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Clan Mechs


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#21 K O Z A K

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Posted 23 November 2018 - 08:28 PM

View PostAthom83, on 23 November 2018 - 06:30 PM, said:

Same. 2 HLLs and 2 SRM6 on my Linebacker, then filling the rest with heatsinks, is quite a fun skirmisher.


those weapons have very bad synergy, you should try kicking the srms for some er medium lasers, or replace the HLLs with some MPLs. HLL is a terrible weapon up close, and SRM6 can basically only be used point blank range

#22 ShiverMeRivets

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Posted 24 November 2018 - 12:24 AM

View PostEl Bandito, on 22 November 2018 - 08:48 PM, said:

Seeing how people are completely fine with IS having 10 tons of advantage over Clans in FP, I think Clans still need nerfing. ;)

Clan base tech is still clearly superior than IS, while many top performing IS mech quirks were recently nerfed.

This is because lights are OP enough that weight is not an issue. You dont lose much in killing power by taking a meta 20 tonner instead of a mech 4 times its weight.

#23 Tarl Cabot

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Posted 24 November 2018 - 12:25 AM

View PostGrus, on 23 November 2018 - 05:06 AM, said:

Your bias is showing Posted Image

Clans heat efficiency got a nice buff not long ago, add to that they got a slight reduction in damage. So you can fire a little more often but not a huge difference. They still have paper armor and huge burn times.


And you do not show yours at all ? :)

View PostGrus, on 21 November 2018 - 08:54 PM, said:


I disagree wholeheartedly about the XL change. It needs to stay where its at. The decision about using an XL or not is a trade off. If you don't want to die from a ST loss use a LFE.



#24 UnofficialOperator

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Posted 24 November 2018 - 04:25 AM

Posted Image

#25 Grus

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Posted 24 November 2018 - 05:16 AM

View PostTarl Cabot, on 24 November 2018 - 12:25 AM, said:


And you do not show yours at all ? :)



I freely admit by bias, why do you think im a loyalist? Silly question to have.

No, the bandit has stated that he and his unit freely move to one side to the other, and yet.. most of the time hes IS so... :P i dont think hes drank enough of the IS coolaid to think is XL needs to survive ST loss so i just poke fun at him now and then.

View PostUnofficialOperator, on 24 November 2018 - 04:25 AM, said:

Posted Image


No... no they are not.

#26 UnofficialOperator

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Posted 24 November 2018 - 05:54 AM

View PostGrus, on 24 November 2018 - 05:16 AM, said:

No... no they are not.


Look I can only speak from QP pov since I don't play FW.

If I have a new friend to introduce to MWO, firstly I'll ask him to stay away and spend his $$$ on a better game. If all else fails, I would recommend him to take

Light: Piranha (Clan)
Med: Huntsman (Clan) [I don't know I seldom play Meds]
Heavy: Hellbringer (Clan)
Assault: Deathstrike (Clan) [Actually theres too many good choices for assaults. There's also MCII-B,Marauder IIC-D]

All the super easy mechs to use for a newbie without having to worry about getting an ST shot off.

Not OP? Are you sure?

Edited by UnofficialOperator, 24 November 2018 - 05:58 AM.


#27 Nema Nabojiv

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Posted 24 November 2018 - 06:36 AM

View PostUnofficialOperator, on 24 November 2018 - 05:54 AM, said:

All the super easy mechs to use for a newbie without having to worry about getting an ST shot off.

guess LFE is not an option

#28 UnofficialOperator

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Posted 24 November 2018 - 07:45 AM

View PostNema Nabojiv, on 24 November 2018 - 06:36 AM, said:

guess LFE is not an option


You fail to read that its for someone new? Clan Mechs work straight out of the box. No need to mess around with LFE.

#29 Nema Nabojiv

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Posted 24 November 2018 - 07:59 AM

View PostUnofficialOperator, on 24 November 2018 - 07:45 AM, said:


You fail to read that its for someone new? Clan Mechs work straight out of the box. No need to mess around with LFE.

so they cost efficient, and that suddenly means op? Dont think so.

#30 K O Z A K

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Posted 24 November 2018 - 08:05 AM

View PostUnofficialOperator, on 24 November 2018 - 05:54 AM, said:


Look I can only speak from QP pov since I don't play FW.

If I have a new friend to introduce to MWO, firstly I'll ask him to stay away and spend his $$$ on a better game. If all else fails, I would recommend him to take

Light: Piranha (Clan)
Med: Huntsman (Clan) [I don't know I seldom play Meds]
Heavy: Hellbringer (Clan)
Assault: Deathstrike (Clan) [Actually theres too many good choices for assaults. There's also MCII-B,Marauder IIC-D]

All the super easy mechs to use for a newbie without having to worry about getting an ST shot off.

