Save The Huginn (Raven-H)
#1
Posted 03 May 2023 - 03:19 AM
The last quirk pass was literally showing this mech the middle finger giving it better jump capacity...yet, it is only able to mount 2 jump jets.
Not that jumping would help it because it has low dps, low alpha capability, short-range etc. So clearly what this mech needs is NOT improved jumping capability.
Solution: give it its old SRM4 quirks back of 40%. That sounds much but it would require it to have uptime on a target in short range. In the times of big alphas and snipers this is more than balanced in my book.
So, give the little Raven some love!
#3
Posted 03 May 2023 - 07:06 AM
It's a bad combination of not quick enough to be a stick-and-move striker, and too squishy and too low a DPS to
stand and trade with other short range scrappers.
I only find moderate success with it when teamed up with other slow/fat lights or lighter mediums, where we can wolfpack.
Of course, only having moderate success when wolfpacking, is a bit of a sure sign of inneffective mechs of any weight class.
#4
Posted 03 May 2023 - 07:11 AM
Curccu, on 03 May 2023 - 04:39 AM, said:
The thing is the Pir absolutely dances around a rvn-h and can completely control when and where the fight happens, and basically can't miss when engaging the massively larger rvn, while the rvn has a hard time tracking the pir. In my experience, pir's eat rvn's for breakfast, its not even close.
#5
#6
Posted 03 May 2023 - 09:31 AM
that said some new light ballistics might help the huggin. rifles, lac, magshot, mgas, etc. thats comming around q3 or so. light ballistics are an area i feel very strongly about as a way to bring back hardpoint starved lights and mediums, especially pre power creep legacy mechs.
Edited by LordNothing, 03 May 2023 - 09:39 AM.
#7
Posted 03 May 2023 - 09:35 AM
Weeny Machine, on 03 May 2023 - 07:17 AM, said:
Now, a PIR on ther other hand, I see during every session (not match) I play.
Well haven't played myself in months... but yes Ravens are bad nowadays, too large, too slow... That DPS part is pretty OK in Huginn but survivability and ability to engage is bollocks.
#8
Posted 03 May 2023 - 10:04 AM
Nine-Ball, on 03 May 2023 - 09:36 AM, said:
I don't have bad experiences with 20-30 tonners really, 35 tonners are huge and some of them have bad hitboxes (looking at you jenners CT) most of them are also slow.
#9
Posted 03 May 2023 - 10:58 AM
Nine-Ball, on 03 May 2023 - 09:36 AM, said:
idk, 20 and 25 tonners are still pretty small. 30s tend to be powerful with a good mix of speed and small size, and sometimes good firepower (urbies). but the 35 tonners suffered the most. became very easy targets, despite many getting armor buffs. jenners and ravens both have giant side torsos.
perhaps an xl engine survivability quirk to be handed out sparingly in situations where a mech is a walking side torso bomb. losing a side torso on an isxl would be survivable but also come with stiffer penalties than lfe (like equivalent or worse than with clan xl). also would come in handy if is omnis become a thing.
Edited by LordNothing, 03 May 2023 - 11:07 AM.
#10
Posted 03 May 2023 - 11:57 AM
The only redeeming thing about it is the c-bill bonus but I've got a lot of other light heroes that can just put the huggin to shame in every category except the lrm range. And if you want a lrm mech that meets the stalker's range just find a good range +15-20% quirk on your mech of choice.
#11
Posted 03 May 2023 - 02:08 PM
Not everythong needs to be quirked until it's the same as everything else. It's okay to have some harder mechs to play.
#12
Posted 03 May 2023 - 04:50 PM
crazytimes, on 03 May 2023 - 02:08 PM, said:
Not everythong needs to be quirked until it's the same as everything else. It's okay to have some harder mechs to play.
thats why i want to see this mech in game.
#13
Posted 03 May 2023 - 10:01 PM
Quote
I wonder who came up with the idea to buff Huginn's JJ's lol
Edited by Davegt27, 03 May 2023 - 10:01 PM.
