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Corsair Doa


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#41 Clownwarlord

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Posted 03 December 2018 - 05:39 AM

I know this is going to sound messed up to most of you but I like the look of the mech. Furthermore, I think it will be alright as in alternative to the Banshee allowing for different mech builds at the 95 ton limit. But I also understand the DOA thread must be made for every mech, its tradition.

#42 lobsterhierarchy

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Posted 03 December 2018 - 05:50 AM

View PostGrus, on 03 December 2018 - 05:26 AM, said:

**design team gets back from thier WH40K match***

So phil.. i got this really great idea!!

Yes?

What about, and hear us out, an Ork inspired mech... with a touch of russian flair...

Well i dont know...

We'll make it extra Orky...

*sigh* ok fine...

**design team**WWWWWWWAAAAAAAAAAAAAAAGGGGGGGGGGGGG!!!!!



I heard painting it red gives it a 10% speed quirk, or painting it blue gives a -5% crit chance ;)


I’m probably going to dub this the quagmire mech due to that enlarged right arm <_<

#43 Clownwarlord

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Posted 03 December 2018 - 05:53 AM

Some one said give an actual reason for why the corsair will not be garbage. Well if you are a Lurm Head you probably will like the 5 missile hard point on the COR - 7R. Then there is the 5T which might be fun for 6 AC2s or some RAC configuration if you like face tanking ballistics. Then there is also the Hero which has 6 energy hard points with 2 ballistics so you could go laser vomit or gauss + laser vomit and such.

So the builds are there for the mech but it really comes down to hit boxes and quirks and other base stats which we will not know till release like every mech ever released

#44 lobsterhierarchy

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Posted 03 December 2018 - 05:55 AM

Posted Image

#45 El Bandito

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Posted 03 December 2018 - 06:07 AM

View PostClownwarlord, on 03 December 2018 - 05:39 AM, said:

I know this is going to sound messed up to most of you but I like the look of the mech. Furthermore, I think it will be alright as in alternative to the Banshee allowing for different mech builds at the 95 ton limit. But I also understand the DOA thread must be made for every mech, its tradition.


Anything is better than Banshee and its low mounted ballistic points.

#46 Alexander of Macedon

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Posted 03 December 2018 - 07:16 AM

View PostNovember11th, on 02 December 2018 - 10:29 PM, said:

https://youtu.be/PJgxZWCfxEk

This vid still cracks me the hell up

I still unironically run a build close to that. It's not bad as a brawler if you play carefully, since you can still poke from range and if you ever get in close you can force 90% of meta builds to overheat or run away.

#47 Koniving

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Posted 03 December 2018 - 09:03 AM

View PostNightbird, on 02 December 2018 - 08:21 PM, said:

It's hard to tell from the perspective, but if the ST and CT protrude forward like the Sunspider, so that a 90 degree twist will not shield the STs, then the mech is pretty much DOA.

Ever used a Stalker? Marauder? Super Nova? Crab? Marauder IIC? Nightstar? The Atlas?(HUGE STs)

These things may have big side torsos, but if the ST is gone the that's a lot of body that now acts as a 60% damage reducer. Given the size of the shoulders, you've got a double 60% reducer if the arm hitbox stump is hit while the ST is broken. That's how stalkers survive immense beatings. Would make the XL engine pretty worthless in it though.

Thunderbolt's another good example for this, run around in it with an LFE or STD engine, let your ST be blown off and then use it to suck up damage.

It does mean it could be easily neutered though...

#48 Nightbird

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Posted 03 December 2018 - 09:26 AM

View PostKoniving, on 03 December 2018 - 09:03 AM, said:

Ever used a Stalker? Marauder? Super Nova? Crab? Marauder IIC? Nightstar? The Atlas?(HUGE STs)


Most of those are good for long range builds where a wiggle is sufficient to spread damage. The Atlas is short range but can arm shield. Crab is an agile medium and the arm shields the ST pretty well.

I suppose the 6R, 7A can pull off an 2Gauss + 3(ER)LL build depending on if the second ballistic is high or not. Most people are not patient enough to use this poking build though, which even if viable or even good, will be ignored by the masses. I suspect most people will brawl with it (<300 meters) so ability to twist and shield will be important.

