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Something Went Wrong. Ppc Ac And Gauss Only Fest.


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#121 Lightfoot

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Posted 14 April 2013 - 12:26 AM

View PostJudgeDeathCZ, on 13 April 2013 - 11:28 AM, said:

No.
Missiles was completely viable at 1.7 dmg/missile without splash dmg.For boating(catapults) or as secondary weapon(2xLRM10 on my STK-3F).It was be4 patch with splash dmg was introduced and LRMpocalypse began.Hell they were viable even at 1.6 dmg/missile be4 that slight dmg buff.Right now LRMs are garbage.


Everyone is entitled to their own opinion. I say LRMs are the weakest weapon in MWO, heck they are the weakest LRMs in all of MechWarrior multiplayer gaming history. They always were except when bugged in MWO. They are nerfed right now because of a bug so players switched to what are MWO's better weapons, AC's Lasers, PPCs, and Gauss. AC20 is still awesome but whereas you could frolic through MWO's LRMs to your target, you won't be very successful running through Gauss, Lasers, and PPCs.

Anyway, that's why MWO is all Gauss PPC lasers at long range. LRMs are gone and they were very fluffy LRMs. So fluffy, players got accustomed to just bringing an AC20 all the time. Now, just bringing the AC20 or SRMs doesn't necessarly mean you will ever get to use it. OMG! Tactical combat in MWO!!? How is that bad?

Edited by Lightfoot, 14 April 2013 - 12:32 AM.


#122 Smk

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Posted 14 April 2013 - 12:29 AM

View PostMechwarrior Buddah, on 13 April 2013 - 11:41 PM, said:


this is appropriate for comments on LRM nerf/etc

Read under 5.) NERF

What does that have to do with anything? LRMs took a 53% damage nerf and an equally insane splash nerf together. That alone, because PGI apparently can't nerf anything halfassed, ruined LRMs. Seriously even one of those nerfs would've toned LRMs way down but both together...

#123 Grus

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Posted 14 April 2013 - 12:42 AM

View PostVassago Rain, on 13 April 2013 - 08:30 AM, said:

Well, yes. They took SRMs away, so there's no way to brawl, and if you try, you can't knock anyone out, anyway. Thus, AC20, gauss, and PPC ridgehumping.


This is a problem why? that just frees up tonnage for a bigger eng and more heatsinks in my atlas D. ac20 4 med pulse and a machine gun. tares up **** quick and runs at 65kph.

#124 loliza

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Posted 14 April 2013 - 12:43 AM

View PostThontor, on 13 April 2013 - 08:38 AM, said:

lol. they didn't take SRMs away, they just put them where they shouldve been for their tonnage. If i can still do over 1,000 damage in a match with my 3 ASRM6 CN9-A, SRMs are still naasty.

also you cant make 1000 dmg average on a cn9-a just because you have 3 asrm6 it would take you to atleast 5-6 tons ammo with srms that you would need to hit every time but nice brag

#125 El Bandito

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Posted 14 April 2013 - 12:50 AM

My A1 laughs at the Sniper meta.

Posted Image

http://mwomercs.com/...tube-gameplays/

#126 Yokaiko

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Posted 14 April 2013 - 01:14 AM

View PostMadAndrew, on 13 April 2013 - 11:38 PM, said:



Given so wide prevalence of ECM in its current overpowered state and it being a complete show-stopper for LRMs, NARC or TAG have to be specifically put in your or your team's loadout to somehow counter it - and they provide no other benefit whatsoever. Of course 90+% of people in pugs are running cookie-cutter in-your-face builds and hardly ever kit NARC or even TAG. Oh, and drop balancing today is hilarious - it is not uncommon to see 2-3 (up to 4 once) ECM mechs drop on one team with none on the other.





No one fits NARC because its a waist of tonnage. You expect light mechs to dedicate better than TEN PERCENT of their weight to a narc launcher and ammo, oh, and that ammo only goes 270m and is as slow as an SRM....

.....all of 12 seconds of targeting IF the mech with the beacon isn't in an ECM bubble. As it was once put on the forums by someone else "Jesus wouldn't make that sacrifice"

Nor is a light going to give up a laser for TAG, 9/10 times any credible LRM pilot has his own.

Why beccause ALL of that gear, LRM included is completely dead weight if ONE ECM mech has you in its bubble.

Edited by Yokaiko, 14 April 2013 - 01:14 AM.


