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Dispelling The Myth Of Urbie Armor


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#21 Vellron2005

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Posted 09 September 2018 - 07:39 AM

Of course the Urbie doesn't have the armor of an assault..

But it doesn't register damage properly, so if often harder to take down than an Atlas..

Edited by Vellron2005, 09 September 2018 - 07:40 AM.


#22 Shadowomega1

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Posted 09 September 2018 - 01:17 PM

View PostLykaon, on 08 September 2018 - 09:53 PM, said:



So your example Urbanmech has a standard or LFE? because if it has an XL it got destroyed well before anyone gives a flying finkelstien about destroyed component damage transfer and such.


LFE of course, as XL adds nothing to my Urbans build but a couple extra tons.

#23 LordNothing

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Posted 09 September 2018 - 05:10 PM

View PostMenas, on 09 September 2018 - 07:18 AM, said:


It's definitely underperforming... it needs ECM.

Posted Image


uac20 + ecm + urbie = creeping death.

#24 Variant1

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Posted 09 September 2018 - 06:55 PM

The urbies hitboxes need to be changed, its ct should be super small to discourage xl engine usage. The urban should be slow, and its high armor stat should stay to help it survive on slow. So all thats in order is just a hitbox change so xl engines are not viable on it. Posted Image

#25 FupDup

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Posted 09 September 2018 - 06:57 PM

View PostVariant1, on 09 September 2018 - 06:55 PM, said:

The urbies hitboxes need to be changed, its ct should be super small to discourage xl engine usage. The urban should be slow, and its high armor stat should stay to help it survive on slow. So all thats in order is just a hitbox change so xl engines are not viable on it. Posted Image

97.2 is slow by light mech standards, and a fair number of people seem to even opt for slower than that (I've seen people giving Smurfy links to 170 engines and lower).

#26 Variant1

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Posted 09 September 2018 - 07:02 PM

View PostFupDup, on 09 September 2018 - 06:57 PM, said:

97.2 is slow by light mech standards, and a fair number of people seem to even opt for slower than that (I've seen people giving Smurfy links to 170 engines and lower).

i would say its minimum for lights, but the urbans current hitboxes are more xl friendly then std engine which is a shame its whole gimmick is that it has a std engine that has negative weight and 360 turret rotation =/
Also 97.2 without speed tweak, with speed tweak nodes its more than 100kphPosted Image

#27 Jackal Noble

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Posted 09 September 2018 - 11:15 PM

View PostFupDup, on 09 September 2018 - 06:57 PM, said:

97.2 is slow by light mech standards, and a fair number of people seem to even opt for slower than that (I've seen people giving Smurfy links to 170 engines and lower).

170 is fine for the Urbs. I bounce between that and the 180 depending on what I’m trying.

#28 The Mysterious Fox

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Posted 10 September 2018 - 12:36 AM

it also has pretty bs hitboxes from the volumetric scaling

#29 Tom Sawyer

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Posted 10 September 2018 - 04:14 AM

Give the urbbie its death blossom :)

#30 TWIAFU

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Posted 10 September 2018 - 04:31 AM

View PostVellron2005, on 09 September 2018 - 07:39 AM, said:

Of course the Urbie doesn't have the armor of an assault..

But it doesn't register damage properly, so if often harder to take down than an Atlas..


Try using something other them LERMS.

#31 Jackal Noble

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Posted 10 September 2018 - 07:10 AM

View PostTWIAFU, on 10 September 2018 - 04:31 AM, said:


Try using something other them LERMS.


Hey now, don’t be a Richard Cameron

Edited by Jackal Noble, 10 September 2018 - 07:10 AM.


#32 Cazador88

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Posted 10 September 2018 - 07:53 AM

Most of the time i see an Urbie i go for the arms, blow those off and there you go you have a proper trash can, well except for the k9 and some other variants but still they have the majority of their weapons in their arms.

#33 Ghogiel

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Posted 10 September 2018 - 08:17 AM

I think the hitboxes are fine on the Urbie, the thing is it has the most broken accel/decel and JJ anim in the game. JJing alone already is inaccurate within HSR as confirmed by PGI coder, add in the urbie fubar bunnyhop animation it makes it worse. Granted any JJ mechs can replicate the bad hitreg from the JJ HSR approximation from time to time. but their animation don't usually jerk those mechs around like urbs.

Still not OP tho, because it's sustained is limited under pressure when you have to keep using the JJ pumps. And it really does have to abuse the JJ to work good, otherwise it's just a half decent quick medium but in a tiny package.

