Countdown To Release: Fafnir April 17Th
#21
Posted 11 April 2018 - 11:52 PM
#22
Posted 11 April 2018 - 11:57 PM
#23
Posted 12 April 2018 - 12:13 AM
Shame it'll be really easy to tear apart, what with that protruding CT and barn-sized STs.
#24
Posted 12 April 2018 - 12:23 AM
Leviathan MDK, on 11 April 2018 - 11:09 PM, said:
Difference between KGC and FNR: ECM
Difference between KDK and FNR; ECM
Difference between DWF and FNR: ECM
Difference between AS7 and FNR: ECM on 3 Variants over 2
Plus this ECM also speaks Stealth Armor.
Imagine a Spooky Fafnir towing 2xUAC 20 slipping in between the enemy lines wrecking up backs.....
SPOOKY!!!
Difference ECM will actually have to the top end performance of the mech: close to none.
Seriously, PGI has a history of giving ECM mech **** quirks because they are grossly overestimating the impact ECM has. And make no mistake. The Fafnir will live or die by its quirks, and solely by its quirks.
It will be one of the biggest, if not the biggest mechs in the game, with hitboxes that are a frontrunner for the worst hitboxes in the game bar none. Those side torsos look like one of them has the width of the whole upper part of a lean medium mech. This thing has like... a direwolf center torso glued to each side of its center torso.
There will be no spooky Fafnir slipping anywhere, because eyeball MK I is OP.
It's not like ecm and/or stealth armor will make the thickest/biggest mech in the game which moves at something like 48-56 kph tops invisible. Ever wondered why the DDC is basically extinct from the battlefield? Because PGI gave it subpar quirks compared to other varians because they grossly overestimated the impact ECM has on a 100t mech.
Sadly, either the Fafnir gets quirks on ANH level (not a below it because of ECM, ANH level or higher) or it will simply be a worse ANH with the worst hitboxes of any mech in the game. It's really a shame, but the Fafnirs design (which i love) made it quirks or bust before they even released the first concept.
Edited by meteorol, 12 April 2018 - 12:30 AM.
#25
Posted 12 April 2018 - 01:31 AM
Edited by Pain G0D, 12 April 2018 - 01:32 AM.
#26
Posted 12 April 2018 - 02:59 AM
#27
Posted 12 April 2018 - 06:04 AM
GBxGhostRyder, on 11 April 2018 - 08:35 PM, said:
MWO mechs are like -10 agility to the old MW4 mechs and most assaults back then could kill solo piloted light mechs but in packs light mechs back in MW4 could kill assaults.
So good luck buying these large assaults and trying to have fun most will go into a battle and get killed in under 30 seconds unless PGI learns how to balance there mechs better.
This is the main reason I didn't purchase the Fafnir. However, it's not totally PGI's fault, a large part of this problem comes from the community. Teammates that are in lighter 'mechs that don't support assaults are never a benefit to the greater good of winning a match. Assaults that panic and start spinning around in circles instead of backing up to a structure or wall to protect their rear armor. Teams leaving slower assaults behind to be mauled by light strike forces. Etc.
I'll give you an example:
I was in a match a long time ago, before the clans were released, I was in a Victor and my friend was in an Awesome. We were being swarmed by lights on a conquest map in Alpine Peaks. I told him to look at me and start backing up into the hill behind him and to just focus on shooting the lights that were attacking me and I would focus on the ones attacking him. Sure enough it worked. Since they were too busy running circles around us they didn't notice what we were doing. Since they were running around in predictable circles we were able to wait until they showed us their rear armor and we murdered them.
If there was more actual team work in PuG matches, instead of everyone running off to 1 man army the enemy team for c-bills, then I think a lot more chassis would be viable.
#28
Posted 12 April 2018 - 06:21 AM
Supply Cache Progress 0 / 1000
So thats gonna be the new Supply Cache system - you have to earn some sort of points in matches.
Edited by Zeoraimer, 12 April 2018 - 06:23 AM.
#29
Posted 12 April 2018 - 06:54 AM
Pain G0D, on 12 April 2018 - 01:31 AM, said:
A strange choice indeed. I actually looked forward to a Norse/Germanic dragon style badge, but this knight is very generic. Also, purple? That reminds me too much of Marik, not Steiner. And why the ram?
Artistically they are very well done but what the badges are showing does not relate very much to the Steiner signature Mech that is the Fafnir.
meteorol, on 12 April 2018 - 12:23 AM, said:
PGI lowered the engine cap of the Fafnir (as opposed to the massively increased engine cap of the Annihilator). That might be intended to be a 'negative quirk' compensating for the ECM already. So perhaps the other quirks are good enough.
Of course, with those STs the Fafnir needs armour quirks badly.