(I don't consider the Marauder to be good since the right torso goes too easily)

#49 Koniving

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Posted 03 December 2018 - 09:30 AM

View PostNightbird, on 03 December 2018 - 09:26 AM, said:

(I don't consider the Marauder to be good since the right torso goes too easily)

Twist 25 degrees right. Pack the weapons so the bulkiest is as low as possible. Or pack enough AC firepower that it actually kills things quickly enough to not matter. Posted Image

For some reason I have issues with the left torso going first. Though twisting 25 degrees right and aiming with the arms whenever the UACs jam or the mech runs hot may have something to do with it. Though beyond that, I don't usually have the trouble of losing the RT first. If anything, for some reason I often have an issue with people going for the leg or groin.

This is slightly dated, I'm using a triple UAC rig now for one of them.
Posted Image

Edited by Koniving, 03 December 2018 - 09:34 AM.


#50 Nightbird

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Posted 03 December 2018 - 09:50 AM

Marauders are second line or rear mechs in general, if you're in front it's too easy for someone can't see to put a 100% of an alpha into a ST from the side. If you have ST shield arms, this threat is greatly reduced.

We probably have different bars for good.

If a metamech allows you to demonstrate 100% of your piloting skills, a marauder is around 50%. The IIC is about 75%/

#51 Nightbird

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Posted 03 December 2018 - 10:48 AM

I did buy the basic pack and hero, I see the following possibilities which may work based on quirks and weapon hardpoint placements not in the current image. Fingers crossed

6R: 2LBX20+3SRM4, 2LBX20+SNPPC
RA: 2Guass+6Lasers

#52 Acersecomic

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Posted 03 December 2018 - 10:52 AM

View PostNightbird, on 03 December 2018 - 09:50 AM, said:

Marauders are second line or rear mechs in general, if you're in front it's too easy for someone can't see to put a 100% of an alpha into a ST from the side. If you have ST shield arms, this threat is greatly reduced.

We probably have different bars for good.

If a metamech allows you to demonstrate 100% of your piloting skills, a marauder is around 50%. The IIC is about 75%/


And I am 100% late Pope John the Second.
Meta allows you to put minimum amount of skill because meta = most efficient, not skilled play, at least not in case of MWO.
A mech that will show the maximum of your piloting skills, it's going to be a mech that suits you, not the meta. It's going to be a mech you're comfortable in, a mech that allows your stype of combat.

#53 Nightbird

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Posted 03 December 2018 - 10:58 AM

Mechs that fully synergize with your piloting style are exactly what are called metamechs? I'm not sure what you're disagreeing with.

#54 Scout Derek

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Posted 03 December 2018 - 11:50 AM

Mech ain't gonna be doa. It's gonna replace some assault mechs due to the fact this mech can use dual gauss. Already did the math; 43 tons with a lfe 345 going 63kph max speed tweak. Structure + DHS upgrades.

It's ugly as sin but who cares if it gets the job done.

Edited by Scout Derek, 03 December 2018 - 11:53 AM.


#55 VonBruinwald

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Posted 03 December 2018 - 11:54 AM

View PostNightbird, on 03 December 2018 - 10:58 AM, said:

Mechs that fully synergize with your piloting style are exactly what are called metamechs? I'm not sure what you're disagreeing with.


Afraid you're wrong. Metamechs are 'mechs that have had widespread adoption by the community. That has nothing to do with individual player skill. Metamechs often require the least amount of skill to get the best performance because they've been optimised to perform at their best regardless of player skill. Even a bad pilot can do reasonably while whilst a good pilot will do even better in a meta-build.

The real test of player skill is to take them out the meta and place them in something less orthodox. If they still perform well it's a testament to their skill. If they don't it's evidence the 'mech was doing all the work, not the pilot.

If a pilot has good synergy with a build they'll perform at meta levels even when though they're not piloting a metamech.

#56 Daurock

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Posted 03 December 2018 - 11:56 AM

View PostNightbird, on 03 December 2018 - 09:50 AM, said:

Marauders are second line or rear mechs in general, if you're in front it's too easy for someone can't see to put a 100% of an alpha into a ST from the side. If you have ST shield arms, this threat is greatly reduced.

We probably have different bars for good.

If a metamech allows you to demonstrate 100% of your piloting skills, a marauder is around 50%. The IIC is about 75%/


I've always considered mechs without fire-catching arms as more glass cannon-y, and usually de-armor those arms some to add in more firepower. I think my scorch with twin LBX20s, for example runs with arm armor in the 40ish range (Instead of like 60ish,) allowing me another full ton to add in a much needed sink to the build. (Similar things I've done with my sun-spider, and my timberwolf to some extent.) If it isn't being shot most games, it isn't doing me any good on the mech, even if i DO have equipment in it.

the Corsair, depending on variant, may or may not be in that same boat. It might be best to De-Armor his Left "arm", leaving the actual arm on the right there to catch the flak. I'll have to mull that one over.

