Edited by Shadowomega1, 05 February 2019 - 08:38 PM.
So Its The Rifleman Iic
#61
Posted 05 February 2019 - 08:30 PM
#62
Posted 05 February 2019 - 08:34 PM
Arnold The Governator, on 05 February 2019 - 08:19 PM, said:
Yeah, I think quirking it in would be a good way to handle it.
#63
Posted 05 February 2019 - 08:37 PM
Angel of Annihilation, on 05 February 2019 - 06:39 PM, said:
Nope. Marauder II is IS. The Rifleman IIC is clan. The Marauder II will probably get massive armor quirks, heat quirks, range quirks, ballistic quirks, quirks on top of quirks, quirks to make the quirks work better and a few more quirks for added measure. Clan mechs get zero quirks, especially Clan mechs with high mounted weapons, especially, especially with high mounted ballistic weapons. Oh and lets not forget how much more agile IS mechs are than Clan mechs. The Marauder II will probably get mobility stats that would make a Night Gyr weep (since the Night Gyr at 75 tons, an advanced Clan design, gets mobility as bad or worse than 500 year old 90-95 ton IS designs, go figure) while the Rifleman IIC at 65 tons will be accelerating like a 95 year old grandma trying to get out of bed in the morning.
A 95 year old Grandma armed to the teeth.
#64
Posted 05 February 2019 - 09:01 PM
#65
Posted 05 February 2019 - 09:18 PM
#66
Posted 05 February 2019 - 09:49 PM
I’d also like to see the radar dish a little thinner, but perhaps too thin will cause hit box issues or something - most mechs seem to be fairly chunky.
Edited by Maddermax, 05 February 2019 - 09:58 PM.
#67
Posted 05 February 2019 - 09:59 PM
Maddermax, on 05 February 2019 - 09:49 PM, said:
I think it will get some range increases across most of the variants, if not all of them. Think of the IS Rifleman's quirks as the Rifleman IIC is supposed to have the D2J Garret fire control system over from it's IS cousin. It will most likely have that quirk, along with some armor quirks on the arms since most of it's weapon hard points are included there.
#68
Posted 05 February 2019 - 11:59 PM
#69
Posted 06 February 2019 - 01:56 AM
#70
Posted 06 February 2019 - 02:29 AM
Hestan, on 06 February 2019 - 01:56 AM, said:
Easy, MWO has its own rules towards max engine rating, depending on the stock engine and the weight class. For heavies, it's 1.2x stock engine rating. 1.2x195=234
#71
Posted 06 February 2019 - 02:29 AM
Hestan, on 06 February 2019 - 01:56 AM, said:
Engine caps are based off stock engines. For a heavy 'mech, it's stock * 1.2, and the Rifleman IIC has an abysmally small stock engine. This is on a per-variant thing, so the -2 variant's larger stock engine also grants it a much higher engine cap.
PGI sometimes breaks the formula slightly (or significantly) if it sees fit, but they did not feel it necessary in this case.
Edited by Kanil, 06 February 2019 - 02:31 AM.
#72
Posted 06 February 2019 - 02:49 AM
Kanil, on 06 February 2019 - 02:29 AM, said:
Threaten them enough with our wallets and PGI will give in. Remember the Bounty Hunter II? So start yer complaints over Twitter now.
#73
Posted 06 February 2019 - 02:55 AM
Angel of Annihilation, on 05 February 2019 - 06:39 PM, said:
Nope. Marauder II is IS. The Rifleman IIC is clan. The Marauder II will probably get massive armor quirks, heat quirks, range quirks, ballistic quirks, quirks on top of quirks, quirks to make the quirks work better and a few more quirks for added measure. Clan mechs get zero quirks, especially Clan mechs with high mounted weapons, especially, especially with high mounted ballistic weapons. Oh and lets not forget how much more agile IS mechs are than Clan mechs. The Marauder II will probably get mobility stats that would make a Night Gyr weep (since the Night Gyr at 75 tons, an advanced Clan design, gets mobility as bad or worse than 500 year old 90-95 ton IS designs, go figure) while the Rifleman IIC at 65 tons will be accelerating like a 95 year old grandma trying to get out of bed in the morning.
Sure. Bad Bad PGI hates Clanners and they are betraying you.
PGI are IS Fanbois but you love Clan so much, that you play Clan altough they ALL try to nerf you and your performance.
Look im so a bad player i HAVE to play overquirked IS against such good CLan pilots.
No really, Clanners are the real heroes in MWO...they are getting sabotage all the time, their weapons are like throwing stones, their armour is made of recycled papers and i think PGI gives you 1 or 2 Disconnects every match INTENTIONALLY to even nerf you more.
...oh...wait....
https://kitlaan.gitl...mechquirks.html
WHATS THIS????
I see quirks on almost every Clan Chassis! And even Set Bonuses. That must be an error!?!
I'm so tired to listen to this myth Clanners are telling themselfes.
Clanners have massive advantages in Slots Usage, DHS, Weight of weaponry, XL-Engines, Speed....
I THINK IT WAS NOT INTENTIONALLY THAT CLANNERS ALWAYS FORGET THESE PARTS.
Get it now and forever:
It is a ******* online game, which has to be balanced.
We CANT, i repeat, we CANT play after lore in an online game, where balance is needed.
Every side have its advantages and disadvantages.
Maybe Clanner scum could perform better if they wouldnt play like fainthearted snipers, who always spread all over the map to shoot your backs and then running away when you come for them.