#16
Posted 04 May 2023 - 06:37 AM
ThreeStooges, on 03 May 2023 - 11:57 AM, said:
If we are gonna talk about worst mechs at 35 tons, I'll take a Jenner or a Huggin over a Panther 10-P any day.
The Huggin and Jenners (as well as the Spider 5V) can still be fun and occasionally effective doing high speed shenanigans, especially in a group drop of them (they are all regular use mechs on Shi77y Mech Wednesdays). The Panther 10P though... it is so fragile, slow, and utterly dependent on being ignored, that alone or in groups, they are near to being useless. With the other mechs mentioned you can run around taking pot shots and have the speed to get out and stay alive for a good long while, but in the Panther 10P, if you try anything other than staying as far away from the fight as possible, you're toast as soon as anything with a remotely decent alpha spots you; you're too slow to get away, and that arm is coming right off.
The bigger issue that I think most folk recognize is that in terms of solo play, 35 ton mechs are, in general, just in a bad spot in this game. Since rescale they are all too big, too slow, and too fragile compared to other weight class adjacent mechs. In QP there is no reason to take any of them except as an excuse to play some of the worst mechs in the game. Wolfhound and Firestarter can still be great in groups, but even in group drops, I think most folks would rather drop 5 and play a bunch of Urbies or go up 5 to Arctic Wolves or even Vipers.
Edited by Bud Crue, 04 May 2023 - 06:38 AM.
#17
Posted 04 May 2023 - 07:20 AM
Bud Crue, on 04 May 2023 - 06:37 AM, said:
If we are gonna talk about worst mechs at 35 tons, I'll take a Jenner or a Huggin over a Panther 10-P any day.
The Huggin and Jenners (as well as the Spider 5V) can still be fun and occasionally effective doing high speed shenanigans, especially in a group drop of them (they are all regular use mechs on Shi77y Mech Wednesdays). The Panther 10P though... it is so fragile, slow, and utterly dependent on being ignored, that alone or in groups, they are near to being useless. With the other mechs mentioned you can run around taking pot shots and have the speed to get out and stay alive for a good long while, but in the Panther 10P, if you try anything other than staying as far away from the fight as possible, you're toast as soon as anything with a remotely decent alpha spots you; you're too slow to get away, and that arm is coming right off.
The bigger issue that I think most folk recognize is that in terms of solo play, 35 ton mechs are, in general, just in a bad spot in this game. Since rescale they are all too big, too slow, and too fragile compared to other weight class adjacent mechs. In QP there is no reason to take any of them except as an excuse to play some of the worst mechs in the game. Wolfhound and Firestarter can still be great in groups, but even in group drops, I think most folks would rather drop 5 and play a bunch of Urbies or go up 5 to Arctic Wolves or even Vipers.
pnt-10p the range... that you can annoy the **** out of someone in Alphine with this
LPL Spider-5V isn't "that" bad...
Gotta agree that some 30 tonners and 40 tonners are very good compared to 35 tonners, FS9-A is probably only 35 tonner that I like, well Adder also but it doesn't really play like typical light mech in my hands at least.
edit: typo.
Edited by Curccu, 04 May 2023 - 08:48 PM.
#18
Posted 04 May 2023 - 08:00 AM
ThreeStooges, on 03 May 2023 - 11:57 AM, said:
LRM lights are a joke, please don't do that...
As for the Spider-5V, equip it with a snub-nose PPC and a lot of JJs, it's surprisingly effective (not only as a cap mech) and, more important, extremely fun to pilot.
#19
Posted 04 May 2023 - 08:01 AM
Good hunting,
CFC Conky
Edited by CFC Conky, 04 May 2023 - 08:01 AM.
#20
Posted 04 May 2023 - 10:18 AM
at least consider having a muninn variant (could be legendary) to maybe be either a stupid machine gun inflation variant or maybe a dual heavy ballistics platform. outlier quirks can be ammo and cooldown (dual rapid fire 2s for example).
Edited by LordNothing, 05 May 2023 - 11:08 AM.
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