Jump to content

New Mech: Jagermech Feedback


304 replies to this topic

#101 Zyllos

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,818 posts

Posted 19 March 2013 - 06:09 PM

Personally, this mech is a defining example of PGI's art team.

They did an extremely good job in construction (the desert picture really made the mech look like it had very large legs) and design. The module weapon system (which is hopefully planned to be introduced into all mechs in the future) adds greater visual fidelity to the game.

In terms of the actual mech's performance, I think people need to learn that speed and max armor are not 100% the end-all-be-all. I am personally liking the 230 STD 2x AC/2 2x AC/5 2x Medium Laser JM6-S with only 286 armor points. While it might have a bit limiting ammo, it can use that ammo pretty damn quickly, which means that if your hitting the target, that target will go down quickly.

Extremely well done job, PGI.

Edited by Zyllos, 19 March 2013 - 06:10 PM.


#102 Roma Curia

    Member

  • Pip
  • Ace Of Spades
  • Ace Of Spades
  • 14 posts
  • LocationStates

Posted 19 March 2013 - 06:14 PM

I think I've gotten more headshot deaths in the JM6-S today alone than I have in the entire rest of the open beta combined. The head hit box isn't quite as giant as the Cataphract's was pre-hotfix but it's still hugely more vulnerable than every other mech. When I wasn't dying of headshots from every weapon under the sun it was a fun mech to use. I'm kind of surprised that it is launching like this given the lessons of the original Atlas and Cataphract head hit boxes.

Lastly, the way every weapon equiped is visible on your mech is very cool. I hope that everything in the future is the same and that this gets gradually back ported to older mechs.

Edited by Roma Curia, 19 March 2013 - 06:17 PM.


#103 Tuonela

    Member

  • PipPipPipPipPipPip
  • 344 posts
  • LocationNew York

Posted 19 March 2013 - 06:21 PM

Yep, headbox, otherwise nice mech.

#104 Dexion

    Member

  • PipPipPipPipPipPip
  • 442 posts
  • LocationWestern Ma.

Posted 19 March 2013 - 06:24 PM

Would be nice to get a response on the Head Hit Box.

#105 Vraxx

    Member

  • PipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 153 posts

Posted 19 March 2013 - 06:29 PM

It is certainly a squishy mech in stock armor allocation but with a team providing cover it does a good job at suppressing enemies.
I feel like it really needs to be paired with a missile boat or another Jagermech to be really effective. It does feel a tad sluggish in the turns (XL and Std alike)

#106 Asmosis

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 2,118 posts

Posted 19 March 2013 - 06:37 PM

well was hoping for a variant that had 9 ballistic hardpoints (idk why i thought one did, maybe another one does?) because i wanted a rediculous amount of machineguns installed.

6 isnt too bad i guess, could pair with 2x LPL but i really want my mech weight in machine guns XD

#107 Kaeb Odellas

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,934 posts
  • LocationKill the meat, save the metal

Posted 19 March 2013 - 06:59 PM

View PostSir Roland MXIII, on 19 March 2013 - 04:30 PM, said:


...and the Atlas...

...and the Awesome...

Trench, Stalker, and Cicada, I can't recall if they were effed over like this because I didn't buy in on those.


Cicada's head was oversized when it was released as well. Didn't matter as much with a fast mech, but it still had a pretty huge noggin.

#108 Xenok

    Member

  • PipPipPipPipPipPip
  • 323 posts
  • LocationUnited States, Mountian Time Zone

Posted 19 March 2013 - 07:27 PM

Good Mech but the head hit box is to large, or something. Get headshot (and get headshots) to easy on them.

#109 Synra

    Member

  • PipPipPipPipPipPipPip
  • 797 posts
  • LocationMichigan

Posted 19 March 2013 - 07:34 PM

I am really not impressed with this mech. First of all, it is extremely prone to taking headshots. I have both received several, and given out several headshot kills today.

Second, due to the overall design of MWO as it stands today, the Jagermech is an absolute deathtrap in it's base configurations. Most mechs suffer from being a bit underpowered when used in their default configurations, but none of them suffer the way the Jagermech does. If this thing ever becomes a trial mech, those players who use it are going to get crushed badly.

But this isn't so much a problem with the Jagermech. The problem is with all of the other mechs. Players are allowed to optimize their mechs into insanely over effective killing machines, far beyond the original design of the given mechs. I can see the Jagermech in it's basic configurations, being a practical mech on the battlefield, if all mechs used standard configs. But with a speed of 65 and only 200 armor, this thing dies pretty much instantly to the massive killing power that MWO players normally bring to the field. The ONLY way to make a Jagermech effective in the game today is to strip it down and rebuild it with twice as much armor and very different weaponry than the mech should theoretically be using.

The DD in particular has six ballistic hardpoints. But ballistic weapons are just so stupidly heavy that it's not realistic to get any good use out of those. I did try building mine with 6x AC/2, but it's just not practical. It had all of 3 tons of ammo, was still much too slow moving, and very light on armor.

