Warhammer Iic - Superior Firepower
#101
Posted 04 October 2018 - 11:05 AM
The Two series of clan mechs epitomize everything that went wrong with the franchise.
An old 70 ton war hammer simply refitted with clan tech, would have made it clearly superior to the old, and would to a degree make far more sense than an almost childish need for everything clan to be not just superior but overwhelming so.
For all P.G.I's faults balancing clans to a sane level can be something they can feel some sense of achievement with
#102
Posted 04 October 2018 - 11:30 AM
So now due to hard point power creep:
Mandatory 8+ hard points
Mandatory ECM
Mandatory high mounts
Mandatory ballistics.
I suggest following:
IIC +1 missile in same torso
IIC 2 put the head energy back in
IIC 3 double ams and ams quirk
IIC 4,10,and Maul have enough hard points and differences to leave alone.(I don't find Maul PTW but blatantly the best one of the bunch)
(Possibly in the 10 swap one missile for one ballistic)
If you HAD to have ecm put it in the 2 or 4
MASC is a joke
Why no JJ? (HoverJetsTM are a joke also and need a fix)
Edited by HammerMaster, 04 October 2018 - 11:51 AM.
#103
Posted 04 October 2018 - 12:52 PM
Lance McRaven, on 04 October 2018 - 06:09 AM, said:
I wouldn't waste money on a Blood Asp, get the Mad Cat Mk II instead. If you already have a Mad Cat Mk II but still want a Clan Assault, I'd get the Supernova, Marauder IIC, Warhammer IIC and Kodiak before the Blood Asp.
#104
Posted 04 October 2018 - 01:05 PM
Jay Leon Hart, on 04 October 2018 - 12:52 PM, said:
Kodiak drives like a semi truck. I would get a Basp for guassvom, the only KDK that is really better is the 3, which isn’t as good as the MK2 B anyways.
#105
Posted 04 October 2018 - 01:28 PM
#106
Posted 04 October 2018 - 01:39 PM
admiralbenbow123, on 04 October 2018 - 10:09 AM, said:
The heat dissipation buffs easily cancel out the heat cap reduction, especially because the heat cap is still going to increase with more DHS (just not increase as much). The super high-end stuff like 6 ERML + 2 HLL will have a hard time with the cap, yeah, but 4 ERML + 2 HLL will easily let you still fire a full alpha without overheating (and now you'll cool down way faster for higher sustained damage).
#107
Posted 04 October 2018 - 01:45 PM
....Phoenix Hawk IIC
It's also 80 tons and another IIC. That may be the missing January mech. Or maybe that will be March and January will be another original.
Edited by Sevronis, 04 October 2018 - 01:48 PM.
#109
Posted 04 October 2018 - 03:34 PM
Ninjah, on 04 October 2018 - 02:54 AM, said:
Passing on this and the game itself till some meaningful updates show up.
admiralbenbow123, on 04 October 2018 - 10:09 AM, said:
FupDup, on 04 October 2018 - 01:39 PM, said:
Frankly, I find that PGI's current course of action does NOTHING to counter the "Combined Gauss+Laser Vomit Meta" which has been tearing up the battlefields. Heck, if I mess up in an Inner Sphere Mech, then I do NOT want to be able to just shrug off a pounding from a Clan Mech Pilot trying to hammer on me. Unfortunately, that's what PGI's changes WILL allow! If anything, Chris Lowrey (and the Other PGI Staff) should take a look at my idea on how to fix the problem (which suggests using Ghost Heat Penalty Linkage to better control certain issues), as well as they should have done a PTS 3.0 to find out if their own idea would even work properly. Sadly, they have decided to get stuck on their Spreadsheets again, much to the dismay of many. Their current Roadmap will make the Inner Sphere into "Easy Mode", and leave anyone who isn't an 'Elite-type, Competitive-Class Player' effectively unable to adapt on the Clan side. But, PGI seems to think that everything has to be fixed from the top-down, instead of configuring it so Balance is even at all levels, so tons of people are going to get screwed over while only a few keep on rolling. It wasn't bad enough the Clans are so-called "Glass Cannons", edging on being "Worthless Paper", but PGI's intended changes WILL cause that classification change and result in severe Clan Mech (and therefore Clan Weapons) disuse, where they'll just collect dust for some time to come.
