If i remember right, i heard in the town hall; - eng cap between 180 and 220 - and the chassi will have a tonage reduction bonus of 6 t (he said somthing about it being inpsoible if not) if u look at the stock load out of the UM-R63* you will see the sum of all components and armor is above 30t (this is without taking any weigt of the chassi ore engine in account!) so knowing this i have made some urban mech builds by using a spider chassi and removing 6 t of armor.. first 1; (take the 1 ML and split it in 2 SL) (and if it was a urby it would have 194 armor (took the remaining 16 armor from the spider too..)) i think with some nice quirks (machine gun and AC/10 related) this is a viable build whith would exell at city combat. what do you think?
If you follow twitter its all up in the air on max engine sizes but latest tweet from Russ was 180-210..
yes, but i fear its atatched to the 60 engine dont know i hope it is not. russ said he would make the urban mech viable, i see 3 ways for that to happen; a) giving it the same speed as the other IS lights (personaly i think this is stupid we already have those...) b) give it the tonage quirk and make it fast enof to get in and out of cover (and able to run around a building faster than the assault/heavy mech it just poked in the back) so a bit above 100kph (they can do this to by making a armor weight reduction of 90% if they dont want to make a - 6t quirk) c) give it a ridicullus cd quirk for its main weapon (+ 60-70% cd quirk for AC/10) now u can jj on top of a dire wolf for a ride in to batle and serve him as a turret vs lights and extra dps in a pouche (this sounds awsome but not realy practical...)
whitout any w8 quirk (ore somting simmilar) i dont know how they want it viable, if it was posible to make a dakka 30 t light viable without that it would be used on a spider..
I think, it is pretty clear, that the Urbanmech is not designed to be viable on the competitive scene, but simply FANSERVICE. If you really believe, it has any advantages over other Lights, then you should really wake up, Neo.
the only reason why i assume it will be vaible is becaus russel said so, and they have shown they are willing to give mechs massive quirks to get them viable.. (by viable i dont mean tier 1)
even so.. what do you expect? It has a bad engine cap (suicide on a Light), it has not enough Weight to carry a big BFG with enough Ammo and secondary Weapons. The only thing you can do is to go for Sniping, but with a (ER)PPC, or classic Super Chicken 2x ERLLas.. ? There are better Lights for that (incl. ECM). It is FANSERVICE. And so only Die-Hard-Fans should pay the bucks for it. The rest who wants competitive gameplay will ignore it in their drop decks. Grinding with a super slow Light is aweful. I know it from the Adder, and this Mech is even worse.
As said, if the engine sap they set is high enough this is actually useful, having better weapon than a spider, and a bit more functiional in terms of big guns. We will see.
They said the Sub 100 engines would likely have a negative weight so thats probably the extra tonnage you get.
I get plenty of kills/damage myself (2x LPLas + TC1), but it's still awful with the low speed. 1on1 against any faster light could be frustrating. But as a ninja-assassin, it's ok. But there are better Mechs for that.
But why? IIRC the tonnage of the reactor in MWO includes the weight of the cockpit and gyroscope from Table Top BattleTech. So, the weight should be 3 tons for the cockpit and IIRC variable for the gyro depending on chassis weight or reactor (not sure after all those years) + actual reactor weight.
Because in proper Battletech you can't change the engine outside a complete factory rebuild and XL engines themselves only come produced in certain sizes (a single big manufacturer might only actually have 5-6 engine sizes only and 1 nearby). That means the Urbanmech speed differential shouldn't be that extreme but as engine changes are mostly unlimited in MWO suddenly you're not looking at a max 32.4 KPH mech competing with 40-50 KPH mechs having to compete with mechs travelling at up to 170 KPH, literally five times their speed. To make the mech even vaguely usable there are only 2 approaches - either fudge the engine if its fixed, and remember they already tweaked weights below certain amounts to make lights more competitive, or don't have the engine as fixed (which I suspect will be their answer from the twitter questions).