Dubbletwice, on 06 January 2018 - 02:15 AM, said:
Hello everyone,
What determines a "good" mech chassis?
Let's consider the chassis alone, by ignoring variables such as pilot skills or map terrain.
Some possible factors could include ...
- Speed / mobility?
- Hit boxes / armor capacity?
- Tonnage?
- Hard-point type - amount - location?
- Quirks?
How would you rate these (and other) factors in terms of what has the
most effect?
Let's say you had to select three factors that have the MOST impact on the quality of a chassis.
What would they be?
note : this thread is inspired by a thread called "what determines a good player" by Armored Yoki
Top three, and Ill elaborate on why i put them in what order, is Hitboxes/Geometry, Hadpoint type/quantity, and last is Speed/Mobility.
Hitboxes/Geometry are most important simply because if your easy to hig, Broad side of a barn design, huge CT or ST hitboxes, etc then doesnt matter how good of weapons or other factors you have because a newbie will be able to drill components and neutralize any weapons of or equipment in that area.
Hardpoint type and Quantity is due to whatever the latest "Meta" is. If the current meta is brawling ballistics and you only have 1 or 2 ballistic hardpoints your going to suffer. Conversely if its a Laser Vomit Meta and you have upwards of 7+ Laser Harpoints you are all set to rock.
Speed/Mobility simply because MWO is more a Twitch shooter now than any other kind. Yes you dont die in miliseconds like CoD or Battlefield but its still about getting on target as quick as possible and getting out of bad spots as quick as possible.
Lets take a look at the newest Mechpack, the Fafnir, and while I dont think it will be HORRIBLE as some have said I dont think it will be a ZOMG good/Meta mech
First is its Hitboxes. Purely from all of the artwork that ever has been for the Faf the thing has really really REALLY massive side torsos. Meaning it will never see a XL engine ever, and anyone who does put one in it is an idiot.
Next is its Hardpoints. While it has what I find to be good Hardpoints it doesnt have them in "Meta" numbers. Ballistic+Energy is kind of hot right now and the best it does is 2B+5E. Compare that to the same weight and same tonnage Anhililator that just came out and you can do 4B+7E.
Last is its mobility. Since the engine desync its going to have your standard 100 ton twist and other agility numbers. Add in that 2 of the other 3 IS 100 tonners, King Crab and Atlas, have a max 360 rating to the Fafnirs 325 and its almost the slowest IS Assault, with exception of the Anhililator. Which the Ani makes up for by bringing huge amounts of firepower to the field.
Take all three of these and the Fafnir, currently, on paper is not looking like a good mech. Now there are ways for PGI to help make it not SO bad which I will outline.
First is it should have a larger/faster torso turn than other 100 tonners. It was designed in a way that it has to be able to twist just to get its guns to bear, as its arms do not swing left or right at all. If a Atlas has lets say a 50 degree torso turn angle and turns at 90 degrees per second the Faf should get at 90 or 100 degree turn angle and a 120 degree per second turn rate. This would allow the Faf to actually fight.
Second is it has to be Quirked to make up for its Hitboxes and Hardpoints. First it has to ABSOLUTELY have ST Armor quirks as I said before because those things are going to get drilled. Next because it can bring only around half the weapon loadout of other 100s, the Ani and KGC in particular, it needs range/heat/cooldown quirks. Hell I have been wanting a true "RACzilla" since the Civil War tech, give it a -20/30 percent to RAC Jam chance and my theory build of 2 RAC 5s and 5 ER Mediums could actually work.
Last they could bring it in line with the other 100 tonners and up its max engine to a 360. Of course the issue here is that upping the engine means less room for weapons on a already weapon starved 100 tonner. So I can stand working with the 300 or 325.