Edited by Vanos, 20 April 2014 - 08:08 PM.
#261
Posted 20 April 2014 - 08:07 PM
#262
Posted 20 April 2014 - 08:26 PM
#264
Posted 21 April 2014 - 03:53 AM
MavRCK, on 17 February 2014 - 04:06 PM, said:
He summarizes the logic and train of thought that completely stymies and confuses the competitive community when dealing with Paul Inouye and especially when reading his posts. The logic is well-supported by 1-2 years of changes by Paul. I hope it lights a fire in PGI!
Aye, let's hope it does. Maybe then PGI begins to realize that they put the equivalent of Jay Wilson in charge of their bread and butter.
#265
Posted 22 April 2014 - 02:38 AM
#266
Posted 28 April 2014 - 03:48 PM
Edited by k05h3lk1n, 28 April 2014 - 03:49 PM.
#267
Posted 28 April 2014 - 05:39 PM
EDIT: also, quite a few tourneys have proven this list to be true for the most part.
Edited by IraqiWalker, 28 April 2014 - 05:40 PM.
#268
Posted 02 September 2014 - 03:42 PM
MavRCK, on 05 March 2014 - 11:08 AM, said:
I posted my thoughts on /outreachhpg reddit forums but the white knights - super extremists / terrorist protectors of PGI/MWO - down-voted it to oblivion. It's a shame, you have /mwo which is the dark knight - extremely negative naysayers of PGI/MWO and the outsprout of SJR / QQ and a few other self-serving groups with their reddit forum attempts to ingratiate themselves to PGI. There's very little balanced and intelligent discussion as a result.
The Banshee is terrible. You have a ballistics version which relies on slow torso twisting to follow any thing moving at close to medium ranges -- torso laser version which will be too hot and rely on slow torso twist -- and semi boar's head equivalent that has 5 of laser hardpoints in the torso.... the Hero mech is a travesty... and I hope no one wastes their money.
While the medium pulse and large pulse lasers received some buffs and the jump jets got some attention, the overall state of balance of the game is unchanged and thus I perceive these changes to be insignificant. Recent posts by Russ and PGI such as believing the game should be oriented to single player because the majority of players do not play in a group suggests some serious logical flaws in their analysis --- which consider the current and past history of PGI should be expected.
Overall, the game is unbalanced, has not address fundamental issues of invisible walls and movement, and continues to demonstrate concerns in management's ability to assess the needs and the desires of the target audience in order to create a long-term viable game.
#269
Posted 02 September 2014 - 11:16 PM
k05h3lk1n, on 28 April 2014 - 03:48 PM, said:
IraqiWalker, on 28 April 2014 - 05:39 PM, said:
EDIT: also, quite a few tourneys have proven this list to be true for the most part.
Enjoyed reading the OP but am very interested in seeing some actual hard data statistics which prove the tier system's info is correct (or incorrect).
A breakdown of which mechs are/were used in competitive play in every tournament that has been held up until this point and especially the mode end scores of all those mechs as opposed to the average scores (which can be skewed by a fluke on either end of the bell curve) would go a long way in proving which mechs in each class are the best competitive choices.
As a matter of fact it's the only data I'd really take at its face value because I've seen too many people too many times succumb to 'group think.'
Remember that once upon a time everyone thought the world was flat...
Anyhow, again, great article but I really want to see the hard stats.
#270
Posted 02 September 2014 - 11:44 PM
HeroForHire, on 02 September 2014 - 11:16 PM, said:
Enjoyed reading the OP but am very interested in seeing some actual hard data statistics which prove the tier system's info is correct (or incorrect).
A breakdown of which mechs are/were used in competitive play in every tournament that has been held up until this point and especially the mode end scores of all those mechs as opposed to the average scores (which can be skewed by a fluke on either end of the bell curve) would go a long way in proving which mechs in each class are the best competitive choices.
As a matter of fact it's the only data I'd really take at its face value because I've seen too many people too many times succumb to 'group think.'
Remember that once upon a time everyone thought the world was flat...
Anyhow, again, great article but I really want to see the hard stats.
Pretty much every tournie so far has used the T1 and T2 mechs on this list.
#271
Posted 02 September 2014 - 11:49 PM
The list can be found in Mercstar: http://www.mercenary...php?topic=192.0
However I suggest people read it as a general guideline rather than a bible. I encourage everyone to test out their own min/maxed builds to get the result they are looking for. While some decks support the "tier 1 mechs", some do not and you are forced to improvise to get the result you want.
HeroForHire, on 02 September 2014 - 11:16 PM, said:
It is nearly impossible to gather hard stats of the mechs. The list is based on experience.
#272
Posted 03 September 2014 - 03:45 AM
ugrakarma, on 02 September 2014 - 11:49 PM, said:
The list can be found in Mercstar: http://www.mercenary...php?topic=192.0
However I suggest people read it as a general guideline rather than a bible. I encourage everyone to test out their own min/maxed builds to get the result they are looking for. While some decks support the "tier 1 mechs", some do not and you are forced to improvise to get the result you want.
I may dislike Mavrck's list, but I'll say that Gman's list does not strike me as a competitive scene list. STK-3F!?!?
#273
Posted 03 September 2014 - 03:57 AM
IraqiWalker, on 03 September 2014 - 03:45 AM, said:
I may dislike Mavrck's list, but I'll say that Gman's list does not strike me as a competitive scene list. STK-3F!?!?
High mounted Energy Slots, make it a good Fire Support Plattform, hughe ammount of DHS, it is a solid choice.
Yet, its better in competive play, as of the T list, where you have a plan layd out and a drop deck, which considers its drawbacks and works arround them with your Setup.
In PUGs its only T2.
Meaning: personaly i am agreeing with the 3F its a solid build on a solid mech, for fire support(!).
#274
Posted 09 September 2014 - 08:28 AM
That said, there is a lot of good information containing here -- especially the videos on tactics, skills and concepts behind playing MWO.
This tier list was always intended for new players wanting to enter into competitive MWO. The information here is to accelerate the learning process and get new players as quickly as possible to a level playing field with the more experienced players and teams.
Enjoy
#275
Posted 09 September 2014 - 01:53 PM
MavRCK, on 09 September 2014 - 08:28 AM, said:
Where can I find this? Your list is too popular..
http://mwomercs.com/search?q=tier+list
#276
Posted 16 September 2014 - 12:17 PM
IraqiWalker, on 03 September 2014 - 03:45 AM, said:
I may dislike Mavrck's list, but I'll say that Gman's list does not strike me as a competitive scene list. STK-3F!?!?
I get more kills with my STK-3F then any other mech I play. I run 300standard dhs 2x lpulse (right arm) 4x mpulse. 1ams with 1 ton, most armor is front loaded. It makes amazing use of terrain and cover has fast recycle time on weapons and can easily beat direwolf meta almost every time in a heads up without terrain.
#277
Posted 16 September 2014 - 09:31 PM
SolutionCat, on 16 September 2014 - 12:17 PM, said:
Ok. I'll have to try it out.
#278
Posted 24 September 2014 - 02:16 PM
IraqiWalker, on 16 September 2014 - 09:31 PM, said:
It was also the old 4x PPC build that terrified people. I roll mine with 2 PPC and 2 LPLs
STK-3F lightning and wubs
STK-3F (the old terrorizor)
#279
Posted 24 September 2014 - 08:50 PM
Lord Scarlett Johan, on 24 September 2014 - 02:16 PM, said:
It was also the old 4x PPC build that terrified people. I roll mine with 2 PPC and 2 LPLs
STK-3F lightning and wubs
STK-3F (the old terrorizor)
You mean 6 PPC?
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