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Musings About The Piranha And Balance


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#21 Y E O N N E

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Posted 20 January 2018 - 04:37 PM

Well, I stand corrected, then, ANH has 11. And 11 good ones at that, instead of 6 good ones and, like, 10 gimmicky ones.

I do believe PGI is hesitant to inflate energy because energy is so dominant already. But, it's also the only type that really benefits from such inflation because everything else is very slot-hungry.

#22 Jay Leon Hart

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Posted 20 January 2018 - 04:39 PM

View PostYeonne Greene, on 20 January 2018 - 04:37 PM, said:

I do believe PGI is hesitant to inflate energy because energy is so dominant already. But, it's also the only type that really benefits from such inflation because everything else is very slot-hungry.

I just want to see how ridiculous a Thanatos arm looks with 9 PGI bolt-on RL10s Posted Image

#23 Water Bear

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Posted 21 January 2018 - 08:02 AM

This is my feeling: If the Locust is ever good, then the Piranha will likely be better. Exceptions are when the Locust is good by virtue of a laser build.

#24 FunkyT

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Posted 21 January 2018 - 11:16 AM

Guess you guys are right. Guess I'm overthinking it all.
It probably won't break anything. Probably won't be the bane of everybodys existence. Probably won't be the unseen terror from the outer edges of (IS) space.

Who knows, maybe I'm just secretly salty. About the IS mechs I tried so hard to love, but failed when seeing their wasted potential (Thanatos and Nightstar, specifically). And about a new, seemingly overgunned Clan mech probably having no big issues on launch (probably maybe).

<Insert obligatory IS vs Clan QQ> Posted Image

Also:
I totally blanked out on these loadouts being from Lore. Guess it was stupid to put that on PGI's shoulders.

#25 Y E O N N E

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Posted 21 January 2018 - 11:28 AM

View PostWater Bear, on 21 January 2018 - 08:02 AM, said:

This is my feeling: If the Locust is ever good, then the Piranha will likely be better. Exceptions are when the Locust is good by virtue of a laser build.


Locust will poke from 300 meters better.

That is the only thing it will do better.

#26 Koniving

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Posted 21 January 2018 - 12:06 PM

View Posttopgun505, on 20 January 2018 - 01:46 PM, said:

You are working on the assumption that its hitboxes are reasonable. Which it might have. But if it is like the Assassin ....

Given my experience with the Assassin hero...
I hope its got hitboxes like the assassin, it'll be easier to kill than any light ever put into this game.
Mine's paper thin despite boating all the survival quirks, front loading the armor I still frequently find it dying in 2 to 3 shots.

And with the armor and structure of a Locust, the Piranha's a dead in one kill with some pretty nasty large hitboxes if it uses the Assassin's.

I don't own the Assassin 21.But with the hero, my opinion on the assassins in general is very low in MWO.

View PostFunkyT, on 21 January 2018 - 11:16 AM, said:

Guess you guys are right. Guess I'm overthinking it all.
It probably won't break anything. Probably won't be the bane of everybodys existence. Probably won't be the unseen terror from the outer edges of (IS) space.

Who knows, maybe I'm just secretly salty. About the IS mechs I tried so hard to love, but failed when seeing their wasted potential (Thanatos and Nightstar, specifically). And about a new, seemingly overgunned Clan mech probably having no big issues on launch (probably maybe).


PGI will probably solve it like they did with the Raven in late beta and early release...
Hitboxes for the legs 1.3 times THICKER than the mech's actual legs.

Try shooting a Raven's legs in the testing grounds... they are still thicker in hitboxes than the legs are physically. Shoot air, hit leg.

They just aren't as thick as early release.

#27 Athom83

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Posted 21 January 2018 - 03:08 PM

View PostPromessa, on 20 January 2018 - 11:41 AM, said:

15 micro laser builds will be ***. That's a 36 point alpha that will shut down the Piranha, so it needs to be fired in 2 groups with a total duration of at least 1.25 seconds to avoid ghost heat with a short 120m range. It has the hardpoints, but you'll be better off running 6 er smalls than 15 micros.

