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Countdown To Flea Release June 19Th


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#21 Tordin

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Posted 13 June 2018 - 08:21 AM

Gotta say.
The Locust and Flea will be equal, is my guess. Different specialities
The Locust IMO will fit better as a striker, focusing more on shorter range harassment due to lower mounts, while the Flea will be the longer range hit and runner due to higher mounts, which can throw off the enemies aim even, with the Flea varients that have MASC.

#22 Jackal Noble

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Posted 13 June 2018 - 08:24 AM

View PostSlambot, on 13 June 2018 - 07:00 AM, said:

This thing will still need MASSIVE quirks to be viable in any way... I'm sure the streakboats will be out on release...


just like any time a light mech is released. What massive quirks does it need?

#23 BrunoSSace

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Posted 13 June 2018 - 12:43 PM

Looks very nice. From the front it looks like a baby Blackjack.

#24 el piromaniaco

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Posted 13 June 2018 - 02:38 PM

Love the „telescopic“ missiles. Outside these are longer than the Flea itself.

#25 Y E O N N E

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Posted 13 June 2018 - 04:22 PM

View PostJackal Noble, on 13 June 2018 - 08:24 AM, said:

just like any time a light mech is released. What massive quirks does it need?


TBQH it just needs the Locust's armor and a dissipation quirk to make up for those 4 external DHS.

View PostTordin, on 13 June 2018 - 08:21 AM, said:

Gotta say.
The Locust and Flea will be equal, is my guess. Different specialities
The Locust IMO will fit better as a striker, focusing more on shorter range harassment due to lower mounts, while the Flea will be the longer range hit and runner due to higher mounts, which can throw off the enemies aim even, with the Flea varients that have MASC.


I don't really think there will be a range dichotomy. Locust has engine (cooling) saves three slots over the Flea, which is going to run into slot problems when fitting both Endo and Ferro with those greater hardpoint numbers. The MG one is going to have to run SHS to really maximize its potential.

#26 Aidan Crenshaw

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Posted 13 June 2018 - 09:32 PM

Oh look! It's a baby sunspider! Posted Image


On a more serious note, it will have a higher heat dissipation quirk than the locust, as it's missing out one more engine heatsink in comparison to the locust. Thus, it can only benefit from 6 true DHS. In fact, it has the lowest max engine rating among all mechs so far, i believe. So my guess is for a 15% heat dissipation quirk.

#27 D V Devnull

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Posted 14 June 2018 - 02:52 AM

View PostD V Devnull, on 12 June 2018 - 01:23 PM, said:

Just a heads-up, I tripped over a Website Bug... The Article itself on the Website News is not properly linked to this thread, albeit that the Website News List does link here correctly. Posted Image

~D. V. "No pun intended... and yet it's there..." Devnull

Forgot to post back here... Glad to see the link was fixed. Thanks! :D

~D. V. "At least it's NOT 'Bugged' anymore..." Devnull

#28 stealthraccoon

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Posted 14 June 2018 - 06:34 AM

I was gonna go to Chipotle, but instead I bought a Flea.

Nothing matters except the 19 and Fire Ant! Srsly, if you don’t run the Fire Ant with flamers, you have no soul.

Edited by stealthraccoon, 14 June 2018 - 06:38 AM.


#29 Tordin

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Posted 14 June 2018 - 09:08 AM

View PostYeonne Greene, on 13 June 2018 - 04:22 PM, said:

I don't really think there will be a range dichotomy. Locust has engine (cooling) saves three slots over the Flea, which is going to run into slot problems when fitting both Endo and Ferro with those greater hardpoint numbers. The MG one is going to have to run SHS to really maximize its potential.


Yeah, SHS could really make you save up money on the "cooler" builds. No point in taking DHS on MG focused Fleas.

#30 BrunoSSace

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Posted 14 June 2018 - 11:30 AM

Quirks are as expected. Nothing to tell home about.

#31 Brain Cancer

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Posted 14 June 2018 - 12:01 PM

View PostBrunoSSace, on 14 June 2018 - 11:30 AM, said:

Quirks are as expected. Nothing to tell home about.


