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Blood Asp Quirks Are Out.

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#1 Battlemaster56

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Posted 14 May 2018 - 01:03 AM

I can say there are interesting at the very least sadly no ST quirks.

https://mwomercs.com...elease-may-15th
Discuss what ya'll think.

#2 DGTLDaemon

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Posted 14 May 2018 - 01:10 AM

So, same mobility as MkII, albeit with a slightly smaller torso yaw angle (provided that MkII doesn't get nerfed as was originally planned in the upcomping patch). Lack of ST armor/structure quirks is indeed disappointing, those STs will be an easy target. Set of 8 quirks are nothing to get particularly excited about, IMO most people will just take the A- or B-variant CT for ECM and then mix it with whatever omnipods they need.

P.S. Given the quirks, BAS-A might be interesting as quad PPC carrier, but I'm not sure it will be able to beat WHK-PRIME in that capacity. Blood Asp does have jump jets, and should suffer less from the knuckle-dragging syndrome than the Warhawk, but at the same time the Warhawk has much better mobility, and doesn't have those side torsos sticking up and begging to get shot at... Idk, this has to be tested in the field before any conclusions are drawn :)

Edited by DGTLDaemon, 14 May 2018 - 01:17 AM.


#3 Monkey Lover

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Posted 14 May 2018 - 02:31 AM

I be asking for a refund about now :P

#4 CK16

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Posted 14 May 2018 - 04:07 AM

Meh, never buy for the quirks...I never thought this would get outstanding quirks either, being as it was crowned the king of meta usually. We will see, but it will be a solid mech.

#5 El Bandito

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Posted 14 May 2018 - 04:14 AM

Seems PGI is erring on the side of caution in regards to power creeping, at the expense of potential refunds. Admirable, but very uncharacteristic of them.

The hero Rancor seems to be able to do 6xCERLL better than the Supernova-1, which is good news for Clan side in FP.

#6 Angel of Annihilation

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Posted 14 May 2018 - 05:05 AM

I really wasn't expecting good quirks to be honest because:

A - It is Clan
B - It has ECM
C - It is Clan
D - It has high mounts
E - It is Clan

On the other hand, maybe it is good enough it doesn't need quirks. Honestly we can do our best to predict just by looking at specs and pictures but until you get a mech in the game and get it skilled up, you really don't know how good or bad it is going to be.

Edited by Viktor Drake, 14 May 2018 - 05:09 AM.


#7 DGTLDaemon

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Posted 14 May 2018 - 05:16 AM

I wonder what they're going to do with the "ears" (high weapon mounts) on the A-variant which has no ST hardpoints. Will they be simply blanked, or will they be removed completely just like the missile ears on the MkII?

#8 CK16

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Posted 14 May 2018 - 05:21 AM

Watch the camo video, first one in Ghost Bear colors shows no pods.

#9 thievingmagpi

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Posted 14 May 2018 - 05:27 AM

I'm fine with every new mech coming up not trumping the last.


That's how powercreep happens.

It will be a serviceable assault with maybe some fun omni combos.

#10 Nema Nabojiv

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Posted 14 May 2018 - 05:37 AM

Well, no quirks to speak about. As expected tbh.

#11 DGTLDaemon

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Posted 14 May 2018 - 05:44 AM

View PostCK16, on 14 May 2018 - 05:21 AM, said:

Watch the camo video, first one in Ghost Bear colors shows no pods.

Ah, missed that one :) Judging by the 3 jump-jet nozzles on the back, it is indeed the A variant. Then it might actually be a viable replacement for the Warhawk as a quad-PPC platform.

#12 Nightbird

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Posted 14 May 2018 - 05:47 AM

ECM is only on two variants though, so the rest are pretty much parked compared to the MCII.

#13 FireStoat

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Posted 14 May 2018 - 10:21 AM

I was honestly hoping for a bit in quirks because it's an Omnimech with locked equipment, and quirks it receives are locked to 8/8 stock omnipods only which is the tradeoff for not min maxing hardpoints. It should have had better quirks than the Madcat Mk II for this reason, and for the most part, it slightly does have higher quirks. It has nothing for bonus armor however, although it is ECM capable from the standard pack purchase.