~Mr. D. V. "We're looking at the 'Death of the Clans' at this rate." Devnull
#110
Posted 04 October 2018 - 04:05 PM
I really want HAGs to be added, but even without them, couldn't we have gotten a variant based on the IIC-5 except with some other ballistic weapon in the arms, e.g. LB10s or Gauss Rifles, rather than the HAG20?
As it stands, both Reinforcements variants are very similar to each other, and very similar to the IIC-2 in the standard pack, which really makes me unlikely to buy the Reinforcements package.
Although i'm only one voice in thousands of people, I hope PGI can reconsider a variant.
#111
Posted 04 October 2018 - 04:13 PM
#112
Posted 04 October 2018 - 05:06 PM
Bonfor, on 04 October 2018 - 04:13 PM, said:
Lore stockbuild are cheapskates?
http://www.sarna.net...i/Warhammer_IIC
Edited by WarmasterRaptor, 04 October 2018 - 05:06 PM.
#113
Posted 04 October 2018 - 07:22 PM
HammerMaster, on 04 October 2018 - 11:30 AM, said:
So now due to hard point power creep:
Mandatory 8+ hard points
Mandatory ECM
Mandatory high mounts
Mandatory ballistics.
I suggest following:
IIC +1 missile in same torso
IIC 2 put the head energy back in
IIC 3 double ams and ams quirk
IIC 4,10,and Maul have enough hard points and differences to leave alone.(I don't find Maul PTW but blatantly the best one of the bunch)
(Possibly in the 10 swap one missile for one ballistic)
If you HAD to have ecm put it in the 2 or 4
MASC is a joke
Why no JJ? (HoverJetsTM are a joke also and need a fix)
I suggest you learn how to pilot instead of relying on specific stuff to save your ***.
ECM isn't "Mandatory." it's "I want to stand in the open like an idiot and still get shot by everything anyways."
any halfways competent MechWarrior when dealing with LRMs uses cover, use AMS, and coordinates the team to kill spotting mechs. ECM isn't mandatory. it's useful, sure, but it's far from mandatory.
People who think it's mandatory frankly are guilty of what i said above, and generally can't Teamplay worth @#$%.
Edited by Arkhangel, 04 October 2018 - 07:26 PM.
#114
Posted 04 October 2018 - 08:27 PM
WarmasterRaptor, on 04 October 2018 - 05:06 PM, said:
Since when did they worry about lore to such a strict degree?
Oh, and I'm not seeing the Hero in canon...do you have a source for that? If they made that one up, why not XL on it, since later variants had XL, and even XXL?
Edited by Bonfor, 04 October 2018 - 10:32 PM.
#115
Posted 04 October 2018 - 09:01 PM
#116
Posted 04 October 2018 - 11:06 PM
All Mechs can Select by ala Card?
No?
Okay.
*Wallet closed*
Waiting on C-Bills Relaise.
#117
Posted 05 October 2018 - 12:19 AM
#118
Posted 05 October 2018 - 12:59 AM
#119
Posted 05 October 2018 - 01:22 AM
Karl Streiger, on 04 October 2018 - 06:11 AM, said:
Using (for example) HPPPCs in a Civil War Era before the eradication of the Smokeys?
And yes neither HAG nor XXL nor Heat-Dissipating Armor nor Improved JumpJets are ingame now... and?
6 Improved JumpJets consume the same mass and same space as 12 JumpJets... and seriously an Assault with 12 JumpJets will finally be able to jump again.....
and the thing about HAGs is to have a variant with two ballistics in the arm (would not even overpower the thing) .... and the XXL with Heat.Dissipating Armor -> this thing becomes simple a 400XL version with 15t Standard Armor.
At 80tons its more like a fat Heavy... not an Assault.... and a 75t Mech is 90% of all cases the better choice - say thanks PGI for sticking with the build rules
So... you're not getting them (yet) then...
80t works nicely for FW when tonnage not weight class is relevant. At least the Piranha gave us a lot more flexibility to take assaults.
#120
Posted 05 October 2018 - 01:30 AM
admiralbenbow123, on 04 October 2018 - 10:09 AM, said:
Over dramatisation as we can all see the actual changes - they slightly tweaked several weapons down in ways which really won't effect things desperately. The heat changes are actually more interesting.
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