Not OP? Are you sure?


There's no clan/IS in qp, so it's irrelevant. Clan mechs are on average faster that's why they're easier to use in qp when your team is running away "flanking right". Piranha is a horrible choice for a new player, 1 minor positioning mistake and you're dead.

#31 Tarl Cabot

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Posted 24 November 2018 - 08:15 AM

View PostNema Nabojiv, on 24 November 2018 - 06:36 AM, said:

guess LFE is not an option

If the newbie wants to buy a mech (MC/RLC) when he does not enough funds to make instant changes? So... Clan mechs, both omni and battlemechs, with their LIGHTER and SMALLER components, are able to have both speed and ST survivibility while Innersphere battlemechs (no IS Omnis.. yet? ) require a LFE to survive the loss of one ST while equipping heavier and larger components while their max speed would be even slower with a LFE.

Would making isXL survive its first ST loss be overpowering? Wouldn't that be like saying the cXL surviving one ST loss is currently overpowering?

The ONLY reason MWO has it is because PGI is using only partial of BT engine crit system. And if MWO was only IS vs IS I would not have much ground to stand on because both sides at access to the same time. But in its current environment with both IS and Clan mechs, the one eye sore is the lack of engine tech equivalency. All engines should survive at least the first ST loss.

And the non-lethal penalties do not necessarily need to be the same. STD is the most durable (no actual engine crits in MWO) but also the heaviest. LFE would be less durable and lighter than the STD but still heavier for the same space as the cXL. cXL would sit between the LFE and isXL while the isXL should have the highest non-lethal penalties.

IS Omnimechs will be introduced with either STD or isXL engines (non-switchable) with the current MWO Omni rules, the Flea Hero is the ONLY IS mechs that comes with a LFE, afaik no other Champion/Hero/Special mech. An isXL is more expensive than a LFE but is less durable than either a LFE or cXL?

And due to how PGI had and continues to handle, or not handle, the engine tech not being equivalent, ie non-lethal vs lethal, especially in a Clan vs IS environment, has caused players to play only certain modes or quit altogether? Longview. Many of us want improvements to FP but said improvements we also need players who want to stay with it. And how does that effect the "Buy a Mechpack" ? Nostalgia only goes so far.

/shrugs...if PGI is not willing to open up some "bandwidth" it really does not matter what we think, unless we are able to get more behind it, even then it would be a toss up.

Off to chase some soccer balls, or make the little ones do it :)

#32 Nema Nabojiv

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Posted 24 November 2018 - 08:30 AM

the truth is majority of clan mechs and weapons are horrible thanks to all the nerfs throughout the history, and the select few are good despite the nerfs.

With the IS, the majority stuff is just mediocre. There are good and bad ones but the number of chassis still creates overall impression of mediocrity. And then people go and compare mediocre IS mech and loadouts to good clan ones and say clam op plznerf.

Then PGI do their random changes with this opinion in mind and since its PGI it does makes the game worse, players leave and everyone lose.

#33 Grus

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Posted 24 November 2018 - 09:05 AM

Light: Deathknell
Med: bushwacker
Heavy: warhammer
Assalt: battlemaster

That 4 right there would be prime for a new player. Cheap, and user frendly.

When i wanna go roflstomp people i dont use a clan mech... i whip out my Sliphner or my Faf with 2hgauss and enjoy 2-3 shotting clan assaults.... clan mechs are made of paper.

#34 UnofficialOperator

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Posted 24 November 2018 - 09:06 AM

View PostHazeclaw, on 24 November 2018 - 08:05 AM, said:

Piranha is a horrible choice for a new player, 1 minor positioning mistake and you're dead.


Interesting that its always the ones that play 0% lights that seem to know the most about lights. You have like 192 matches in lights and I have 4296 matches in lights but I guess you are right Posted Image

Lol. Pir is the easiest to use out of all the lights.

Edited by UnofficialOperator, 24 November 2018 - 09:08 AM.


#35 UnofficialOperator

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Posted 24 November 2018 - 09:11 AM

View PostNema Nabojiv, on 24 November 2018 - 07:59 AM, said:

so they cost efficient, and that suddenly means op? Dont think so.


Out of the box? Yes.

Look at Gru's list. All standard engine except for Bushwhacker XL.

So basically I have to change all the engines to make them viable.

And not only that, looking at the choices.

Lights: Between Pir and TDK, wtf would choose TDK???

