Edited by AceTimberwolf, 18 May 2012 - 02:40 AM.
It's just awful!
#161
Posted 18 May 2012 - 02:40 AM
#162
Posted 18 May 2012 - 12:23 PM
Edited by Major Bill Curtis, 18 May 2012 - 12:24 PM.
#163
Posted 18 May 2012 - 12:54 PM
#164
Posted 18 May 2012 - 03:04 PM
The Charger is meant to get close as fast as possible and manually restructure the opponent's cockpit with it's fists or feet. It's range is point blank so those small lasers are going to be adding to the pain.
No the worst I can think of off the bat is the Daboku, the predecessor to the Mauler everyone tries to forget. Hit it in the right spot in the torso and the cockpit ejects.
#165
Posted 18 May 2012 - 04:04 PM
#167
Posted 18 May 2012 - 05:36 PM
I'm sure every mech out there has at least one person that has some fond memories of using it. Why waste time poking at the few you personally dont like when you could be talking about the ones you do love?
#168
Posted 18 May 2012 - 06:06 PM
Firestarter is actually a decent design, one of my main light mechs. 6/9/6 with 2 medium lasers and better armor that most lights. ALso, given how often light mech fights in TT end up at point blank range, the machine guns and flamers get used a lot.
I would have to say the worst designs for me are TC-Pulse-Jumpers. These min/max designs represent all of the worst things about what the higher tech levels did to battletech.
#169
Posted 18 May 2012 - 06:34 PM
#170
Posted 18 May 2012 - 09:14 PM
Arikiel, on 14 May 2012 - 04:26 PM, said:
I actually like my Urbanmech, when loaded right, it can be a brawler, and a light mech too, meaning I can field more of them, cheaper, than the equivalent mediums. Urbie with a PPC and an AC/5 , pop some machineguns on there for backup, and you're set.
#171
Posted 18 May 2012 - 10:31 PM
Why? It's simply to much. It embodies everything that is wrong with severe tech gaps. The Clan invasion made for great story on paper but the tech level is to disparate to generate meaningful gameplay. If you win with Clan Tech it's because you used Clan Tech. The playing field is not balanced and it no longer becomes tactics or skill to win.
#172
Posted 18 May 2012 - 10:52 PM
Zephram Zaphod, on 18 May 2012 - 10:31 PM, said:
Why? It's simply to much. It embodies everything that is wrong with severe tech gaps. The Clan invasion made for great story on paper but the tech level is to disparate to generate meaningful gameplay. If you win with Clan Tech it's because you used Clan Tech. The playing field is not balanced and it no longer becomes tactics or skill to win.
You do know about Zelbrigen right? The warrior codes that the clans embody and that there players are supposed to use? Yeah. Those can very quickly send matches into the favor of the IS player who isn't both morally and numerically inhibited.
#173
Posted 18 May 2012 - 10:55 PM
Lots of people who pick Clan pick it for the shiny new toys, Zellbrigen and the bachall, very difficult things to try and enforce in an online community. There will be focus firing and stravag like behavior out of the clans.
#174
Posted 18 May 2012 - 11:26 PM
Der Kommissar, on 14 May 2012 - 04:33 PM, said:
The Jackrabbit, on the other hand, is basically worthless.
The Jackrabbit with a Large Laser is very useful... even the AC/2 one can be useful to just keep firign at Vees from long range. Where any hit can crit kill teh vee no matter of the damage.
My Vote, Other
Shadowhawk SHD-2H
Worst mech I know of. Strip that AC/5 our for a Large laser or PPC and you have a slightly better mech. The lack of full jump is really bad. You need T2 to make it good.
Charger is an 80 ton brawler, catch up to those fast heavies and most of the line mediums and kick their legs off, and then also can go the punching route on that AWS... The T2 upgrades are really nice. LRM 20 and MPLs being my fav.
Urban mech, that AC/10 packs a pretty good punch for a light until you get tot he T2. Yes, the Urban mech is better then the SHD-2H.
In MWO... well since brawling it out the base charger just isn't as useful. It is now one of the best spotters for IDF LRMs since you will have to kill a mech with 80 ton internal structure...
#175
Posted 18 May 2012 - 11:58 PM
Light - I'm sticking with the BZK-F3 Hollander. It sounds good on paper, but come on. That big cannon just screams "Shoot me here", it's too slow for a 'Mech designed to work at range, can't defend itself if anything gets close, and carries enough armor it might protect against a spitball.
Medium - HOP-4D Hoplite. Weapons aren't bad, could use more ammo though. Good armor. Not exactly slow but not quick either. Why do I think it's terrible? Because of one, very simple idiotic design choice: Why does this thing need 16 frelling heatsinks?!
Heavy - EXC-B2 Excalibur. Gauss and LRM-20 with Artemis IV, cool. 2 tons of ammo for each weapon? No backup weapons? 7.5 tons of armor? What were you thinking?!
Assault - BNC-3E Banshee. Sure, it's fast...for it's size. Which isn't saying much. It's got a lot of armor, which is good, it keeps you alive long enough to be target practice. Any Assault that a Rifleman can consistently take down 1-on-1 is not a good design, period.
#176
Posted 19 May 2012 - 12:14 AM
You say "Zellbrigen," I say "Zellwiththis, I'm shooting you."
Edited by Prosperity Park, 19 May 2012 - 12:16 AM.
#177
Posted 19 May 2012 - 12:21 AM
Edited by Marowi, 19 May 2012 - 12:22 AM.
#178
Posted 19 May 2012 - 12:22 AM
#179
Posted 19 May 2012 - 12:52 AM
#180
Posted 19 May 2012 - 01:29 AM
In TT I like Urbie and Charger, but as we are on MWO forums, I try to see these mechs in MWO environment.
I guess I would pass piloting Urbie. It's good when you command, but I wouldn't get much fun in a pilot's seat. Still, the mech will do it's job, surely, but it's not much entertaining.
The Charger, on the contrary, is quite a fun-promising mech if melee combat and all the kicking are implemented. Closing fast and crushing into some support med mech could be quite a show.
But I still can't imagine any use of SHD-2H..........
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