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Why Is The Dragon Terrible?


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#201 Gallowglas

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Posted 18 March 2013 - 03:14 PM

View PostColonel Pada Vinson, on 18 March 2013 - 02:55 PM, said:


Take away the ECM and it isnt.


I don't know. Respectfully, I'd debate that. Yes, the ECM is icing on the cake, but no other mech can fire any weapon in the game, allowing for some really devastating builds. Yes, the Stalker probably beats it out marginally in a "chest bumping" fight because of the alpha potential, but as long as you don't play stupidly, it holds its own (and then some) against any other mech in the game. It's a brawler in every sense of the word.

Edit: Really? The synonym for stupid is censored? Weird...

Edited by Gallowglas, 18 March 2013 - 03:17 PM.


#202 Teralitha

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Posted 18 March 2013 - 03:18 PM

The problem with the dragon, in this game(MWO) is that it is a balanced mech, and unfortunately, balanced mechs here in MWO are the bottom of the barrel. It would be nice if we had knockdowns back in, dragons were very good at knocking things down....

#203 Serapth

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Posted 18 March 2013 - 03:26 PM

View Postoperator0, on 18 March 2013 - 03:04 PM, said:

I'll agree that the Cbill Dragons are crap.

I'll disagree with most though, including my teammate, Roughneck45, with regards to the Flame. The best Dragon and actually, the only 8 man competitive Dragon is the Flame. You can boat and you can boat with speed. I've tried several builds and the 4LL with XL350 is by far the best Flame build.

What you get is a mech that can support from medium distance, snipe when the opportunity is there, have better maneuverability and speed than any other heavy and most mediums and carry enough armor to protect that XL. Now, to be sure, having an XL means the mech is a poor brawler and I try hard not to get stuck brawling anything bigger than a Cicada, Cent-D or Treb-3C. Basically, anything faster than the Flame in game is something it can brawl with success...including 3Ls. But the speed advantage gives me the option to disengage from brawler mechs.

As for sniping, it's important to know that 4LL does the same or more damage out to 750M than a single Gauss. The build is versatile and can be run with success in 8 mans and dominate PUG matches. Don't believe me? I've posted numerous vids showcasing the mech's ability, find one and watch it.

To those that say 22kph difference in speed is "negligible", a 104KPH Dragon can run BACKWARDS at 70KPH. How fast does your Cat run backwards? Not fast enough to even escape 90% of the Atlas builds. That speed difference does matter.



Actually, the Dragon is about the only mech I pilot where I can see a Splat and... run the @#$@#$ away.

You always hear that when people say "just stay 200m away from a Catapult", when reality is, most mechs cant. Even better, once you are 200m away, those 4xLL do nice work against the splats ears.

Of all the mechs I pilot, this is the one that least fears the splatcat.

On the other hand, I have trouble getting kills with my 4xLL Flame. I have plenty of 600 damage 0 kill rounds. Where I switch to 4xML + Gauss, my damage goes way down, but my kills go way up.

#204 Ignatz22

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Posted 18 March 2013 - 03:29 PM

View PostErasus Magnus, on 18 March 2013 - 09:37 AM, said:

odd enough, dragons are the mechs i fear the most. whenever i see one comming at me, i scream like a little girl.
dunno, i regularily have a hard time against dragons. :mellow:

my theory to this is, that the dragons train their pilots better than other mechs, because of their "sub- parness"...

you know? Like the ae86 trained takumi and stuff... :)

Sirs; While I admit teams frown upon the Dragon, any chassis depends more upon its use and piloting skill. I love the Dragons when configured as a fast attack flanker. It's a blast to drive. But then, I love Commandos and Cicadas, and freely admit no team would have me save ECM in either. It's a shame "competitive" has to enter everything, that always being outfitted to "win" has somehow assumed a greater importance than doing the best with something less than optimum. Pugging outside teams allows the use of mechs frowned upon in "competitive" play and by teams only interested in the same.It opens up, "possibilities". But then, I not only drive a VW, I wouldn't HAVE a BMW. Cheers to the rest of you lot!

#205 Treckin

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Posted 18 March 2013 - 03:44 PM

I love the dragon but it needs a small buff.