#34 cougurt

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Posted 10 September 2018 - 11:47 AM

View PostGhogiel, on 10 September 2018 - 08:17 AM, said:

I think the hitboxes are fine on the Urbie, the thing is it has the most broken accel/decel and JJ anim in the game. JJing alone already is inaccurate within HSR as confirmed by PGI coder, add in the urbie fubar bunnyhop animation it makes it worse. Granted any JJ mechs can replicate the bad hitreg from the JJ HSR approximation from time to time. but their animation don't usually jerk those mechs around like urbs.

Still not OP tho, because it's sustained is limited under pressure when you have to keep using the JJ pumps. And it really does have to abuse the JJ to work good, otherwise it's just a half decent quick medium but in a tiny package.

i can't quite tell, but i think they may have at least partially fixed the JJ animation. it seemed a lot less janky to me looking at it recently.

#35 Vxheous

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Posted 10 September 2018 - 07:52 PM

My Urbie almost has the armor of my hunchback IIc, structure is a different story though:
Posted ImagePosted Image

#36 Chrome Magnus

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Posted 10 September 2018 - 09:51 PM

View PostShadowomega1, on 08 September 2018 - 05:44 PM, said:


Due note however hitting a destroyed side even if it is the shoulders of a destroyed armor confirs a 50% damage reduction to the next component. If that is also destroyed another 50% is taken off that damage. So a 10 damage hit to a destroyed shoulder on a destroyed torso should transfer 2.5 damage to the CT.


"If that is also destroyed another 50% is taken off that damage." I'm not following something. By the first part of your statement hitting a destroyed ST reduces damage by 50% which is how I know it. When you say hitting a (tiny) destroyed shoulder do you mean the arm or are you again referring to the ST.

Either way you cut it this is how it works for all mechs and mechs with big/longer angled arms gain more than a guy with a lil arm. And without the armor quirks the slow (proper) Urbies would go pop in an instant. Still I'd trade some armor to have the annoying issue of my back being popped from the front fixed.

#37 Sorbic

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Posted 10 September 2018 - 09:58 PM

View PostFupDup, on 09 September 2018 - 06:57 PM, said:

97.2 is slow by light mech standards, and a fair number of people seem to even opt for slower than that (I've seen people giving Smurfy links to 170 engines and lower).


Yeah I have 3 Urbies with Light 100's (58kph) and 2 with XL 145's clocking in at 84.2kph. Going this slow definitely sacrifices a lot of armor to people with a slight ability to aim but I prefer my Urbies to pack big guns.

#38 MrXanthios

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Posted 11 September 2018 - 08:21 AM

View Postcougurt, on 08 September 2018 - 09:29 PM, said:

also known as missing.


also known as hitboxes not registering the damage properly

#39 Zibmo

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Posted 11 September 2018 - 08:52 AM

View PostFupDup, on 08 September 2018 - 03:17 PM, said:

If you want to claim that the effective survivability of the Urbie is better than an average heavy or whatever, that is completely different than claiming the Urbie has "more armor" than a heavy. The details matter.


I commend you on your judicious use of terminology. Strictly speaking, the urbie is on par with a medium when quirks are taken into account. By focusing on a number instead of a "survivability" quotient, you have more than capably trolled everyone (else) that posts in this forum. Enjoy your "likes".

LOL. Well done. 9/10. It really does depend on what the meaning of "is" is, yerhonor.

Edited by Zibmo, 11 September 2018 - 08:54 AM.


#40 Shadowomega1

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Posted 11 September 2018 - 11:58 AM

View PostChrome Magnus, on 10 September 2018 - 09:51 PM, said:

"If that is also destroyed another 50% is taken off that damage." I'm not following something. By the first part of your statement hitting a destroyed ST reduces damage by 50% which is how I know it. When you say hitting a (tiny) destroyed shoulder do you mean the arm or are you again referring to the ST.

Either way you cut it this is how it works for all mechs and mechs with big/longer angled arms gain more than a guy with a lil arm. And without the armor quirks the slow (proper) Urbies would go pop in an instant. Still I'd trade some armor to have the annoying issue of my back being popped from the front fixed.


Referring to the place where if you blow only the arm off you see wires and ammo feeds poking out. Those also remain when the side torso is blown off. If you twist the mech far enough to put those wires directly into the line of fire the arm hit box is hit instead, which then transfers inward to the side torso.

As for getting the back blown out from the front there is two ways this can occur:
Get hit below the belt, aka right where the mech torso meats the hips and legs. Conversely getting in that area on the back could also deal damage to the front of the mech. This seems to apply to all mechs.

The other way is taking a hit just behind the center of the top of the mech.





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