Discussion Of Centurion Quirks
#1
Posted 20 February 2013 - 09:08 AM
In the first quirk, the YLW comes out slightly in favour when it comes to engine receiving a 20 rating increase rather than a 15 for the A and AL. The Cent-D receives no bonus here.
The next quirk is in regards to torso twist which is boosted by 10 for the A and AL. No love for the YLW or D here.
The counterpart to this quirk is the horizontal arm angle reduced by 5 for the A, AL, and D. The A and AL still come out ahead nicely with the torso twist increase, the YLW doesn't get anything and the D actually receives the nerf portion of the quirk without the buff!
The next quirk is turning rate. The A and AL is increased by 10% which is an awesome boost. The YLW gets only 5% and once again the D is left out in the cold. There is no counterpart to this quirk as it's just a straight up buff quirk but there is disparity in amounts.
Lastly we have a quirk that gives an acceleration rate decrease for ALL Cents of 10%. The counterpart to this is a deceleration buff quirk of 10% but only for the A, AL, and D. The YLW gets the nerf portion with no buff. The rest get what I would consider a minor nerf overall as most would agree that acceleration is more desirable than decel.
Now I realize that these quirks are in place to add flavour, but basically I feel they are not being done fairly in the case of the Cents. The YLW and the Cent D are somewhat shafted.
Overall as a Cent D owner you are losing 5 degree horizontal arm movement, losing 10% acceleration, and gaining 10% deceleration. Yes it allows the biggest engine but that is counteracted by the weight required and the Cent D does not have the best hardpoint locations either. It was balanced before but now it was nerfed.
Overall the YLW received a 20 rating engine increase (great if you can fit the weight somehow), 5% turning rate increase (not too shabby), and 10% acceleration nerf. If you aren't using that engine rating then overall this is a nerf to one of the worst hardpoint mechs out there.
The other Cents come out overall with a bit of a much needed buff IMO with their quirks. I guess the Cent D and YLW were just too epic in their current form? Better keep those two variants from topping the charts constantly?
Please discuss.
#2
Posted 20 February 2013 - 11:13 AM
#3
Posted 20 February 2013 - 11:45 AM
Boulangerie, on 20 February 2013 - 11:13 AM, said:
The engine size change isn't going to help you at all if you're unwilling to run an XL centurion. For those of us that do, it's a pretty awesome (and kind of unexpected) bonus . AC20 running around at 105kph? Yes please!
#4
Posted 20 February 2013 - 11:53 AM
I've put XL275s in my CN9-AL and CN9-A and an XL300 in my Wang because I've found that speed is more important for survivability than a slow STD engine. Man, Centurions are totally fearsome now.
#5
Posted 20 February 2013 - 12:25 PM
Before this patch my arm reticule had the problem of going off the visible portion of my hud, now the arm reticule stops at a certain spot and allows finer aiming.
#6
Posted 20 February 2013 - 01:13 PM
NRP, on 20 February 2013 - 11:53 AM, said:
I've put XL275s in my CN9-AL and CN9-A and an XL300 in my Wang because I've found that speed is more important for survivability than a slow STD engine. Man, Centurions are totally fearsome now.
I've been looking at these builds with STD 275's. Are you getting enough firepower out of your XL builds to make up for it?
http://mwo.smurfy-ne...181596dbd5942f6
http://mwo.smurfy-ne...def950e992c8dba
I'm considering an XL300 on the Wang though.
Also just because the Wang and the D are two of the best centurions doesn't mean they are stacking up very well against other mechs that they couldn't have used a little more love to make them adn really mediums in general more competitive.
#7
Posted 20 February 2013 - 01:35 PM
Or a CN9AL with XL275, 2 LRM 15's with Artemis, 5 tons of Ammo, 2 ML, 1 TAG (This version doesn't have Ferro). I had to strip down the legs to 40 points of armor and the arms to 23 for this version. But the arms don't hold anything of value other than the TAG. I may buff the right arm a bit and lower the left more since I do like to keep my TAG.
#8
Posted 20 February 2013 - 03:49 PM
#9
Posted 20 February 2013 - 04:11 PM
Nicholas Carlyle, on 20 February 2013 - 01:35 PM, said:
Or a CN9AL with XL275, 2 LRM 15's with Artemis, 5 tons of Ammo, 2 ML, 1 TAG (This version doesn't have Ferro). I had to strip down the legs to 40 points of armor and the arms to 23 for this version. But the arms don't hold anything of value other than the TAG. I may buff the right arm a bit and lower the left more since I do like to keep my TAG.
Just get a [Trebuchet], it has twin LRM-15 tubes to spit out all 30 shots at once. Much more viable with XL engines anyways.
#10
Posted 20 February 2013 - 04:42 PM
I would love to have 30mill cbills to buy 3 Trebs, but I have 3 mastered Cent's and i'd rather just do that. Though trust me I've put together a really nice Treb with 5 jump jets I wish I could do easily.
#11
Posted 20 February 2013 - 04:47 PM
#12
Posted 20 February 2013 - 04:51 PM
#14
Posted 20 February 2013 - 06:30 PM
Grimlox, on 20 February 2013 - 01:13 PM, said:
Are you getting enough firepower out of your XL builds to make up for it?
My AL build is:
XL275
2 LL
2 ML
2 SRM4 (1T)
Endo
17 DHS
My alpha is 48 and my HE = 1.31. I wish I could mount two LPLs on this thing, but it's either big engine or big lasers.
Your STD275 build looks like it might be as good, albeit shorter range.
#15
Posted 20 February 2013 - 06:42 PM
Running nearly 110 kmh with an ac/20 and 2mpl is great fun....and I top the scoreboards of just about every pug I do, I'd say 9/10 times I'm top 3.....I've even been last mech standing and taken down 4 opponents who weren't already close to dead (one assault 2 med 1 light).
It fits the playstyle I have been trying to make a mech for......almost like a zerg playstyle in SC2 for anyone who plays it....I counter attack, harrass, and hit and run nonstop, I almost never fight in a real direct engagement. See an LRM boat pelting away at your team? Run by and beat on him like mad, until someone else from his team targets you to help, then leave, come back later. See an atlas w/ gauss/ppc sniping? Run by, hit him with everything, circle a building quickly do it again and agian, until he's so frustrated he's only after you....then leave. Or, even better, bait him into your teammates. Any enemy mech out of position, go hit and run. Lights on your assaults? Cake, you are nearly as fast as them, and they will NOT enjoy feeling that ac20 land, and MPL are much easier vs light. Anytime a big fight breaks out, I'm a skirmisher, darting in and out of battle, dealing big chunks of damage and anytime I get targetted I'm out of the fight, only to return a little while later and do it again.
#16
Posted 20 February 2013 - 08:26 PM
Final Boss, on 20 February 2013 - 06:42 PM, said:
Store the ammo in the legs then, if they go you're probably already dead.
Case and Inner Sphere XL only go good together when the pilot needs to survive the explosion, or repair costs.
#17
Posted 21 February 2013 - 12:07 AM
Edited by Wriath, 21 February 2013 - 12:09 AM.
#18
Posted 21 February 2013 - 12:20 AM
Wriath, on 21 February 2013 - 12:07 AM, said:
Well, the AL is faster, but it's also larger and only has 4 lasers with only 2 in the arm.
SP is slower, but it's shorter and has 4 arm lasers plus a head laser.
I'd call it a toss-up now, instead of being SP all the way.
#19
Posted 21 February 2013 - 12:02 PM
#20
Posted 21 February 2013 - 12:29 PM
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