#30
Posted 12 April 2018 - 06:57 AM
Grayson Sortek, on 12 April 2018 - 06:04 AM, said:
This is the main reason I didn't purchase the Fafnir. However, it's not totally PGI's fault, a large part of this problem comes from the community. Teammates that are in lighter 'mechs that don't support assaults are never a benefit to the greater good of winning a match. Assaults that panic and start spinning around in circles instead of backing up to a structure or wall to protect their rear armor. Teams leaving slower assaults behind to be mauled by light strike forces. Etc.
I'll give you an example:
I was in a match a long time ago, before the clans were released, I was in a Victor and my friend was in an Awesome. We were being swarmed by lights on a conquest map in Alpine Peaks. I told him to look at me and start backing up into the hill behind him and to just focus on shooting the lights that were attacking me and I would focus on the ones attacking him. Sure enough it worked. Since they were too busy running circles around us they didn't notice what we were doing. Since they were running around in predictable circles we were able to wait until they showed us their rear armor and we murdered them.
If there was more actual team work in PuG matches, instead of everyone running off to 1 man army the enemy team for c-bills, then I think a lot more chassis would be viable.
I agree but it rarely happens in QP that assaults get a escort to the battle front or even in FP if your pugging with a group they just leave assaults to die 90% of the time because there outclassed by heavy's and even mediums in MWO there not a asset to game play most of the time.
Plus I remember trying to pilot my old MW4 Fafnir and you could not even see lights under your CT and it was the most lethargic assault in MW4 not even being able to turn fast enough to hit a heavy or medium let alone a light mech like the ones in MWO I'm sorry but this thing will be just food for the grinder in MWO.
Edited by GBxGhostRyder, 12 April 2018 - 06:58 AM.
#31
Posted 12 April 2018 - 07:29 AM
GBxGhostRyder, on 12 April 2018 - 06:57 AM, said:
lol in a previous post last week I said that this thing was going to be really yummy to chew on for the ST component destruction. I salute anyone brave enough to pilot this thing on launch. Not only do you have most players gunning for you, because they tend to always do so on the launch of a 'Mech, but you also have what looks to be an incredibly slow and bulky IS assault with two giant "kick me" signs on it.
I have a build series that I'm trying to be more consistent about on YouTube. I just finished up my IS lights, I suck at light 'mechs, and I'm moving on to clan lights and then IS mediums. I'm hoping to see some Fafnirs out there so that I can put my "kick me" theory to the test. Maybe I'm right and I'm going to get a lot of c-bills, or maybe I'm wrong and I'll get owned by a good Fafnir pilot. Either way, I'll keep the recordings unaltered.
#32
Posted 12 April 2018 - 08:34 AM
meteorol, on 12 April 2018 - 12:23 AM, said:
Difference ECM will actually have to the top end performance of the mech: close to none.
Seriously, PGI has a history of giving ECM mech **** quirks because they are grossly overestimating the impact ECM has. And make no mistake. The Fafnir will live or die by its quirks, and solely by its quirks.
It will be one of the biggest, if not the biggest mechs in the game, with hitboxes that are a frontrunner for the worst hitboxes in the game bar none. Those side torsos look like one of them has the width of the whole upper part of a lean medium mech. This thing has like... a direwolf center torso glued to each side of its center torso.
There will be no spooky Fafnir slipping anywhere, because eyeball MK I is OP.
It's not like ecm and/or stealth armor will make the thickest/biggest mech in the game which moves at something like 48-56 kph tops invisible. Ever wondered why the DDC is basically extinct from the battlefield? Because PGI gave it subpar quirks compared to other varians because they grossly overestimated the impact ECM has on a 100t mech.
Sadly, either the Fafnir gets quirks on ANH level (not a below it because of ECM, ANH level or higher) or it will simply be a worse ANH with the worst hitboxes of any mech in the game. It's really a shame, but the Fafnirs design (which i love) made it quirks or bust before they even released the first concept.
Yes.... and No.
It all depends on how you play with ecm/stealth. I stil see AS7d-DC on the battlefield that do just fine or great, depending on there team and playstyle.
But that is the real kicker in mwo al the time isn't it.
If you have a good team that actualy works together you end up in a 12-0 win realy fast. If you don't it ends in a 0-12 Loss. I will agree that ecm is not OP by no means but it helps greatly IF used correctly and you have a team who understands how to work together.
About the Eyeball mkI i can safly say that often suffers under the Attention mkV quirk. If you are not paying attention and just shooot the red triangle mechs you will be ript a new one by a Spooky fast.
Check the B33F vids on it iff you don't believe me.
As always in QP it al depends on the team you fall into.
Anyway. We al will find out on the 17th of april for sure.
Edited by Leviathan MDK, 12 April 2018 - 08:37 AM.
#33
Posted 12 April 2018 - 08:36 AM
#34
Posted 12 April 2018 - 09:11 AM
So great job PGI the new mech lab looks like a great idea to me!
Maybe it will also offer room for future monetarization? Let us purchase banners of our favourite factions and military or merc units for decoration? I saw at least 4 blank walls that could fit some banners.