Fits in right next to Uncle Locust.

#32 Ukos

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Posted 14 June 2018 - 12:02 PM

although as always they couldnt help themselves and giving a couple of variants structure quirks instead of the equivalent in armour - which after a couple of months get turned into armour as they aren't as useful

#33 Buenaventura

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Posted 14 June 2018 - 01:43 PM

Well, what did I expect from another preorder, after what they did with the Thanatos?
In a world with mechs easily boating 8+ MGs, structure quirks are worthless.
And missile spread quirks instead of f.e. missile cd? Posted Image
Really seems like someone is still using his trusted dartboard to assign quirks. Posted Image

#34 Stinger554

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Posted 14 June 2018 - 03:48 PM

View PostBuenaventura, on 14 June 2018 - 01:43 PM, said:

Well, what did I expect from another preorder, after what they did with the Thanatos?
In a world with mechs easily boating 8+ MGs, structure quirks are worthless.
And missile spread quirks instead of f.e. missile cd? Posted Image
Really seems like someone is still using his trusted dartboard to assign quirks. Posted Image

It's a 20 ton mech the armor quirks aren't going to do much anyways....

#35 Y E O N N E

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Posted 14 June 2018 - 06:03 PM

View PostStinger554, on 14 June 2018 - 03:48 PM, said:

It's a 20 ton mech the armor quirks aren't going to do much anyways....


TBQH, the armor quirks are more useful for giving you a margin within which you can strip armor to fit ammo for some of those weapons rather than as protection.

#36 Jackal Noble

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Posted 14 June 2018 - 08:10 PM

I see someone at PGI has a sense of humor regarding missile spread threads....
Posted Image

In all seriousness, kinda regretting passing up on the pre-order for this thing. Looks like it's gonna be a fun lil ride.
Semi-durable too.
might have to pick her up.

#37 Jackal Noble

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Posted 14 June 2018 - 08:22 PM

View PostYeonne Greene, on 14 June 2018 - 06:03 PM, said:


TBQH, the armor quirks are more useful for giving you a margin within which you can strip armor to fit ammo for some of those weapons rather than as protection.

Idk, I think that +8 armor on the 15 is gonna result in a 20 ton light with ~ 40 ct armor, ~35 ST armor and ~29 leg armor give or take when maxed survival - that's pretty cray cray. I could be off, I based my roundabouts off the locust-1e base stats paired with a 24% increase netted from the 10 armor nodes.

Heck, one might not even have to dabble tremendously in the survival skills and be able to allocate them elsewhere with the existing armor.

Edited by Jackal Noble, 14 June 2018 - 08:23 PM.


#38 Y E O N N E

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Posted 14 June 2018 - 08:38 PM

View PostJackal Noble, on 14 June 2018 - 08:22 PM, said:

Idk, I think that +8 armor on the 15 is gonna result in a 20 ton light with ~ 40 ct armor, ~35 ST armor and ~29 leg armor give or take when maxed survival - that's pretty cray cray. I could be off, I based my roundabouts off the locust-1e base stats paired with a 24% increase netted from the 10 armor nodes.

Heck, one might not even have to dabble tremendously in the survival skills and be able to allocate them elsewhere with the existing armor.


I mean, it has literally half the firepower potential of a Piranha be it MGs or lasers, so it checks out to me.

Personally, I'm going to use it exactly as I stated. I don't armor up my 1E and, in fact, strip some armor out of the arms to fit in an 11th heatsink; I'm gonna do the same with the Flea for MG ammo or MASC.

#39 Yumoshiri

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Posted 14 June 2018 - 08:49 PM

Pretty **** quirks so far. Come on, flamer range? Then at least take energy range.

#40 Buenaventura

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Posted 14 June 2018 - 09:41 PM

How about some more useful weapon quirks, like + mg rof for the 8 ballistic one - clans have their Piranha with much more slots and mgs that weight only half of the IS stuff.
Or energy heat? Energy/Missile cooldown?





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