Ac "40" Jaggermech Are Rats
#121
Posted 01 April 2013 - 04:51 AM
#122
Posted 01 April 2013 - 05:08 AM
jay35, on 01 April 2013 - 04:41 AM, said:
Unfortunately. In some aspects, the TT works better.
jay35, on 01 April 2013 - 04:41 AM, said:
It's nothing but a fallacy to think that this is a necessary implication. MWO in it's current form needs double armor, because aiming and hitting is easier than in the TT and you have pinpoint accuracy to boot.
If you'd hit every time with every weapon and minimum spread in the TT, it would be just as broken and unfun as MWO with standard armor.
jay35, on 01 April 2013 - 04:41 AM, said:
Actually that or something similar (jumping into heavy woods..) happens quite a lot on the TT. I think tactical maneuvering is something very good. It spices up the gameplay and makes it something more interesting than a dull slugfest. It just shouldn't be too prevalent. Too much sneaking around and hiding behind cover makes the game boring, of course.
jay35, on 01 April 2013 - 04:41 AM, said:
That is definitely not always the case. But of course this can and very likely will be the reason for the resulting behavior. If you control a lance or more, you tend to take more risk and be more offensive. If you control one mech, you're acting a lot more cautious, even on the TT, and especially when it's an official ranking game of some BT league.
jay35, on 01 April 2013 - 04:41 AM, said:
Which? No really, I'm asking out of curiosity, since the better the Devs understand the differences between the TT and the computer game, the better they should be able to adjust and compensate for it.
jay35, on 01 April 2013 - 04:41 AM, said:
Yes, because the FPS does in fact not adhere to the TT rules. If it did (harder to hit, more spread), double armor wouldn't be necessary. Fight prolonging, thus helpful, probably. But not necessary, as in fun preserving.
The thing is, on the TT an AC20 can quickly ruin your day. But it's not exactly trivial to make that happen. In the current MWO implementation, you will hit, so it will/would happen.
#123
Posted 01 April 2013 - 05:16 AM
I also think the current state of LRM's is causing this build to be more viable than it should be.
#124
Posted 01 April 2013 - 05:20 AM
jay35, on 01 April 2013 - 04:41 AM, said:
No? Really? I had no idea! Guess that's why I can't reach into my monitor and move my Mini!
We shouldn't have to hide behind yada yada... Why Not? We should fear being killed in a blink it is a combat game after all. Is it disappointing to get killed in less than a minute? Sure it is, but if you make a mistake (as I sometimes do) you pay for it. The AC40 Jager is showing you what a single AC 20 felt like for nearly 30 years in MW and TT!
The down side to my AC40Jager(Jagerbomb) I have to get close to get the real power, It's kinda slow (70ish KpH with speed tweaks), and the hit boxes are unforgiving. Is it a powerhouse? Oh Yeah. Is it unbeatable (30/18 KD), not really it's just a good finisher Mech.
Bobzilla, on 01 April 2013 - 05:16 AM, said:
I also think the current state of LRM's is causing this build to be more viable than it should be.
Heck yes. In my Missile boat days, this was the type Mech I looked for first. Rain Missiles on it till it died or was weakened for my brawlers to finish easy.
#125
Posted 01 April 2013 - 05:23 AM
John Norad, on 01 April 2013 - 05:08 AM, said:
Arguing for reducing aiming accuracy or other artificial screwing with people's ability to aim is also wrong, as that, too, is not fun or enjoyable in an FPS game. They made the right decision to up the survivability of the mechs in order to make the game enjoyable. Whether doubling the armor value was the right way to go about this might be questionable, but screwing with people's aim is guaranteed to turn way more people off than double armor values. That said, perhaps going with stock armor values but halving weapon damage might have made for the same added endurance without as much grief. Ehh, probably not. Probably still have a forum full of grief.
Edited by jay35, 01 April 2013 - 05:24 AM.
#126
Posted 01 April 2013 - 05:24 AM
Joseph Mallan, on 01 April 2013 - 05:20 AM, said:
QFT
Anyone remember what the various AC20s did in MW2? Nothing but
*"You just got half your mech blown up" sound*
Critical hit. Weapon destroyed.