As for the meta-comment. He's probably looking at just a little different definition - "Meta" can mean "Easy to do well in, even with a less than full piloting skillset" for a lot of people. This is sometimes a significant departure from the meta definition of "Amazing in skilled hands," Which often DOES require a full skillset to properly utilize, and can often include a lot of stuff the average player does poorly in. (Like, the piranha, or a Pop-Tart, for example) One word, multiple definitions.

Edited by Daurock, 03 December 2018 - 11:59 AM.


#57 Nightbird

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Posted 03 December 2018 - 12:05 PM

View PostVonBruinwald, on 03 December 2018 - 11:54 AM, said:


Afraid you're wrong. Metamechs are 'mechs that have had widespread adoption by the community.


So.. LRM boats are metamechs? Cut they're widely adopted lol.

View PostVonBruinwald, on 03 December 2018 - 11:54 AM, said:

The real test of player skill is to take them out the meta and place them in something less orthodox. If they still perform well it's a testament to their skill. If they don't it's evidence the 'mech was doing all the work, not the pilot.


Just as well or less well? For example, you can do the same AC20+SRM build on an Ebon as a Roughneck, both 65 tons. Between two equally skilled pilots, would the Ebon ever win? No. That's a fight lost in the mechlab, because the mech doesn't support that role. Actual performance = mech performance + piloting skill. Ignore the former and you will do less well so do it at your own peril.

#58 Scout Derek

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Posted 03 December 2018 - 12:08 PM

View PostNightbird, on 03 December 2018 - 12:05 PM, said:


So.. LRM boats are metamechs? Cut they're widely adopted lol.



Just as well or less well? For example, you can do the same AC20+SRM build on an Ebon as a Roughneck, both 65 tons. Between two equally skilled pilots, would the Ebon ever win? No. That's a fight lost in the mechlab, because the mech doesn't support that role. Actual performance = mech performance + piloting skill. Ignore the former and you will do less well so do it at your own peril.

Gonna have to agree with Nightbird here.

#59 R Valentine

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Posted 03 December 2018 - 12:11 PM

I don't care as much about the look, but I'm so freakin' tired of IS assaults with obnoxiously low engine caps. It's not like we aren't handicapped enough on speed that we need an artificial handicap installed to make us even slower. You might be able to play around slower mechs in group queue, but in QP the slow assaults always get left behind by the team of can't run in circles fast enough and get swarmed by 4 Piranhas on any map larger than Canyon. Hell, if I was allowed to know which map I was playing on BEFORE I chose my mech, my Fafnir might actually see some use. But the second I load it up and hit the queue button I find myself on Caustic Valley and somehow in Bravo Lance, spawned the furthest away from my teammates and in the opposite direction from which they plan to circle, leading to shortest and most frustrating match of my day. Why can't they throw IS assaults a bone and at least give us the OPTION of having a faster engine to keep up with the toilet flush? Why these mandatory engine maximums that gimp the chassis?

#60 Scout Derek

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Posted 03 December 2018 - 12:15 PM

View PostKiran Yagami, on 03 December 2018 - 12:11 PM, said:

I don't care as much about the look, but I'm so freakin' tired of IS assaults with obnoxiously low engine caps. It's not like we aren't handicapped enough on speed that we need an artificial handicap installed to make us even slower. You might be able to play around slower mechs in group queue, but in QP the slow assaults always get left behind by the team of can't run in circles fast enough and get swarmed by 4 Piranhas on any map larger than Canyon. Hell, if I was allowed to know which map I was playing on BEFORE I chose my mech, my Fafnir might actually see some use. But the second I load it up and hit the queue button I find myself on Caustic Valley and somehow in Bravo Lance, spawned the furthest away from my teammates and in the opposite direction from which they plan to circle, leading to shortest and most frustrating match of my day. Why can't they throw IS assaults a bone and at least give us the OPTION of having a faster engine to keep up with the toilet flush? Why these mandatory engine maximums that gimp the chassis?


I really don't think 63 kph is slow. Anything less than 55kph is in my opinion.





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