Musings About The Piranha And Balance
#21
Posted 20 January 2018 - 04:37 PM
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
Posted 20 January 2018 - 04:39 PM
Yeonne Greene, on 20 January 2018 - 04:37 PM, said:
I just want to see how ridiculous a Thanatos arm looks with 9 PGI bolt-on RL10s
#23
Posted 21 January 2018 - 08:02 AM
#24
Posted 21 January 2018 - 11:16 AM
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>
Also:
I totally blanked out on these loadouts being from Lore. Guess it was stupid to put that on PGI's shoulders.
#25
Posted 21 January 2018 - 11:28 AM
Water Bear, on 21 January 2018 - 08:02 AM, said:
Locust will poke from 300 meters better.
That is the only thing it will do better.
#26
Posted 21 January 2018 - 12:06 PM
topgun505, on 20 January 2018 - 01:46 PM, said:
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.
FunkyT, on 21 January 2018 - 11:16 AM, said:
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
Posted 21 January 2018 - 03:08 PM
Promessa, on 20 January 2018 - 11:41 AM, said:
IIRC ERMicros do not have ghost heat.
#29
Posted 21 January 2018 - 03:41 PM
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
Posted 21 January 2018 - 03:46 PM
Edited by Seranov, 21 January 2018 - 03:46 PM.
#31
Posted 21 January 2018 - 04:02 PM
Andi Nagasia, on 21 January 2018 - 03:41 PM, said:
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
Posted 21 January 2018 - 06:45 PM
Yeonne Greene, on 21 January 2018 - 04:02 PM, said:
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
Posted 21 January 2018 - 07:23 PM
#34
Posted 22 January 2018 - 01:35 AM
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
Posted 22 January 2018 - 01:59 AM
Quote
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
Posted 22 January 2018 - 02:12 AM
Khobai, on 22 January 2018 - 01:59 AM, said:
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
Posted 22 January 2018 - 04:28 AM
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
Posted 22 January 2018 - 04:41 AM
Khobai, on 22 January 2018 - 01:59 AM, said:
Pretty funny to talk of "average speed 20 ton mech" when there is only 1 other 20 ton mech in the game
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
Posted 22 January 2018 - 05:08 AM
Khobai, 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.
Samial, on 22 January 2018 - 04:28 AM, said:
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
Posted 22 January 2018 - 07:29 AM
Ccooommmmeeeee ooonnn
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users