Critical hit. Heat. Sink.
Critical Hit. Weapon destroyed.
Critical hit. Heat Sink.
#129
Posted 01 April 2013 - 05:30 AM
Royalewithcheese, on 01 April 2013 - 05:24 AM, said:
QFT
Anyone remember what the various AC20s did in MW2? Nothing but
*"You just got half your mech blown up" sound*
Critical hit. Weapon destroyed.
Critical hit. Heat. Sink.
Critical Hit. Weapon destroyed.
Critical hit. Heat Sink.
LOL What I remember was my Dire Wolf with 3 Gauss and 2 ERPPC in MW2. and Betty's sweet voice announcing, "Enemy Mech Destroyed." Repeatedly!
...Without ever shutting down!!!
Edited by Joseph Mallan, 01 April 2013 - 07:12 AM.
#130
Posted 01 April 2013 - 06:53 AM
"Oh, a random hit to the head! Pilot Instantly Dead"
"Oh, through-armour-crit! Engine Crit! +5 heat every tun!"
"Mech falls while turning a corner. PIlot takes damage. Pilot is unconcious!"
If I was a Battletech designer, I'd get rid of random extremes like this ASAP.
#131
Posted 01 April 2013 - 07:05 AM
subgenius, on 31 March 2013 - 11:50 PM, said:
No, they really aren't. We had exactly the same pinpoint convergence in all other Mechwarrior games. If anything, it is more distributed now that arm mounted weapons track separately! Despite what some in the boardgame crowd would like (and I'm not knocking them, I love tabletop gaming) precise component targeting has always been a part of PC Mechwarrior. Nothing new to see here.
...
It's new game and new challenges. Arm mounted weapons now can track with torso mounted (with ArmLock) - there're no damage spread.
I don't vote against pinpoint convergence, I vote against pinpoint convergence at all ranges. So torso mounted weapons should have fixed convergence distance (like wing guns on WWII airplanes), weapons in arms without lower actuators should have huge minimal convergence distance. And weapons in arms with lower actuators will be the most flexible and useful.
That may solve problem of boating on "walking weapon platforms" like stalker, catapult, jagermech, etc.
#132
Posted 01 April 2013 - 07:16 AM
StaggerCheck, on 25 March 2013 - 06:37 AM, said:
Dual AC20 builds have indeed been around a very long time. I think the problem is that until recently those builds had to sacrifice so much that they weren't a big deal. Initial AC40 Cats were slow, lightly armored, had very low ammo, and ran insanely hot. These days with double heat sinks, endosteel, engine tweaks and the better hard point lay out of jaegers you can get an AC40 build running as fast as a splatcat (nearly 80 kph with speed tweak) that run plenty of ammo and heat is a non-issue.
The only real defense against AC40 builds is keeping them at range, but with them able to hit such a high speed it's not possible for the vast majority of builds - especially considering they have much greater range then splatcats did.
I really dislike fighting them personally, I kill them more often then not but they only need one or two shots (alphas..) to badly damage me which never feels anything but cheap.
#133
Posted 01 April 2013 - 07:22 AM
Quxudica, on 01 April 2013 - 07:16 AM, said:
Dual AC20 builds have indeed been around a very long time. I think the problem is that until recently those builds had to sacrifice so much that they weren't a big deal. Initial AC40 Cats were slow, lightly armored, had very low ammo, and ran insanely hot. These days with double heat sinks, endosteel, engine tweaks and the better hard point lay out of jaegers you can get an AC40 build running as fast as a splatcat (nearly 80 kph with speed tweak) that run plenty of ammo and heat is a non-issue.
The only real defense against AC40 builds is keeping them at range, but with them able to hit such a high speed it's not possible for the vast majority of builds - especially considering they have much greater range then splatcats did.
I really dislike fighting them personally, I kill them more often then not but they only need one or two shots (alphas..) to badly damage me which never feels anything but cheap.
AC/20 Cats weren't lightly armoured. Except in the arms, because they didn't need those.