IIRC ERMicros do not have ghost heat.

#28 FupDup

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Posted 21 January 2018 - 03:19 PM

View PostAthom83, on 21 January 2018 - 03:08 PM, said:

IIRC ERMicros do not have ghost heat.

Yes they do, they have their GH cap set to 8.

#29 Andi Nagasia

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Posted 21 January 2018 - 03:41 PM

well the catch is with Endo Ferro and Max Armor & Max Engine(180XL) you will only have 7Tons,
going down to a 150XL will only give you Half a Ton more for 24kph less, and for Lights Speed = Life,

on the PIR-1, it doesnt have the Tonnage for 12HMG, as you cant take enought ammo so thats out of the question,
your looking at MGs/LMGs and ERSL/ERMicroL for Damage, and that brings you close to 200m Range,
which you never want to be for very long with a 20Ton light,

and on the PIR-2, yes it has 15 energy but your almost shoe horned into ERSL/ERMicroL,\
as you dont have the tonnage for much more, and even that its going to be very hot,
so i dont see this as a problem ether as you have to shoot then hide to cool,

finally the PIR-A? 4AMS thats 2Tons of AMS with 4Tons of Ammo and perhaps 4ERMicroL,
you could run with 4LAMS for 4Tons, but that will get very hot very quickly,
it cant use all of its 15 energy on that

#30 Seranov

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Posted 21 January 2018 - 03:46 PM

You don't HAVE to run with all the hardpoints full. I imagine most builds will leave a few of the laser slots empty in order to avoid too much heat buildup and to save tonnage.

Edited by Seranov, 21 January 2018 - 03:46 PM.


#31 Y E O N N E

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Posted 21 January 2018 - 04:02 PM

View PostAndi Nagasia, on 21 January 2018 - 03:41 PM, said:

well the catch is with Endo Ferro and Max Armor & Max Engine(180XL) you will only have 7Tons,
going down to a 150XL will only give you Half a Ton more for 24kph less, and for Lights Speed = Life,


Bruh

Shave the arms, shave a little from the head, 8 tons. No need to drop engine.

I can do a LOT with 8 tons and Clan Tech.

#32 Andi Nagasia

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Posted 21 January 2018 - 06:45 PM

View PostYeonne Greene, on 21 January 2018 - 04:02 PM, said:

Bruh

Shave the arms, shave a little from the head, 8 tons. No need to drop engine.

I can do a LOT with 8 tons and Clan Tech.

its more or less going to play like a MLX with no JJ and a larger Engine,
8Tons means your mostly going to be playing with MGs and Smalls/Micros, which will be fun, ;)

#33 jacobbeach

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Posted 21 January 2018 - 07:23 PM

where is our chassis and art reveal? uuuuuuggggghhhhhhhh

#34 BenAran

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Posted 22 January 2018 - 01:35 AM

What we can expect from the little fella:
The 15 micro lasers will be quite hot, but we will have to see.
The 12 MG variant will be the most terrifying mech in the entire game, as soon as a side torso is open.
But aside from that, it will be okay.
The 14 Laser variant is going to be overshadowed, I feel.
The quad AMS will be a gimmick. You gain 33% AMS power over a kitfox, but without ECM or adequate amounts of ammo.
the B variant with 4 Ballistic, 6 Energy will be an allrounder and I can see it being run to some effect with 6 ERSL and 4 LMGs, but thats just hypothesis.
And then there is the hero. The hero is the only mech I am actually worried about even a slight bit.
loads of lasers, loads of standard MGs, it could prove to be quite strong against other lights.