And the funny thing is, they do this no matter which game mode.
FP Attack: Clanners come with ATMS and ERLL and are hiding and poking until time is running out.
Skirmish: Hide&poke
Conquest: Hide&poke
Defense: Hide&poke
When we meet competent Clanner warriors (like yesterday all day) we really feel the broken clans....not.
Finally stop this ridiculous myth of "overquirked IS" and "nerfed Clanners".
#74
Posted 06 February 2019 - 05:45 AM
Bishop Six, on 06 February 2019 - 02:55 AM, said:
Finally stop this ridiculous myth of "overquirked IS" and "nerfed Clanners".
Careful, you might send Grus into apoplexy.
#75
Posted 06 February 2019 - 07:18 AM
Edited by process, 06 February 2019 - 07:18 AM.
#76
Posted 06 February 2019 - 07:56 AM
Shadowomega1, on 05 February 2019 - 08:30 PM, said:
I'm glad someone was able to post my gif. Imgur's ****** everything up so I couldn't find it.
#78
Posted 06 February 2019 - 09:57 AM
I've been looking for something to replace my go-to gauss-spider, and I was hoping this might be it. Too slow, too boxy, no ECM variant.
If you love it, good for you. I'm gonna pass.
#79
Posted 06 February 2019 - 06:28 PM
Shadowomega1, on 05 February 2019 - 06:55 PM, said:
That is actual bull. Mad Dog has some st armor quirks, plus the prime great set of 8 bonus, the Direwolf also got armor quirks not as high as the Anni, but decent ones.
I am not going to say I didn't make a joke out of it but joke or not my comments strike closer to the truth than not. I have no doubt that if the Marauder II has any issues, it will get significant quirks to correct those issues pre-release and usually PGI will err on the side of caution with IS mechs and release them over quirked often as not just to be safe. They also tend to err on the side of too mobile and agile as well.
Clan mechs on the other hand don't get that type of treatment. Most of the time they are released with no quirks and then maybe after months, if not years of neglect, PGI will finally get around to grudgingly giving the intensely struggling ones such a minuscule amount of quirks that they tend to have more of a placebo effect rather than actual tangible benefits. Occasionally they will break the mold and release with a significant amount of quirks but that is more rare than common. Also don't get me started on the Set of 8 quirks omnimechs get that go bye-bye the second you try to use them like an omnimech and reconfigure your load out.
Then of course on the Rifleman IIC you got a triple whammy going on, Clan, High Mounts and Ballistics. The is a big no-no in PGI's book. Think I am wrong? Well just look at the abortion of a agility and movement profile the Night Gyr got saddled with. 10.79 Acceleration at 75 tons. IS 75 tonner? Marauder 28.08, Black Knight 26.04. How about IS Assaults? Banshee 95 tons 27.03, Cyclops 90 tons, 24.63. Hell 10.79 is similar to 100 ton Annihilators, Atlas and such....on a 75 ton "Advanced" Design because it has the triple whammy. Clan, High Mounts and Ballistics.
So like I said, joke but closer to the truth than not. Honestly I am not expecting much from the Rifleman IIC.
#80
Posted 06 February 2019 - 07:02 PM
Angel of Annihilation, on 06 February 2019 - 06:28 PM, said:
I am not going to say I didn't make a joke out of it but joke or not my comments strike closer to the truth than not. I have no doubt that if the Marauder II has any issues, it will get significant quirks to correct those issues pre-release and usually PGI will err on the side of caution with IS mechs and release them over quirked often as not just to be safe. They also tend to err on the side of too mobile and agile as well.
Clan mechs on the other hand don't get that type of treatment. Most of the time they are released with no quirks and then maybe after months, if not years of neglect, PGI will finally get around to grudgingly giving the intensely struggling ones such a minuscule amount of quirks that they tend to have more of a placebo effect rather than actual tangible benefits. Occasionally they will break the mold and release with a significant amount of quirks but that is more rare than common. Also don't get me started on the Set of 8 quirks omnimechs get that go bye-bye the second you try to use them like an omnimech and reconfigure your load out.
Then of course on the Rifleman IIC you got a triple whammy going on, Clan, High Mounts and Ballistics. The is a big no-no in PGI's book. Think I am wrong? Well just look at the abortion of a agility and movement profile the Night Gyr got saddled with. 10.79 Acceleration at 75 tons. IS 75 tonner? Marauder 28.08, Black Knight 26.04. How about IS Assaults? Banshee 95 tons 27.03, Cyclops 90 tons, 24.63. Hell 10.79 is similar to 100 ton Annihilators, Atlas and such....on a 75 ton "Advanced" Design because it has the triple whammy. Clan, High Mounts and Ballistics.
So like I said, joke but closer to the truth than not. Honestly I am not expecting much from the Rifleman IIC.
Clan trades high accel values for Xl that doesnt get destroyed by single side torso destruction.
And addressing the quirks, most IS mechs that get quirks get them because Clan has tonnage advantage from free XL, lighter weapons, 7 slot Endo and Ferro, and Mid-Long range alphas that IS can only dream of. But wait? Whats this mech? A heavily quirked Warhawk?
IS get survivability and cooldown quirks to account for Clan advantage in tonnage, heat management and speed. That is why a lot of premier IS mechs (outside of FP) are Brawl builds with LB10 or HGauss. The IS OP argument is a silly one, usually said by.... odd people who get dunked on by IS in FP.
Edited by theplayerx4734, 06 February 2019 - 07:04 PM.
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