But several things have changed with the intro of the Jagermech
1) Catapult twist rate nerfs
2) Missile Nerf/ImprovedHotFix nerfing Splatapults
3) Jagermech is the new mech on the field.
#134
Posted 01 April 2013 - 07:53 AM
It's not OP as using AC/20s actually requires good aim (unlike PPCs). The AC/20 has a realistic effective range of 400m unless the target is stationary or oblivious. It is a very slow projectile that you can rather easily dodge or block.The realistic best case scenario is that they have 35 shots. If the enemy team is heavy enough they can almost stand still and he won't have enough ammo for them all. If the enemy team is light enough he will waste a lot of ammo looking for the killshot.
Now then.... if you're a no talent hack and can only shoot it in tunnels or within 100-200m that's another thing.
#135
Posted 01 April 2013 - 08:01 AM
#136
Posted 01 April 2013 - 08:06 AM
Joseph Mallan, on 01 April 2013 - 04:38 AM, said:
6 PPC Stalkers... That is how hard 3 PPCs are supposed to hit you. The Awesome is supposed to be that painful with 3 PPCs.
Exactly my thoughts.
Big weapon nerf..... cause otherwise the boating support in this game would not be possible. In addition to that, the armor boost makes weapons feel less potent/effective ...
IMO PGI wants longer lasting fights: more action on screen = more fun. Once we have state rewind for ballistics, we'll get the next AC20 nerf - after the intro of the Jäger, I bet! All in all the Gauss and AC20 nerf, which came with the Jäger is annoying. By now, I get less critical hits with my dual AC20 then I had with the single one before the Jäger.
Odin
#137
Posted 01 April 2013 - 06:09 PM
PaintedWolf, on 25 March 2013 - 06:11 AM, said:
when are those coming exactly? 2 uac/20s + king crab = FUNNNN!!!!
Grayseven, on 25 March 2013 - 06:37 AM, said:
In essence I've learned that any Cat or Jager running towards me is something I want to stay away from...
being the one usual in the phract rushing at people, i can understand your logic pretty well, i would do the same, of course, i now pack some weapons with better distance thx to the latest long rang heavy maps
#138
Posted 01 April 2013 - 06:16 PM
liku, on 25 March 2013 - 06:05 AM, said:
- Like rats, they like closed and cramped place like tunnel.
- Like rats, tey pack and swarm.
- Their bit is venomous and you'll die quick it you dont treat the wound properly.
So this is a non-ranting post (and off course useless) but i wanted to point that similarity.
I was out of the game for some time, and i discivered this..and then i realised they were not Medium but
And i'm learning to deal with them, it's fun!
I ran against 6 of them in the tunnel (they really like Frozen Colony.... but on Alpine... they feel like popcorn
the best i came up, was to fight, torso twisting like a mad man, full stalker armor plus XL engine helped a bit
finished with 4 assist (post-mortal off course) but it was great
I have to learn for their hitbox and armor stats, but i love them more than the splashcat (too fragile
see you in the battlefield!
Come share your pestcontrol strategies
--- edit ---
put some sentence with bigger letter, corrected some mistakes.
Bless your warrior ways. You must be a trueborn as the rest just buckle and cry when having to deal with new challenges.
<S>
#139
Posted 01 April 2013 - 07:22 PM
XSerjo, on 01 April 2013 - 07:05 AM, said:
Did you just seriously argue that arm lock improves targeting abilities?
We're not piloting WWII airplanes, we are driving state of the future art walking tanks of death. You keep insisting that something is new and different this time around, but your desire to have reduced weapon convergence is something that has never, ever been in Mechwarrior. Why would they possibly want to introduce target uncertainty now? Do you see how much of a pain that would be to manage and visually display for multiple projectile speed weapons? Torso and arm weapons have always been able to converge at any range. This isn't new. When I point the reticle at a target, I want my shots to go there, simple as that. One day when state rewind is finished, I might even get my wish...
#140
Posted 01 April 2013 - 07:37 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users



