#35 Khobai

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Posted 22 January 2018 - 01:59 AM

Quote

The 12 MG variant will be the most terrifying mech in the entire game


only when there multiples of them

I cant see just one being scary. because its still just a below average speed 20 ton mech that probably wont have any structure quirks except for its legs, just because all lights get quirks on their legs.

#36 Der Geisterbaer

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Posted 22 January 2018 - 02:12 AM

View PostKhobai, on 22 January 2018 - 01:59 AM, said:

I cant see just one being scary. because its still just a below average speed 20 ton mech that probably wont have any structure quirks except for its legs, just because all lights get quirks on their legs.


You keep repeating that "below average speed" claim. May I request that you

a ) name that allegedly higher average speed value

b ) provide the math that let you reach said value

c ) name the number of (light) mech chassis that can actually reach or go beyond said value

d ) provide details on the weapon loadout of these mech chassis and their respective variants once they actually go for said speed values.

Edited by Der Geisterbaer, 22 January 2018 - 02:13 AM.


#37 PocketYoda

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Posted 22 January 2018 - 04:28 AM

Now i'm no pro but from what i've seen 1 machine gun = nothing 12 machine guns = 12 of nothing...

I'd be more worried about the energy one and mixtures.. they will be an issue..










And if they have broken commando hitboxes holy snappin duck ****..

Edited by Samial, 22 January 2018 - 04:29 AM.


#38 Sjorpha

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Posted 22 January 2018 - 04:41 AM

View PostKhobai, on 22 January 2018 - 01:59 AM, said:

because its still just a below average speed 20 ton mech...


Pretty funny to talk of "average speed 20 ton mech" when there is only 1 other 20 ton mech in the game :D.

It will be slightly slower than locust with 180 rather than 190, but still well above 150kph and still one of the fastest lights in the game, in fact it'll be the fastest clan mech in the game, and super small as well. I don't think "below average speed" is a very good description.

My calculations also indicate it'll be able to carry good loadouts, definitely much stronger loadouts than the locust can take which is already a very good mech and one of the few mech in the game that can beat 3-4 enemies on it's own, if you are the last mech alive against several opponents a locust will give you the best chances of winning that endgame.

I wouldn't discount pirhana builds that emulate the locust role on the clan side actually, kiting with 4 cermeds and extra DHS could be a very powerful pug build in scouting since by my experience the best solo pug build in scouting now is Pirate's bane with 4 ermeds (Only mech that lets you plausibly win against 4 medium brawlers by yourself when your team sucks).

I honestly don't see any argument that this won't be a very powerful light mech, unless there are inflated hitboxes or some weirdness it should pretty much be a strictly better locust.

#39 BenAran

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Posted 22 January 2018 - 05:08 AM

View PostKhobai, on 22 January 2018 - 01:59 AM, said:


only when there multiples of them

I cant see just one being scary. because its still just a below average speed 20 ton mech that probably wont have any structure quirks except for its legs, just because all lights get quirks on their legs.


Thats why I said: "When you have an open ST" Or any other component.
The 12 LMG variant can safely crit your leg or ST from 300-400 meters, where something like an LB20 or similar weapons just cannot comfortable reach a small mech. So no, against armor it wont do ****. But against someone who is even a little open? (As in literally no damage to structure, only no armor left) It will crit EVERYTHING out of that component.


View PostSamial, on 22 January 2018 - 04:28 AM, said:

Now i'm no pro but from what i've seen 1 machine gun = nothing 12 machine guns = 12 of nothing...

I'd be more worried about the energy one and mixtures.. they will be an issue..










And if they have broken commando hitboxes holy snappin duck ****..

Well, tell me what mech runs a single machine gun.
I run my arrow with 6 HMGs and it tears armor up. Obviously I die in the process because facetanking in a blackjack is STUPID, but MGs dont "do nothing"

#40 jacobbeach

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Posted 22 January 2018 - 07:29 AM

I want prh cockpit and standing item art...
Ccooommmmeeeee ooonnn





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