My feelings are mixed. I think it will be an excellent mech but I also don't see it outperforming the inner sphere Sleipnir in quick drops, and it's not taking down an Annihilator solo either anytime soon. Armor quirks are just so strong right now, and this mech lacks them. Perhaps the ECM will have to cut the mustard to assist with durability.

#14 Antares102

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Posted 14 May 2018 - 10:34 AM

View PostViktor Drake, on 14 May 2018 - 05:05 AM, said:

A - It is Clan
B - It has ECM
C - It is Clan
D - It has high mounts
E - It is Clan

F - It has JJ
G - It is Clan
H - It is good omni pods with hardpoint inflation
I - It is Clan
J - It has 41 tons pod space
K - It is Clan
L - It is an assault
M - It is Clan

This mech is the last mech that needs any god dawn quirks.

Edited by Antares102, 14 May 2018 - 10:45 AM.


#15 MechaBattler

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Posted 14 May 2018 - 10:44 AM

15% weapon cooldown doesn't seem like something to sneeze at. That's enough to make some IS mechs viable. Granted it's mostly on variants with a single weapon of that type.

Also jump jet capacity quirks. Be nice to get that on a few other mechs.

#16 Seranov

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Posted 14 May 2018 - 10:56 AM

View PostAntares102, on 14 May 2018 - 10:34 AM, said:

H - It is good omni pods with hardpoint inflation


I'm just saying, I don't think there was any hardpoint inflation. Clan mechs just tend to have more hardpoints to start with. It's generally IS mechs that only had few hardpoints that got extras to make them more effective, iirc.

#17 SmokedJag

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Posted 14 May 2018 - 11:10 AM

View PostNightbird, on 14 May 2018 - 05:47 AM, said:

ECM is only on two variants though, so the rest are pretty much parked compared to the MCII.


Well yeah, Omnimechs are good CBill value, bad cash value now that three-to-master is removed. Grab the strongest CT and swap everything else, that's not news.

And a 'Mech built from the ground up to be an optimized Clan assault does not need quirks. The Blood Asp is even naturally good at MWO playstyles that weren't a consideration in BattleTech. It can fight hull-down like a Hunchback IIC or laser Hellbringer and it's a lot harder to pick apart than a Dire Wolf, both more than making up for the latter's heavier armor. And it's 10 tons lighter so it fits tonnage restrictions better.

It's good that the Mad Cat II is a C-bill 'Mech or this thing would be a serious P2W problem.

#18 Luminis

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Posted 14 May 2018 - 11:24 AM

View PostNightbird, on 14 May 2018 - 05:47 AM, said:

ECM is only on two variants though, so the rest are pretty much parked compared to the MCII.

Compared to two variants of the MCII, you mean.

#19 DGTLDaemon

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Posted 14 May 2018 - 11:25 AM

View PostSmokedJag, on 14 May 2018 - 11:10 AM, said:

It's good that the Mad Cat II is a C-bill 'Mech or this thing would be a serious P2W problem.

I'm still a bit concerned about the weapon pods sticking out. Everyone who's ever played a Timber Wolf with the A-variant LT knows how easy it is to lose that LT, and it's nowhere near as big as those pods on the Blood Asp.

#20 Jay Leon Hart

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Posted 14 May 2018 - 11:36 AM

View PostMechaBattler, on 14 May 2018 - 10:44 AM, said:

Also jump jet capacity quirks. Be nice to get that on a few other mechs.

That just means it has some locked JJs on the installed OmniPods, no?

View PostSeranov, on 14 May 2018 - 10:56 AM, said:

I'm just saying, I don't think there was any hardpoint inflation. Clan mechs just tend to have more hardpoints to start with. It's generally IS mechs that only had few hardpoints that got extras to make them more effective, iirc.

Aye, pretty sure only BattleMechs have had hardpoint inflation, which is why 'mechs like the Ice Ferret, Shadow Cat & pre-MG Mist Lynx have so few to play with.

It's also a worrying thing when looking at some of the hardpoint starved IS OmniMechs.





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