Wasp 20 Ton Battlemech With Jump Jets
#21
Posted 29 May 2023 - 09:40 AM
#22
Posted 29 May 2023 - 09:45 AM
Weeny Machine, on 29 May 2023 - 09:31 AM, said:
Back from front seems to happen an awful lot in my mediums (and Marauders) but I assume it's due to overtwisting (or in the Cicada's case, the shooter being higher up).
Gas Guzzler, on 29 May 2023 - 09:40 AM, said:
If they mess with IS Omnis at all the Raptor is a better option than the Owens.
Edited by the check engine light, 29 May 2023 - 09:46 AM.
#23
Posted 29 May 2023 - 10:32 AM
no tx
#24
Posted 29 May 2023 - 10:49 AM
Weeny Machine, on 29 May 2023 - 09:07 AM, said:
In general though I have seen many ppc bolts pass through mechs and do nothing lately (not just lights). The best thing was when I approached a Flea from behind. It was standing and I fired 3xSNPPC in its back...and all 3 bolts did nothing. Now that was fun...
Yes, PPFLD weapons feels more comfortable vs lights. It is a kind of gamble, you can correct leading and if you hit, you deal full dmg.
There is an issue with Host State Rewind. The "amount of rewind" is calculated among the all player's pings, and applied as a constant for the whole match. If it is calculated wrong, the mech on server will be displaced, lets call it "slip".
My reasoning about the "slip" is not the fact, but hypothesis based on my exp and hitreg complains of many players.
With PPFLD weps or even with beams vs big mechs you can understand if there is a "slip" and its amount, and take proper leading.
Vs normal light you can understand it by paperdoll. But if it is a stealth 20tonner, you will probably die before. That is why I dont like Stealth 20tonners, because hitreg buffs them to the stars. And only counter is a med with PPC or AC in the arm.
the check engine light, on 29 May 2023 - 09:19 AM, said:
I also have killed a Flea with a light slice of 3 CERLLs today. But yesterday I fought 2 stealth locusts on TDR-5SS. I gave a lot of 7mpl love to each when they were running towards, and they wasn't even smoking.
Another case about 'slip'. My GAR-D with 4 CERLL was ambushed by a Victor with weapons in the open arms. I shot his right arm twice while he was standing from 50 meters, that was easy. No damage and even no red crosshair.
#25
Posted 29 May 2023 - 11:30 AM
It'd be a great idea for PGI too, as creating the art assets for one would likely require only slight modification to create the other. Things like accel/decel, torso twist range, engine cap, etc. could also be similar if not identical between the two chassis.
It's hard to tell what builds they could have without knowing engine cap/hardpoint inflation/quirks, but there are definitely a few things that I could see working for the given tonnage.
WSP-1W
STG-3P
Edited by Wraith 1, 29 May 2023 - 11:31 AM.
#26
Posted 29 May 2023 - 11:33 AM
kalashnikity, on 28 May 2023 - 10:10 PM, said:
<p>
Based on the pattern of other mechs I'd like to offer some lore friendly configurations, obviously the leg mounted missile launcher would be moved to the torso.
<p>
To make it viable, some quirks would be added and maybe a hardpoint multiplier, like two energy or two missile hardpoints instead of one.
<p>
Here are some suggested lore friendly variants and buffs, to make the firepower on par with the Locust.
<p>
WSP-1A (1) right arm energy, (2) left torso missile (1) ct missile. (cooldown buff and missile range buff)
<p>
WSP-1K (2) right arm energy, (4) left torso ballistic, (cooldown and MG rate buff).
<p>
WSP-1W (6) energy hard points (LT, RT, RA) (heat buff)
<p>
WSP-3L stealth armor, (2) energy right arm, (2) missile right torso. (seismic and range buff)
<p>
WSP-3S ECM, (2) energy right arm, (2) energy left torso. (extra consumables and range buff)
Link external website for concept pics, *if you got em.
#27
Posted 29 May 2023 - 11:45 AM
#29
Posted 29 May 2023 - 04:19 PM
Weeny Machine, on 29 May 2023 - 09:31 AM, said:
It's a known issue. If I understood correctly, sometimes fast projectiles like PPC and gauss pass through the front armor hitbox and hit the rear...
#30
Posted 29 May 2023 - 05:51 PM
kalashnikity, on 28 May 2023 - 10:10 PM, said:
<p>
Based on the pattern of other mechs I'd like to offer some lore friendly configurations, obviously the leg mounted missile launcher would be moved to the torso.
<p>
To make it viable, some quirks would be added and maybe a hardpoint multiplier, like two energy or two missile hardpoints instead of one.
<p>
Here are some suggested lore friendly variants and buffs, to make the firepower on par with the Locust.
<p>
WSP-1A (1) right arm energy, (2) left torso missile (1) ct missile. (cooldown buff and missile range buff)
<p>
WSP-1K (2) right arm energy, (4) left torso ballistic, (cooldown and MG rate buff).
<p>
WSP-1W (6) energy hard points (LT, RT, RA) (heat buff)
<p>
WSP-3L stealth armor, (2) energy right arm, (2) missile right torso. (seismic and range buff)
<p>
WSP-3S ECM, (2) energy right arm, (2) energy left torso. (extra consumables and range buff)
I was part of the 'mech selection group' at PGI for almost all my time there. I spent over 3 years straight pitching a Wasp/Stinger pack. Sharing resources would make it easier to get both/either, a thing I proved later by proposing and then modeling the charger/hatamoto-chi. I'll admit to only skimming the comments after the first couple of posts, but everything I saw was the same arguments and considerations I'd brought to the table on day one, both the good and the bad. I never saw anything to suggest there was a good argument against them apart from one obvious fact: Lights don't sell as well.