But again, I do not feel that this is a flaw in the Jagermech itself. This mech is just proving the extreme difference between a player customized monster in MWO, and a traditional battletech mech. I am not kidding here, I first tried my DD in it's default configuration. I died instantaneously to a single massive cluster of LRMs.

It seems kind of dumb that the standard builds are so massively outclassed and impractical in this game. I wish that were not the case, but I don't know how it could be fixed.

#110 Ugg

    Member

  • PipPip
  • Philanthropist
  • Philanthropist
  • 21 posts
  • LocationTx

Posted 19 March 2013 - 07:40 PM

The head hitbox is too large or bugged. A very high number of cockpit destruction deaths. I call this mech the "Cyclops"' all you have to do is poke it in the eye to kill it. :rolleyes:

#111 Girth Fillmore

    Member

  • PipPipPipPipPip
  • Bridesmaid
  • 174 posts
  • LocationVancouver, BC

Posted 19 March 2013 - 08:07 PM

Very cool looking! The art/model team did a great job with it's battle posture and animations. That being said, I just piloted a Jenner and took down two ballistic Jagers in quick succession by destroying their heads. I don't see why a light mech with 2MLAS and 2SLAS should be able to take on two heavies and cockpit them.

#112 Fpsling

    Rookie

  • 2 posts

Posted 19 March 2013 - 08:38 PM

Haven't been getting HS left and right like lots on here are complaining (My K2/C1 have had it way worse since the nerfing commenced), but I have noticed lots of splash damage hitting it and had it's armor stripped to the core two or three times out of the dozen games I played today. The 6 ballistic slots on the DD are borderline useless since only 4 are ever going to realistically be used. Having said that, I'm running a 6-s with dual gauss, dual med lasers and I'm dropping mechs like the old days of my gausscat. The base models definitely need their armor raised if it's ever used as a trial mech otherwise the thing is just going to be a death trap as Synra already pointed out.

#113 krolmir

    Member

  • PipPipPipPipPipPip
  • The Ironclad
  • The Ironclad
  • 258 posts

Posted 19 March 2013 - 08:38 PM

Been getting headshot all day, almost all my deaths are from getting head shot, mostly by LRMs and SRMs..................

#114 thecrimsonchin8

    Member

  • PipPip
  • Elite Founder
  • Elite Founder
  • 20 posts

Posted 19 March 2013 - 08:47 PM

As has been mentioned, the head hitbox needs some work. I think the Jagermech makes a strong argument for the tweaking of ballistic weapons even further. Maybe just the lower end AC/2 and AC/5, but still. As it stands now the Jager needs to be customized heavily to be even marginally viable on the battlefield, and even then 'marginally' is being extremely generous. Definitely needs love of some sort, though I couldn't say for sure what.

#115 Dantiger

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • 315 posts

Posted 19 March 2013 - 08:52 PM

there is something really wrong with the JM6-A LRM tubes...
the spread is so damn small that at a shorter range it can kill anything with one shot... it shouldn't be like that

#116 Sean von Steinike

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 2,880 posts
  • LocationUSA

Posted 19 March 2013 - 08:57 PM

It's a very cool model. Head shots...well that's already been discussed plenty of times. Stats for it are not being tracked. Since it is based on an AA mech the torso twist and speed of it should be faster I think though.

#117 Sir Roland MXIII

    Member

  • PipPipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 1,152 posts
  • LocationIdaho

Posted 19 March 2013 - 09:02 PM

View Postthecrimsonchin8, on 19 March 2013 - 08:47 PM, said:

Definitely needs love of some sort, though I couldn't say for sure what.


HSR for Ballistics and them finally getting the convergence fixed would be a start.

#118 Frosty Thundertrod

    Member

  • PipPipPip
  • Elite Founder
  • 68 posts

Posted 19 March 2013 - 09:04 PM

The head hit box is huge and the torso mounted guns get shot out really fast much faster then the arm mounted guns

#119 Gallowglas

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,690 posts

Posted 19 March 2013 - 09:30 PM

The mech is entirely too fragile. I spent half the night killing them in 1-2 volleys and the other half dying in one by getting 1-shot headshots. The head hitbox is way, way, way too big. I'm not entirely sure what the rest of its problem is, but even ramping up the armor, it feels like it's armored with wet toilet paper.

#120 Drake159

    Member

  • PipPip
  • Bad Company
  • Bad Company
  • 37 posts
  • LocationCanada

Posted 19 March 2013 - 09:34 PM

I must agree with the general feedback. The Head hit box is either too large, poorly placed, or simply too large. I bought a Jegermech S model and every match or at least every second match that I died in (which was most matches) it was from head shots. Most of these head shots were the result of LRM's while the rest of the mech was orange or better armor (even after getting struck by the LRM's). I have never seen this kind of cockpit damage on any other mech except from well placed direct fire weaponry. Since the start of open beta and even in the hundreds of matches I've had in the Catapult (and others), which is know for its large cockpit, I have never been cockpitted by LRM's before.

Also, to add to this several of the head shot deaths were from LRM's that hit the back of my mech (I had intentionally turned the mech away from the LRM's to avoid a cockpit shot...didn't work out too well)





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users