

Sunspider
#1
Posted 25 January 2018 - 06:32 AM
This would create a mech that was capable of running much closer to the front, it would still be a tad ammo light but with careful use it can carry a full matches worth. As it stands i cant see any reason to take a the SNS over the novacat cause back shooting LRMs dont really care about speed. The changes i have suggested would allows the SNS to bring something a little more unique to the battle and honestly, give the SNS C some reason to exist. If the headslot is an issue put it somewhere else (the head is really where it should go), but dont create a mech that can only be played in the most hated style.
#2
Posted 25 January 2018 - 06:37 AM
#3
Posted 25 January 2018 - 06:44 AM
#4
Posted 25 January 2018 - 06:46 AM
#6
Posted 25 January 2018 - 07:03 AM
Bombast, on 25 January 2018 - 06:44 AM, said:
That might explain why it cant have one more slot tbh. Didnt think of that.
#7
Posted 25 January 2018 - 07:37 AM
#8
Posted 25 January 2018 - 08:02 AM
Bombast, on 25 January 2018 - 06:44 AM, said:
rather often they are reduced to salvage in TT, and TT builds often beat them... But that's due to factors that MWO lacks, like TAC's.... and a few other things.
#9
Posted 25 January 2018 - 08:13 AM
Burke IV, on 25 January 2018 - 06:32 AM, said:
This would create a mech that was capable of running much closer to the front, it would still be a tad ammo light but with careful use it can carry a full matches worth. As it stands i cant see any reason to take a the SNS over the novacat cause back shooting LRMs dont really care about speed. The changes i have suggested would allows the SNS to bring something a little more unique to the battle and honestly, give the SNS C some reason to exist. If the headslot is an issue put it somewhere else (the head is really where it should go), but dont create a mech that can only be played in the most hated style.
The SunSpider may have been made up for MWO, but in order for it to achieve canon status, it needs to work well in the tabletop. Tabletop mechs do not carry boatloads of ammunition; they'd explode in just one or two hits. They don't need as much ammunition, since all ammo is twice as effective in tabletop (no boatloads of ******** armor and structure to deal with and somehow, mechs in tabletop are better damage sponges even with sub-optimal armor). While a ton of ammunition might just be a single alpha for this mech (since 120 is the actual ammo for LRMs in Battletech, not 180), it would almost instantly kill anything it actually hit in Battletech.
That actually would make it more interesting in tabletop, as it would then need logistical support and a supply line to be maintained in a prolonged fight.
PGI wasn't going for MWO builds with these concepts. That's what the players will do on their own. PGI wants these builds to get into tabletop and sellable miniatures through Catalyst. The same small amount of heatsinks shown on the C would keep that thing ice cold in tabletop. Extra heatsinks would be unnecessary. Also the average tons of ammo hardly goes above 4 for most mechs in tabletop. Anything more and you have a bomb, not a 'Mech.
(Edit) Removing them, would make sense. Smaller launchers don't shoot faster in tabletop so it'd still be pretty cold. Not sure if I'd want to get caught risking a shutdown though if lobbing two or three salvos before rushing out of there.
Edited by Koniving, 25 January 2018 - 09:17 AM.
#10
Posted 25 January 2018 - 08:17 AM
Edited by Koniving, 25 January 2018 - 08:17 AM.
#11
Posted 25 January 2018 - 08:18 AM
El Bandito, on 25 January 2018 - 07:37 AM, said:
Agreed, provided the modeling reflects the concept art. Since it doesn't have lower arm actuators, its torso-twist numbers (speed and arc) will be important, too.
#12
Posted 25 January 2018 - 08:34 AM
#13
Posted 25 January 2018 - 08:36 AM
Metus regem, on 25 January 2018 - 08:02 AM, said:
rather often they are reduced to salvage in TT, and TT builds often beat them... But that's due to factors that MWO lacks, like TAC's.... and a few other things.
I haven't played TT in so long...maybe it's time to boot up Megamek again and have a go. You know what I really miss? The Wraith.
#14
Posted 25 January 2018 - 08:38 AM
Burke IV, on 25 January 2018 - 08:34 AM, said:
Yes and no...
PGI doesn't have the ability to code proper ammo switching for LB series AC/s so normal cAC/s are in MWO, PGI isn't able to code crit-splitting, so IS any mech that mounts a LB-20 will have that LB-20 replaced with something that can be arm mounted (AC/20 or UAC/20)... Along with that, we will never see mech mounted artillery units such as Arrow IV, Sniper, Thumper or Long Tom.
PGI also messed up bad with their ECM implementation....
#15
Posted 25 January 2018 - 08:44 AM
Water Bear, on 25 January 2018 - 08:36 AM, said:
I haven't played TT in so long...maybe it's time to boot up Megamek again and have a go. You know what I really miss? The Wraith.
Luckly for me, I'm party of a group that plays TT campaigns weekly, so I get it in a lot.

#16
Posted 25 January 2018 - 08:45 AM
Burke IV, on 25 January 2018 - 08:34 AM, said:
Yes, and totally changed certain aspects. Rear firing weapons are all front mounted. No quad mechs. No Arrow IV mechs. Jump jets aren't (much) directional, just up and down.
lot's of changes because it doesn't carry over to MWO from TT very well...and the reverse is true. Somebody said in TT that 4 tons of ammo is the most you'll usually see...any more and the mech will just blow up the first time someone shoots it.
#17
Posted 25 January 2018 - 08:47 AM
It can do other LRM builds just not quite as good.
#18
Posted 25 January 2018 - 08:51 AM
Plastic Guru, on 25 January 2018 - 08:45 AM, said:
Yes, and totally changed certain aspects. Rear firing weapons are all front mounted. No quad mechs. No Arrow IV mechs. Jump jets aren't (much) directional, just up and down.
lot's of changes because it doesn't carry over to MWO from TT very well...and the reverse is true. Somebody said in TT that 4 tons of ammo is the most you'll usually see...any more and the mech will just blow up the first time someone shoots it.
Not to mention that ton for ton, MG ammo is the most destructive explosive in the universe...
1t (200 trigger pulls) of MG ammo = 400 damage, to you if you get crit in the MG ammo bin..
It does create some funny events if you are using large explosions and cascading engine failure rules... I've seen 1t of MG ammo start a chain of events that killed 6 mechs in one turn.
#19
Posted 25 January 2018 - 08:52 AM
very versatile.
...buy one and you get them all.
no reason to buy more than one really, no?
#20
Posted 25 January 2018 - 08:59 AM
Dread Render, on 25 January 2018 - 08:52 AM, said:
Whatever you do you cant have 6 lanchers and tag. PGI always make these mechs where you have ot give up something if you want tag on your missile boat. I just think its wrong and it encourages the thing that everybody moans about. Give it a tag and it plays a differnt game.
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