Works fine for me.
Trebuchet
#61
Posted 20 February 2013 - 03:27 AM
Works fine for me.
#63
Posted 20 February 2013 - 03:38 AM
If you want sturdiness than it's necessary to fall back to STDs like what I do on HBKs and I feel as limited as I found myself with the cents (that I don't use). Hardpoint-wise they may be less limiting than cents, but STD engines on them doesn't look good imho.
#64
Posted 20 February 2013 - 03:42 AM
A bit flimsy, but I make it work. Damage output is good. Expect to die pretty fast if you're the center of attention.
#65
Posted 20 February 2013 - 04:01 AM
#66
Posted 20 February 2013 - 04:19 AM
#68
Posted 20 February 2013 - 04:39 AM
Why is this? In game terms, it simply doesn't matter. As far as I recall, a Commando is rated just as hard to hit as an Atlas in terms of a Y axis by the original game rules. Mechs that are designed with a more logical low-profile such as the Bushwacker don't receive bonuses for their designs, even though the fluff text specifically mentions it.
In art terms, it provides an excellent opportunity for the artist to put their stamp on the feel of the individual mech as a comparison to its colleagues. Take the Stalker, for example.
I'm sure most of us have seen MW4 Mektek's Stalker.

*This is a render.
Does it look like the TRO stalker images? Barely. It's far more angular, and I swear that render looks like the poor thing just came out of mothballing on a dense jungle world.

*How does this even stand?
Does ours look the same? Well, to be fair it's closer to the original TRO, but it's far disparaged in the less-than-egg-shaped torso.

So in the end, it's basic artistic interpretation. The mech's class usually determines more of the difficulty in targeting in the first place - no one is going to argue a wide-bodied Awesome isn't easy to hit, but an Atlas isn't exactly difficult. Some of them are quirky, and occupy weird spaces like the Centurion's easy to hit but hard to kill design.
In the end, most of them couldn't even stand in real life, so it doesn't really matter. We can all criticize, but respect the artists for what they portrayed - they aren't doing it haphazardly.
#69
Posted 20 February 2013 - 04:44 AM
MustrumRidcully, on 20 February 2013 - 04:19 AM, said:
For the record as a trebuchet pilot I believe its size and hit boxes appear to be fine. The fact that people say its easy to target me should demonstrate that its a good sized mech. Stalkers however are too small.
#70
Posted 20 February 2013 - 04:50 AM
Imperial X, on 19 February 2013 - 07:42 PM, said:
Mech is awful.
It can't take out a light. It can't take out another medium that isn't another Trebuchet. So.....
What exactly is this mech useful for ? LRM support ? If so, then I'd enjoy not playing River City night 10 drops in a row.
If anyone is having any better luck with this mech, lets hear it because this went from the most exciting patch to the most disappointing faster than the speed of light.
Your assessment is in error. I killed a couple Jenners last night... With LRM fire! I killed a few mediums and even dropped an Atlas & an Awesome (with the Kurita Variant). I haven't wrapped my head around moving at 100+ Kph and the armor does seem a bit "fragile" for a 50 ton Mech, but the Treb is capable of fulfilling its fire support role. This baby has a different rhythm than other Mechs, it going to take a bit of practice to learn its dance steps.
Edited by Joseph Mallan, 20 February 2013 - 04:51 AM.
#71
Posted 20 February 2013 - 04:52 AM
Got some very sad looks from birds n mandos when just jumpjetting away and they had no way of staying behind me few times. One was so sad in fact that he just stopped, i couldnt help but turn around and hug him from 12 tubes...
P.S. With the advanced sensor range you can streak like a boss again if theres no ECM light on top of you. Might test A1 for lolz later.
Edited by Budor, 20 February 2013 - 04:56 AM.
#72
Posted 20 February 2013 - 05:22 AM
I'm currently running 4mlas and 2asrm6 and this ***** runs hot. I think I may dump Artemis...
#73
Posted 20 February 2013 - 05:26 AM
The others seem to have clear roles. The 3C is the crazy fast striker filling role of the cent D without the guilt of sacrificing ballistics to attain its light speed. The 5N is the plodding laser boat brawler like hunchies. The 7K is the fire support sniper filling same role as cicadas 3C and 3M (trading ECM for missiles) begging for a mix of PPC's, AC5, UAC5, and or AC2's in the torsos.
I definitely like the potential of the 7K and the 3C for their clear roles. I need help deciding between J and M as it only makes sense to get one. Which one?
#75
Posted 20 February 2013 - 05:28 AM
Mykaelous Wolf, on 20 February 2013 - 04:44 AM, said:
I agree they are small to scale, but I think I'm starting to see why are they downscaled.
The fact is that even now, Stalker is the easiest target on the whole map. Even blind people have no problems hitting them at kilometers away. If they were scaled up even more...
But there's still the point that other mechs didn't get this sort of balancing looks treatment, so it kinda falls flat on it's head.
Also, when we're at it, I'd like to ask which of them would be the best for Alpine as mobile fire support? I'll probably wait until they become trial o make sure I would like that sort of gameplay, but it would still be nice to know.
Edited by Adridos, 20 February 2013 - 05:32 AM.
#76
Posted 20 February 2013 - 05:28 AM
#77
Posted 20 February 2013 - 05:29 AM
so squishy. it can't brawl, it can't snipe. and the 7K can't even use rockets effectivly. (only 2 tubes, makes launching anything above a SRM2 a joke).
oh... the only positive is that using XL engines doesn't hurt. your center dies within seconds anyway.
#78
Posted 20 February 2013 - 05:33 AM
Spinning Burr, on 20 February 2013 - 05:26 AM, said:
The others seem to have clear roles. The 3C is the crazy fast striker filling role of the cent D without the guilt of sacrificing ballistics to attain its light speed. The 5N is the plodding laser boat brawler like hunchies. The 7K is the fire support sniper filling same role as cicadas 3C and 3M (trading ECM for missiles) begging for a mix of PPC's, AC5, UAC5, and or AC2's in the torsos.
I definitely like the potential of the 7K and the 3C for their clear roles. I need help deciding between J and M as it only makes sense to get one. Which one?
I wouldnt get the K. It has only 2 tubes for both missile hardpoints in the arm and if you want to go with MGs or heavier ballistics i think you are better off with a cn9-D.
This left me with the 7M,5J,3C(>5N).
#79
Posted 20 February 2013 - 05:40 AM
I've had good matchs and bad with this>
7M
XL300, 2x PPCs, 3xSSRMs ,endo, FF, DHS, 2 tons ammo and 2x JJ. (needs 3 JJ though, have the crit space free but dropping a poordub might mess with my juju)
#80
Posted 20 February 2013 - 06:30 AM
The 5J has lasers where lasers need to be: the arms. It has a real missile launcher where it needs to be: the torso. Plus it has jump jets as a bonus. It would be fine w/o jets even. Another real torso mounted missile launcher would be great ideally on the opposite torso that isn't a narc tube, but not a single model has 2 missile pods where 2 missile pods should go. So I'll take one ideal missile pod and 5 lasers where 5 lasers should go. Thank you.
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