if people actually hide and only pop out to killsteal, that will heavily negatively impact their performance, not to mention actually net them fewer Cbills/xp as if they were playing normally.
if people are dumb enough to try this, let them. that's one less mech in your face when you make a wrong corner into the entire enemy.
Noobzorz, on 08 March 2013 - 07:32 PM, said:
I certainly see his point, though. It's kind of hard to "KS" in this game, since its difficult to know for sure when you'll land a killing blow anyway and there are no "downs" (a la Gears) or ultimates (i.e. single attacks that do colossal damage and feature long cooldowns which are a waste of critical resources when used to get a kill where another teammate would have had otherwise). Plus you get a ton of points for assists anyway. I frequently see the top guy on the team with 0 kills.
I'd advise you to not worry about it. No one is going to give two flying ***** about your kill death ratio anyhow. Just perish any thought of it and enjoy yourself. If you're doing beastly damage every match, people are going to know who carried them.
I imagine one could actually build a mech specifically designed for killstealing...
you'd need about 30 points of damage at once, minimally. and most of that damage needs to be precision, so a mech with too many missile hardpoints is out.
if i were going to do it, i'd say you'd need consistent mobility, leaving assault of out the equation.
you'd need enough firepower to consistently finish someone off when you want to, so lights are out.
mobility is second fiddle to firepower, so you'd want a heavy mech rather than a medium. (i concede a hunchback could arguably run just as well as the result mech at the end)
jump jets are totally unneccesary, as you'll want to be BEHIND your team as much as possible, not on top of them, presenting an excellent airborne target, so cataphracts are out.
as stated above, you'd rather have armor than speed, so the dragon is out.
beams are good, and you'll definitely want to run at least a few because of how efficient their damage/ton is, but the damage spreads if you can't keep a target, leaving ballistics to be the go to precision weapon on a killstealing mech.
Adding in all of the above, the K2 catapult seems to be the most obvious choice.
if you're killstealing, heat shouldn't be much of an issue, as you'll have plenty of time to cool off while your teammates engage the remainder of the enemy, making it essentially a non-issue.
since you're going to be skulking about, delaying contact for as long as possible, survivability should be irrelevant, so you can run an XL engine without worrying much.
you'd want to keep a decent speed to be able to flank heavier mechs as they engage your more durable teammates, so you would want at least an XL270. personally, i'd run nothing smaller than an XL 280. i could even see an argument for an XL 300.
two large lasers would be great to start the onslaught, followed up by dual AC 5. i wouldn't run 2 UAC on this mech, too much weight, and the faster fire is redundant. you want your first alpha to take someone elses hard earned kill, making the UAC irrelevant.
as tertiary damage, just in case the initial 28 damage to the inevitably crit center torso goes awry somehow, you'd want an extra 10 damage in 2 medium lasers, bringing total alpha count to 38.
if this mech doesn't steal more kills than it deserves i don't know what will.
Edited by Malora Sidewinder, 08 March 2013 - 11:07 PM.