So please understand that the Wasp was advocated for, and quite a bit more strongly than many other 'Mechs. I'm not saying you should stop pushing for it (I'm right there with you), but that you also recognize how dead this horse you're kicking is.
#33
Posted 30 May 2023 - 04:24 AM
JediPanther, on 29 May 2023 - 06:38 AM, said:
I wonder why that is... Maybe its because they are scaled as if they are 4 ton mechs instead of 20 ton?
https://i.imgur.com/OiRfBWn.jpeg
People complain the 35 tonners are too large, but they are actually much closer to the correct scale than the 20 tonners. Running around like a squirrel on crack in LOS to multiple enemies should not be a viable playstyle, imo.
#34
Posted 30 May 2023 - 05:00 AM
JediPanther, on 29 May 2023 - 06:38 AM, said:
Which light was the newest one to get a must nerf thread? That's how you tell which light is "outperforming" for its weight class and shall be nerf nuked next.
What i mean is one 20ton mech does pretty much exactly the same as another 20ton mech.. while adding very little to the team 90% of the time.. run into the enemy team and pop an odd UAV then dies or runs off at the start to i honestly have no idea poke at the enemy team all game with that one er large or 5 machine guns? or hides for 7 mins after their team has died..
You can do all that already in the current 20ton mechs..
Edited by PocketYoda, 30 May 2023 - 05:01 AM.
#35
Posted 30 May 2023 - 05:56 AM
JediPanther, on 29 May 2023 - 06:38 AM, said:
You mean 35 ton mechs. The 20 tons mechs are far superior to 35 ton mechs. fle/lcts out class nearly every other light in the game. The only thing urbs have going for them is their medium mech class armor. The rvn's only savior is the ECM/Stealth. As for Jenners having jump jets and a missile quirk doesn't make them better.
Which light was the newest one to get a must nerf thread? That's how you tell which light is "outperforming" for its weight class and shall be nerf nuked next.
20 is too little, you sacrifice too much. 30-35 tons is the sweet spot for Lights, where the proper heavy hitters like the Incubus and Urbie reside. Not to mention the Jenner IIC...
#36
Posted 30 May 2023 - 06:00 AM
Widowmaker1981, on 30 May 2023 - 04:24 AM, said:
I wonder why that is... Maybe its because they are scaled as if they are 4 ton mechs instead of 20 ton?
https://i.imgur.com/OiRfBWn.jpeg
People complain the 35 tonners are too large, but they are actually much closer to the correct scale than the 20 tonners. Running around like a squirrel on crack in LOS to multiple enemies should not be a viable playstyle, imo.
I appretiate this balance invention of PGI, where size does not matter. But at mechs below 30tons it is broken
#37
Posted 30 May 2023 - 07:16 AM
SafeScanner, on 29 May 2023 - 11:45 AM, said:
The lowest arm E mounts in the whole game...
Storky, on 30 May 2023 - 06:00 AM, said:
...and the 35t mechs are too easy to hit. Take a Jenner IIC, it is ridiculously large. Not that the others are better
Edited by Weeny Machine, 30 May 2023 - 07:18 AM.
#38
Posted 30 May 2023 - 09:39 AM
D A T A, on 29 May 2023 - 10:32 AM, said:
no tx
Seriously, WHAT is your problem? You shun LRMs, you shun lights...
C'mon, dude! THIS is a battletech-based game! And - surprise - BT has and extensively use both light mechs AND lurms...
Deal with it maybe?
Why?
Because you not seen the dark side of BT so far! Battle armours, protomechs, Arrow-IV just to mention a few (or Gauss-carrier helos!)...
Come on, old DATA! Lights and Lurms are not that bad! Not cancer but some easy cold...
If we talk about lights: Valkyrie and Firemoth!
#39
Posted 30 May 2023 - 09:52 AM
the check engine light, on 29 May 2023 - 12:20 AM, said:
This is not a problem for three reasons.
First- you only need one Jump Jet on a 20 ton for most jumps (some WASP have 6 JJ!).
Second, ECM weighs 1.5 tons (=three jump jets!), yet there are still plenty of viable builds for the Pirate's Bane and Fle-20
Thrid- any issues with performance can be massaged using quirks. A MG ROF and 2x ammo quirk can easily double the equivalent amount of machine guns. Same with cooldown quirks for energy. The different Locust quirks and spider 5v are a good example of just how much difference a quirk can make. e.g. Spider 5v with a single LPL is a very viable damage dealer. Same with locust 3V, built a single CT SN-PPC it's a brutal mech and frankly has plenty of tonnage left over for a jump jet, or two (using an XL engine you can have 1 ton left over after shaving armor appropriately).
#40
Posted 30 May 2023 - 09:56 AM
Meep Meep, on 29 May 2023 - 12:24 AM, said:
You can 'cheat' on the .5 tons by removing armor and replacing it with weightless quirk armor or structure. Any 20 tonner with a jj wedged in is going to have to be heavily quirked.
No more quirked than any of the locust mechs already have.
Or the Urban Mech, it's got~ 3 tons of armor added!
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users