I think the best way to buff it would be to drop the overall engine size from 360 max to 300 max, while retaining the 97.2 kph speed.

This means that if you had a 360xl running at top speed, your engine weighs 23.5 tons. 40! tons if standard.

With this change, you could run the same speed with 300xl that weighs 15.5 tons, an 8ton buff.

If standard 300, your engine weighs in at 25 tons, a 15 ton buff from before, and almost allowing you to swap a standard into a currently equipped xl mech, which would drastically increase survivability of dragon.



Either way I LOVE my dragon

#206 Davers

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Posted 18 March 2013 - 03:51 PM

View PostTeralitha, on 18 March 2013 - 03:18 PM, said:

The problem with the dragon, in this game(MWO) is that it is a balanced mech, and unfortunately, balanced mechs here in MWO are the bottom of the barrel. It would be nice if we had knockdowns back in, dragons were very good at knocking things down....

And that was only because of a mistake that counted the Dragon as a 100 ton mech when it came to knockdowns.


For the Dragon to be a more competitive mech it requires not just that the Dragon be buffed, but the other heavy mechs (Catapult in particular) to be nerfed.

#207 xDeityx

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Posted 18 March 2013 - 03:52 PM

View PostTrauglodyte, on 18 March 2013 - 01:32 PM, said:


You're absolutely right. But, like I said, on Forrest Colony, River City, and Frozen City, there is no running away. You might outrun the guy that is chasing you but the second you move, you're immediately in the kill zone of someone else. Now, Alpine and Caustic would def be different.


Yep, and on bigger maps there are times when no matter what you are forced to man up and fight, running away isn't always an option even if death is the alternative when it means the difference between a win and a loss.


View PostTrauglodyte, on 18 March 2013 - 01:32 PM, said:

Btw, I'm still kind of pissed at you for sniping me the other night in Alpine. GREAT move you guys made going behind the base and forcing us down into it. Perfect pincer move.


Thanks, was I in the 4X 'Phract, the D-DC, or Flame? Alpine always makes me very nervous because every time I just get into a good old fashioned 'mech fight there's always someone who is smart enough to pay attention and cap.

#208 TK42Kahn

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Posted 18 March 2013 - 03:54 PM

I pilot a C1 as my main mech, and it works wonders as a sniper and light mech denial. Gauss rifle does plenty of damage at range, ERPPC does the same but is also useful close in, and with both on the arms, target tracking can be surprisingly (for the enemy) effective. If you can get a shot in with the ppc before an ecm gets close then the single streak pack and 2 ML in the chest can make most lights scared of being too close. But if they run you still get shots off on them.
This build places the dragon in the too strong to ignore, but still low on the target priority list. Stick with your back line and you can kick lights off your assaults and snipe relatively unimpeded.
You can build the 1N in a similar manner, but with 2 streak packs and less lasers.
I still have no real idea what to do with the 5N besides some weird triple AC2 build.
I think the mistake people make the most is trying to pack as much speed as you can into a Dragon. I have found XL engines, despite the current meta, to be too big a liability for this mech. Especially because of its big fire attracting torso.

Edited by TK42Kahn, 18 March 2013 - 04:02 PM.


#209 Treckin

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Posted 18 March 2013 - 03:56 PM

Why nerf something when you would only need to give it a small buff? I play my dragon all the time and dont let it bother me at all that my centurian is technically better. Still, my suggestion to make the maximum engine size a 300 instead of 360 while maintaing the maximum speed of 97.2. this translates to an 8ton buff when XL equipped, and a 15 ton buff while standard. It almost allows youto run a standard instand ofan xl, if you leave your build the same as it is right now.

#210 General Taskeen

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Posted 18 March 2013 - 03:59 PM

View PostTeralitha, on 18 March 2013 - 03:18 PM, said:

It would be nice if we had knockdowns back in, dragons were very good at knocking things down....


Posted Image

If only 'knock downs' were a Dragon foot to the face.

#211 pbiggz

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Posted 18 March 2013 - 04:02 PM

A: when collisions are back we can go dragon bowling again.

B: Dragons dont suck, they are however very unfriendly to noobs and very difficult and expensive to master, but deadly in the right hands.