Meds: I don't play meds but I think they are about equal plus I don't have to switch out engines on the HMN.

Heavies: HBR with ECM and an 80 point alpha in T5 is basically Godlike because no one knows about ECM yet. I've run in front of T4 and T5 openly without getting shot at. Its ridiculous. Again you'd have to change out Warhammer's engine. In fact anything with ECM is pretty imba in T4 and T5.

Assaults: Any of the clan mechs is way better than the fridge that is the BM.

Edited by UnofficialOperator, 24 November 2018 - 09:18 AM.


#36 MechaBattler

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Posted 24 November 2018 - 09:33 AM

View PostvisionGT4, on 23 November 2018 - 12:17 AM, said:

Like sand people, the worst of the entitled clams are easily startled, but in this case did not return in greater numbers. The neutral peeps who simply want more viable chassis to play on both sides just don't give a fark anymore.


too little too late

rip


That's why I hope they keep tweaking mechs with every patch. There's a lot of under used mechs that could use buffs. Perhaps some agility, turn some specific weapon quirks into universal quirks, maybe use the new ghost heat quirk on them.

#37 K O Z A K

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Posted 24 November 2018 - 10:12 AM

View PostUnofficialOperator, on 24 November 2018 - 09:06 AM, said:


Interesting that its always the ones that play 0% lights that seem to know the most about lights. You have like 192 matches in lights and I have 4296 matches in lights but I guess you are right Posted Image

Lol. Pir is the easiest to use out of all the lights.


I play FP pretty much exclusively, where I get to play lights all the time as most drop decks end up with at least 1. But when I did play QP it's true I wasn't a fan of playing lights because I had a much lower chance of affecting the outcome of the drop vs if I maul over a third of the enemy team with a heavy or assault every drop. But the fact that you completely ignored my point and instead chose to attack my qp stats tells me you don't even disagree

For a new player arctic cheetah, urbie or wolfhound are much better options imo because they don't disintegrate the moment someone looks wrong at them

#38 Nema Nabojiv

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Posted 24 November 2018 - 03:28 PM

View PostUnofficialOperator, on 24 November 2018 - 09:11 AM, said:


Out of the box? Yes.

Look at Gru's list. All standard engine except for Bushwhacker XL.


so you took fitting costs and with some unfathomable logic made a conclusion that clan mechs perform better overall. I cant even, you won.

#39 Pariah Devalis

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Posted 24 November 2018 - 04:09 PM

View PostNema Nabojiv, on 24 November 2018 - 03:28 PM, said:

so you took fitting costs and with some unfathomable logic made a conclusion that clan mechs perform better overall. I cant even, you won.


I think it's funny. And a newbie trap. When you compare absolute costs for an Omnimech vs an IS mech, the up front cost for an IS mech is lower than a Clan mech. The cost to upgrade an IS mech to Clan spec puts the IS mech around Clan mech costs. Except you can "pay as you go" with upgrades.

Now, I will say that a mech like the Huntsman is a great Newbie mech, but not because of costs or capabilities so much as it is a very good all purpose mech. It moves reasonably fast, but not crazy fast. It has fantastic omnipod variety, so a new player only need buy one mech to try out any number of builds for it. It even gives them a taste of jump capability.

None of these things have anything to do with being OP or superior to IS mechs in an actual gameplay standpoint.

#40 UnofficialOperator

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Posted 24 November 2018 - 08:29 PM

View PostHazeclaw, on 24 November 2018 - 10:12 AM, said:


I play FP pretty much exclusively, where I get to play lights all the time as most drop decks end up with at least 1. But when I did play QP it's true I wasn't a fan of playing lights because I had a much lower chance of affecting the outcome of the drop vs if I maul over a third of the enemy team with a heavy or assault every drop. But the fact that you completely ignored my point and instead chose to attack my qp stats tells me you don't even disagree

For a new player arctic cheetah, urbie or wolfhound are much better options imo because they don't disintegrate the moment someone looks wrong at them


Yeah shift the goal posts much? FP and QP is different. Go play 1000 games as light in QP and tell me its the same.

Anyway this isn't even about you. If you bother to read the premise, it is about newbie playing mechs out of the box in QP. Ach is pretty ineffective except for the few good pilots. Urbie and Wolfhound needs to be tinkled with and not out of the box. Especially the urbie. And some would argue Wlf with XL is actually the optimal. You don't play safe as Wlf sometimes because the speed is worth it.
And what is difficult as a Pir in T4 or T5 avoiding the first few minutes of combat? You need to scout anyway. Then it is all about backstabbing.

Read first and understand the premise before replying thanks





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