 03:54 AM, said:
This is the sort of attitude that needs to stop.
For goodness sake please stop supporting PGI's treatment of IS mechs until they balance the tech base.
Yeah... at this point I agree, they make IS mechs way too powerful.
#77
Posted 15 January 2018 - 11:46 AM
Water Bear, on 15 January 2018 - 11:25 AM, said:
That's been going on since before I took a break 2-3 years ago. I remember people posting about how some 'mech was DOA. I forget what 'mech it was exactly, but the idea here is similar to the Banshee hero (at the time) - it was obviously garbage to anyone who bothered to check before blindly plinking down their cash.
Expecting the Fafnir to be good is too much. Even hoping for the best I would not personally spend real money on the thing up front. Absolutely must see it in action first, and even then, not expecting it to surpass the Annihilator or the Nightstar.
As I said, I'm not calling anything DOA, what I am saying is, don't go into it expecting it to be OPWTFBBQSAUCE!!!!
Go into it doing some research, look at it's sarna.net page, try it out in MegaMek (free TT simulator) to see how it works, hell play a TT game with it. You'll be surprised to see how well a little knowledge about the history of the unit will help you with making an informed decision on it. I went into the last few mechs I bought with cash (Riflemen, Pixi, Warhammer and Bushwacker) knowing everything I did from TT and I have not been disappointed with those units. When it came to units like the Archer, Uziel and Annhilator I urged everyone to look at the TRO art for it, and see where the cockpit is located in relation to the weapon mounts, then think about how that will be effected by MWO's game mechanics. I said they would have some issues, but with the right pilot, those issues can be overcome.
And lastly:
Relying in quirks is bad, quirks are subject to change at any given moment... point in example the ERPPC Thunderbolts, AC/5 Dragons and many, many others.
#78
Posted 15 January 2018 - 11:51 AM
#79
Posted 15 January 2018 - 01:30 PM
Metus regem, on 15 January 2018 - 11:46 AM, said:
I still don't know wth I'm supposed to do with the DRG-1N sitting on my roster. Warm that bench with yo big ol' dragon ***, warm it hard. 'Cuz I ain't playing that sprouted potatoe in this time line.
Yeonne Greene, on 07 January 2018 - 08:36 PM, said:
I love the Flashman's R2D2 trashcan arse. Always loved it in TT, love the art (classic 2750 version)...gotta have it.
#80
Posted 15 January 2018 - 01:48 PM
Water Bear, on 15 January 2018 - 01:30 PM, said:
I still don't know wth I'm supposed to do with the DRG-1N sitting on my roster. Warm that bench with yo big ol' dragon ***, warm it hard. 'Cuz I ain't playing that sprouted potatoe in this time line.
DRG-1N
That's my 1N, shoot 'n' scoot, it is a flanker / harasser / light chaser, the entire role it fills is heavier mech escort, with enough speed to get to where I am needed most in on the map.
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