#212 xDeityx

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Posted 18 March 2013 - 04:02 PM

View PostColonel Pada Vinson, on 18 March 2013 - 02:55 PM, said:


Take away the ECM and it isnt.


Without ECM it's still the best, arguably tied with the AS7-D (depends whether you like 2 energy or 1 missile hardpoint better).

It was also just an example. The point was that boats are not dominating any more than non-boats.

#213 Sevendy Seven

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Posted 18 March 2013 - 04:16 PM

My first mech after the trials was a Dragon. I play a flanking style. That damn gut is a big target no matter how much I turned.
It got tired of having to play around that perceived weakness. I play the same way in two other mechs, and I don't have the same problem anymore.
I play flank assault.

#214 Valrin

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Posted 18 March 2013 - 05:08 PM

View PostTrauglodyte, on 18 March 2013 - 01:01 PM, said:


Speed is all fine and good. But, there comes a time when you'll either be cornered and/or you'll be at a point where you need to put one game/life defining Alpha on someone. In both those cases, that extra speed gets you nothing and the lack of punch saves nobody. I take no pleasure in writing it but speed is only good if you've got all the room in the world to meneuver and does not, at any point, out balance punch. If you want to roll fast, you run a Light or a Cicada. If you want to impact the group, you roll in something that boats (ugh, I hate it) or something that has a weapons platform where all weapons compliment each other.



I agree to a certain extent, however, I find that extra speed very useful for flanking maneuvers. I can't tell you how many times I've gotten behind enemy lines to take out boats, or to just out-flank their brawlers. That Atlas suddenly taking hits to his backside tends to turn around.. and whilst he is distracted he's not doing any damage to my team. Usually I take this opportunity to zoom away and then I've just helped my team in more than just damage/kills.

Hit and run tactics are the way to go with this; you'll never be able to take an Atlas head on. But, I've put many of them down all the same by removing their back armor first. And if they do happen to anticipate you.. well, you're much better armored than a light and can usually take enough punishment to get away to continue the fight at another time.

#215 Dino

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Posted 18 March 2013 - 05:10 PM

Others point most of this out nicely, but I'll restate it together, as it’s spread out between multiple posts with loads of debate. As with many of the other posters, this is coming from someone who loves dragons and does great with them in pug drops.

The Dragon is a heavy, this means that you're taking a slot that could be used by a CTF or CPLT (in league play, or when the pug matchmaker is working per stated design). Thus, you can compare it directly to these other two chassis. For any role you want to have it fill, the detractors outshine the benefits.

Brawler w/ STD: The dragon is poorly suited for this since it doesn't get much mileage out of STD engines. Its large CT that you can't protect with a 90 degree torso twist is almost always going to lose its armor first, negating the benefit of a STD. Alpha isn’t tight enough - it doesn’t match it up against the stronger CTF and CPLT bruiser builds - the only chassis capable of AC20 is the flame (and you can put two on a K2...), and you can at most put two SRM4 on the 1N. It is also outperformed in this role by medium CNs and HBs. At the end of the day, a dragon brawler with a STD engine isn't capitalizing on its one advantage: being able to run a big xl without extreme additional risk. If gameplay tweaks were made that end SRM domination of brawling, the CT geometry/hitbox were changed, or DRG hardpoints were reworked, they could end up valuable here someday.
Brawler w/ XL: Again, can't pack a large enough alpha (45 in a 1N w/ 2SRM4, Gauss, 2ML; 50 in a 1C w/ 1SRM6, Gauss, 4ML) - with the current implementation of SRMs, this is why the A1 is king of this role (90 w/ 6 SRM6). XL brawlers in 8 man are very high risk, and need to be high reward to be worth fielding. Good teams will successfully poke into your sides (if they care to bother given the giant nose target they can hit from nearly any angle). Finally, the convergence issues with arms make it hard to incorporate ACs successfully (exception being the flame) - even with really good pilots this still adds a mental load that you could avoid with another chassis. If gameplay tweaks were made that end SRM domination of brawling, increase the value of speed, reduced the overall size of the chassis, and/or tightened their turn radius, they could end up valuable here someday - simply because they could exploit weak panels better than anything else and would be a solid solution to light stingers in the fray.