#35
Posted 12 April 2018 - 11:52 AM
meteorol, on 12 April 2018 - 12:23 AM, said:
Difference ECM will actually have to the top end performance of the mech: close to none.
Seriously, PGI has a history of giving ECM mech **** quirks because they are grossly overestimating the impact ECM has. And make no mistake. The Fafnir will live or die by its quirks, and solely by its quirks.
It will be one of the biggest, if not the biggest mechs in the game, with hitboxes that are a frontrunner for the worst hitboxes in the game bar none. Those side torsos look like one of them has the width of the whole upper part of a lean medium mech. This thing has like... a direwolf center torso glued to each side of its center torso.
There will be no spooky Fafnir slipping anywhere, because eyeball MK I is OP.
It's not like ecm and/or stealth armor will make the thickest/biggest mech in the game which moves at something like 48-56 kph tops invisible. Ever wondered why the DDC is basically extinct from the battlefield? Because PGI gave it subpar quirks compared to other varians because they grossly overestimated the impact ECM has on a 100t mech.
Sadly, either the Fafnir gets quirks on ANH level (not a below it because of ECM, ANH level or higher) or it will simply be a worse ANH with the worst hitboxes of any mech in the game. It's really a shame, but the Fafnirs design (which i love) made it quirks or bust before they even released the first concept.
Yes, you are correct on all counts.
This 'Mech is going to need some serious quirks to be viable. Armor will not be enough. It will also need enough range in its arm movement to hit light 'Mech leg humpers at its feet and a serious buff to the ECM to protect it from missile boats. It's so broad across the top of the torsos that most all LRMs that are fired at it will hit the CT. Even serious torso twisting will not spread the damage much to the side torsos or arms. LRM 5s wiil most definitely all go to the very large CT.
This is basically what this 'Mech needs:
> Armor quirks on par with the AS7-D or AS7-K.
> ECM quirk to prevent missile locks since torso twisting will most likely be ineffective to spread missile damage.
> Enough arm movement to hit light 'Mechs at its feet.
> With the low engine cap making it so slow, and slighting this 'Mech on energy weapon hard-points (CT points especially), adding some weapon range quirks like the AS7-K would be almost mandatory to give it a chance to hit its attacker before getting destroyed.
> Torso pitch, yaw, and twist speed to try to help spread damage.
This 'Mech will either be a success or failure the day it drops depending on what quirks PGI gives it. I'm not interested in having another Thantoes in my Mechbay. They either give it what it needs to be viable in this game or I'm not interested in it. The quirks will make up my mind.
And, they need to keep Paul "the nerf god" Inouye as far away from this 'Mech as possible. Its natural attributes are already enough of a nerf to this 'Mech.
Edited by Captain Grayson Lighthorse, 12 April 2018 - 12:14 PM.
#36
Posted 12 April 2018 - 12:09 PM
#37
Posted 12 April 2018 - 12:12 PM
#38
Posted 12 April 2018 - 12:13 PM
Burminator, on 12 April 2018 - 12:09 PM, said:
Yes, all Gauss Rifles in MWO have a charge up time. The time duration it is charged can be extended by two nodes in the Firepower Skill Tree.
#39
Posted 12 April 2018 - 12:36 PM
Burminator, on 12 April 2018 - 12:09 PM, said:
You do not see charge-up while spectating. It is only visible to you while you play, that is why you see it in the videos.
#40
Posted 12 April 2018 - 12:39 PM
Grayson Sortek, on 12 April 2018 - 06:04 AM, said:
This is the main reason I didn't purchase the Fafnir. However, it's not totally PGI's fault, a large part of this problem comes from the community. Teammates that are in lighter 'mechs that don't support assaults are never a benefit to the greater good of winning a match. Assaults that panic and start spinning around in circles instead of backing up to a structure or wall to protect their rear armor. Teams leaving slower assaults behind to be mauled by light strike forces. Etc.
I'll give you an example:
I was in a match a long time ago, before the clans were released, I was in a Victor and my friend was in an Awesome. We were being swarmed by lights on a conquest map in Alpine Peaks. I told him to look at me and start backing up into the hill behind him and to just focus on shooting the lights that were attacking me and I would focus on the ones attacking him. Sure enough it worked. Since they were too busy running circles around us they didn't notice what we were doing. Since they were running around in predictable circles we were able to wait until they showed us their rear armor and we murdered them.
If there was more actual team work in PuG matches, instead of everyone running off to 1 man army the enemy team for c-bills, then I think a lot more chassis would be viable.
I have this problem all of the time, which sucks because I love my big stomping barn doors. Every so often I can get my Annie to where I need to be and I do my wall function very well, but eighty percent of the time, I'm left behind by impatient teammates and left to tank the entire enemy team after they kill my team.
Still going to give Faf-kun a shot, though, just because I love the thing.
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