There is currently far too much advantage to equipping low rate of fire, high damage weapons, that is leaving weapons like the AC/2 and AC/5 at an extreme disadvantage. I like these weapons and try to field them as much as I can, but they simply can't compete with weapons like the PPC.
For example, if I try to play the fire support Mech what usually happens is, the moment I step out of cover my CT armour gets alpha'd into oblivion by the first PPC Mech that sees me. Meanwhile, I have to sit there and slowly chip away at them -- if I'm stupid. If I'm smart, I backpedal back into cover immediately upon realizing my armour is gone, in which case all I've managed to do is chip some paint.
So what is the purpose of the AC/2 and AC/5 exactly? In order to do any appreciable damage with them I have to expose myself to the enemy team's high-alpha insta-killers for far too long.
What's even more absurd is that PPCs are 1-2 tons lighter than the AC/5 or UAC/5, not even factoring in the ammo I need to bring for them.
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Let's Talk About Weapon Alpha
Started by zverofaust, Mar 19 2013 02:20 PM
5 replies to this topic
#1
Posted 19 March 2013 - 02:20 PM
#2
Posted 19 March 2013 - 05:12 PM
We've reached the endpoint of current weapon balance: that being one-shot wonder builds are dominant (and LRMs). Long range weapons that deal such extreme damage simply promote camping, since moving will just make aiming that much more difficult, while sending you further from cover. Might as well line-up one good shot, rather than try to "plink" away indefinitely.
We see nothing but long-range battles these days, aside from a few Splatcats or other high SRM builds to destroy anyone who tries venturing closer. But when armor gets cored through in seconds, the winner is the one with the highest damage alpha relative to armor.
I used to be a brawler. But now I've given up and just play LRMs like the totally overpowered weapons they are. I keep hoping for some balance changes, but we've been waiting for months for Streaks or ECM nerf, and those are still nowhere to be found. Good luck with your A/C 2s or 5s... you're just volunteering to be cannon fodder for Gauss/ERPPC mechs.
We see nothing but long-range battles these days, aside from a few Splatcats or other high SRM builds to destroy anyone who tries venturing closer. But when armor gets cored through in seconds, the winner is the one with the highest damage alpha relative to armor.
I used to be a brawler. But now I've given up and just play LRMs like the totally overpowered weapons they are. I keep hoping for some balance changes, but we've been waiting for months for Streaks or ECM nerf, and those are still nowhere to be found. Good luck with your A/C 2s or 5s... you're just volunteering to be cannon fodder for Gauss/ERPPC mechs.
#3
Posted 19 March 2013 - 05:13 PM
you are only as good as your skills
#4
Posted 19 March 2013 - 05:29 PM
I don't have any issues flaying armor from mechs with AC's. Of course, I also don't head straight in to battle guns blazing either.
Aiming also helps. It doesn't do you any good just to spray and pray, you have to pick a location and stay on it.
Remember, most people hate the constant rattling they get from AC's. It's almost as annoying as light mechs with flamers. Fire for a few seconds and if they start turning towards you get to cover.
AC2's and 5's are support weapons systems in my opinion. They serve a useful purpose but are not primary strikers. I can still easily rack up 300+ damage in a match but I understand that I'm probably not going to get the kill.
With assists doing nothing for your K/D ratio, most people who want to inflate that number go for weapons systems that give them that one shot killing blow. I prefer to do as much as I can to weaken enemy mechs so that the next good shot from a heavy hitter takes it down.
Alpha's are dangerous. With all your weapons on recycle you are defenseless until something cycles. Nothing makes me happier than to see a mech shut down because stationary targets are easy pickings.
Aiming also helps. It doesn't do you any good just to spray and pray, you have to pick a location and stay on it.
Remember, most people hate the constant rattling they get from AC's. It's almost as annoying as light mechs with flamers. Fire for a few seconds and if they start turning towards you get to cover.
AC2's and 5's are support weapons systems in my opinion. They serve a useful purpose but are not primary strikers. I can still easily rack up 300+ damage in a match but I understand that I'm probably not going to get the kill.
With assists doing nothing for your K/D ratio, most people who want to inflate that number go for weapons systems that give them that one shot killing blow. I prefer to do as much as I can to weaken enemy mechs so that the next good shot from a heavy hitter takes it down.
Alpha's are dangerous. With all your weapons on recycle you are defenseless until something cycles. Nothing makes me happier than to see a mech shut down because stationary targets are easy pickings.
#5
Posted 19 March 2013 - 05:34 PM
I used to think that more dps or fire-rate type weapons such as AC/2s would work better for me due to high ping, but once I got into the habit of lag-shooting I've found landing a single powerful thump both more satisfying and easier.
#6
Posted 19 March 2013 - 05:42 PM
My yolowang has 30 firepower saying its better than you.
If you play a DPS build, stick close to another mech, like an atlas, that will grab more attention than you. This way you can exploit your advantage.
High frontloaded damage is great for maneuverable mechs. It allows quick focused delivery while allowing increased shielding from torso twist and terrain.
Burst damage at lower dps is rewarded with consecutive hits. High DPS has a much harder time but benefits in the same fashion. As an added bonus many times you end up *stunning* your opponent with repeated fire.
DPS is an awesome support role, but if you try to brawl a burst mech who can aim, you will almost always lose the engagement.
If you play a DPS build, stick close to another mech, like an atlas, that will grab more attention than you. This way you can exploit your advantage.
High frontloaded damage is great for maneuverable mechs. It allows quick focused delivery while allowing increased shielding from torso twist and terrain.
Burst damage at lower dps is rewarded with consecutive hits. High DPS has a much harder time but benefits in the same fashion. As an added bonus many times you end up *stunning* your opponent with repeated fire.
DPS is an awesome support role, but if you try to brawl a burst mech who can aim, you will almost always lose the engagement.
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