Striker (fast XL with longer/mixed range weapons): This is its most fitted role. 1C or Flame with 4LL, or 2LL 2ML SRM6, or 2PPC 2ML SRM4. Very strong in this role, and will shine in pugs; but this role doesn't fit in well in the organized team meta. While certainly strong in this role, a K2 2/ 2UACs + 4ML, or C1 w/ 2LL, 2ML, 2SRM6 are stronger replacements loadout-wise, but slower; If gameplay tweaks were made that increase the value of speed, they would dominate this role.

Sniper: Completely wrapped up by the 3D right now with its 35-40 pt alpha with JJ. Even if that weren't the case, the CPLT has stronger hardpoints (symmetry and vertical placement), no convergence issues, and 5 extra tons for this role.

Other Heavy Fire Support: Hard to compete with the UAC5, PPC and LL boats available in the CTF and CPLT lines that devote their greater tonnage to firepower and/or survivability because they’re rolling with the assault group. Plainly not viable as a LRM boat.

Ending note: Some of the above considerations could be cleared up by ending the simplification of matches by weight ‘class’ in leagues and the match finder, and base everything solely on total tonnage. If taking a dragon over a cataphract meant you could take an atlas over a stalker that alone would increase its viability. We might see the dragon and some other fringe chassis resurge and lose some of their negative stigma if this were the model. Even if that were the case, the Dragon would still only be fearsome in the striker role, which isn’t currently showing great results in 8 man - but might if speed becomes a bigger deal than being able to turn, twist, and target faster. Right now a heavy in that role might be able to help the scout team in some situations, or feed itself into the maw of the clustered 60 - 98 kph mechs that never lose sight of each other and answer to 36 dmg (high visibility and 1 sec burn time) LL poke with 70 pts of instantaneous focus fire from paired 3Ds that can fly.

Edited by Dino, 18 March 2013 - 05:11 PM.


#216 Sephlock

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Posted 18 March 2013 - 05:11 PM

Its all of those things, minus the torso twist (at least, I never really noticed a problem with it back in closed beta). Also, they took away its most redeeming feature.



#217 Valder

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Posted 18 March 2013 - 05:14 PM

They're not terribad, people usually just play them terribad: http://www.qqmercs.com/?p=686

#218 Scrawny Cowboy

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Posted 18 March 2013 - 05:15 PM

I must be doing somethin' wrong; getting a 7.60 K/D in my 1N and I absolutely love that mech! ^^

#219 Tennex

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Posted 18 March 2013 - 05:15 PM

View PostTrauglodyte, on 18 March 2013 - 09:31 AM, said:

The Dragon is a flanker which needs to use its speed as an advantage. Outside of Alpine Peaks and Caustic Valley, the other 3 maps are 2000m x 2000m which means there isn't enough room to move to take advantage of your speed. On top of that, the CT is pretty big which means you've got to work twice as hard to hide it. Beyond that, you're running a 60 ton platform that has three different weapon systems and maximizing all three is near impossible and prevents boating. As this game has been turned into being a master of brawling/taking damage, throwing LRMs, or jump sniping, a mech with no ECM that cannot do any of those three is pretty much substandard.

Sadly, the Dragon is a damned good mech. It just isn't in a position to use any of its strengths because the game doesn't support it.


the current system punishes mixed weapon loadouts.

just as an example, using more than the same type of ballistic weapons require an extra 1 ton for ammo. For example, theres no way to bring a MG without using the 1.5 tons, and even then you have enough ammo for 3 machine guns. The above situation already lends itself to boating the MGs over just taking 1 MG and 1 ton of ammo.

if you want to take 1 UAC 5 1 UAC and 1MG you are already required to take 3 extra tons of ammo just to accommodate the different weapon systems.

on top of bringing the specifcic ammunition for ammo system, you have to consider that having 3 different types of weapon wwith different convergence speed and different ammo velocity, its a lot harder to use than 3 same weapons.

Edited by Tennex, 18 March 2013 - 05:18 PM.


#220 The Cheese

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Posted 18 March 2013 - 05:17 PM

They're effectively a medium mech in a game that currently hates medium mechs.

They're not terrible. It's more that the game we have leans towards a style of play that the Dragon just doesn't excel at.

Edited by The Cheese, 18 March 2013 - 05:19 PM.






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