#127 Forestal

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Posted 14 April 2013 - 01:20 AM

View PostBad Karma1775, on 14 April 2013 - 12:12 AM, said:

Well here is my 2cents: how can something be OP or unbalanced if everyone can use it?
When it dominates a game that supposedly has a variety of weapons, equipment and builds... Please, will the PGI Defense Force stop pretending to be noobs who can't see further than their own feet-- or are such noobs the new "target/core" community which PGI is trying to CREATE AND SELL TO?

Edited by Forestal, 14 April 2013 - 01:21 AM.


#128 MentalPatient

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Posted 14 April 2013 - 01:34 AM

I'd like to propose a possible fix for the ballistic spamming as of late. We need some kind of ballistics modelling, aka, bullet drop. There is no skill involved right now in sniping or ballistic use in general if you have more than a single ballistic weapon. With the addition of ballistic arcs, sniping would become more of a specialised tactic, with people needing to take longer to aim when sniping. It would also reduce or totally remove poptarding altogether, which can only be good for the game. It would obviously be met with fair resistance from those abusing sniping and poptarding right now, but in the long run people would adapt to it and the game would become less about long range stand offs and allow us to move more, bringing more tactical play.

#129 Yokaiko

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Posted 14 April 2013 - 01:35 AM

View PostMentalPatient, on 14 April 2013 - 01:34 AM, said:

I'd like to propose a possible fix for the ballistic spamming as of late. We need some kind of ballistics modelling, aka, bullet drop. There is no skill involved right now in sniping or ballistic use in general if you have more than a single ballistic weapon. With the addition of ballistic arcs, sniping would become more of a specialised tactic, with people needing to take longer to aim when sniping. It would also reduce or totally remove poptarding altogether, which can only be good for the game. It would obviously be met with fair resistance from those abusing sniping and poptarding right now, but in the long run people would adapt to it and the game would become less about long range stand offs and allow us to move more, bringing more tactical play.



There is bullet drop, you just have to be out there to actually notice it. Why do you think everyone's legs get beat up in long range engagements.

#130 MadAndrew

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Posted 14 April 2013 - 01:36 AM

View PostYokaiko, on 14 April 2013 - 01:14 AM, said:

No one fits NARC because its a waist of tonnage. You expect light mechs to dedicate better than TEN PERCENT of their weight to a narc launcher and ammo, oh, and that ammo only goes 270m and is as slow as an SRM....

Nor is a light going to give up a laser for TAG, 9/10 times any credible LRM pilot has his own.


That is how things are. But effective LRM pre-made groups are the ones I've seen lights with TAG and NARC in. Also, no LRM pilot credibility could cancel the range discrepancy between TAG's only 750m and LRM's 1km.

View PostYokaiko, on 14 April 2013 - 01:14 AM, said:

.....all of 12 seconds of targeting IF the mech with the beacon isn't in an ECM bubble. As it was once put on the forums by someone else "Jesus wouldn't make that sacrifice"

Why beccause ALL of that gear, LRM included is completely dead weight if ONE ECM mech has you in its bubble.


Indeed. Just shows the sheer extent of imbalance in the game at the moment.

#131 Cel

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Posted 14 April 2013 - 01:47 AM

View PostYokaiko, on 14 April 2013 - 01:35 AM, said:



There is bullet drop, you just have to be out there to actually notice it. Why do you think everyone's legs get beat up in long range engagements.

There is no bullet drop. People get beat up legs because they miss their intended target. You can be at 1400 meters and get hit with a ballistic outside of it's damaging range right in the chest for zero damage. But it hit your mech and had no drop. Have you ever seen a ballistic hit the ground from a straight shot into the horizon that didn't hit a hill?

#132 Yokaiko

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Posted 14 April 2013 - 01:55 AM

View PostCel, on 14 April 2013 - 01:47 AM, said:

There is no bullet drop. People get beat up legs because they miss their intended target. You can be at 1400 meters and get hit with a ballistic outside of it's damaging range right in the chest for zero damage. But it hit your mech and had no drop. Have you ever seen a ballistic hit the ground from a straight shot into the horizon that didn't hit a hill?



Yes, I've always used ballistics heavily. Get out around 1200, and tell me where they land with AC5s and such.

There has ALWAYS been bullet drop

#133 Leimrey

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Posted 14 April 2013 - 02:00 AM

View PostCel, on 14 April 2013 - 01:47 AM, said:

There is no bullet drop.


Fire an AC/20 and watch its flight pattern. Other autocannons are affected too, but to a lesser degree.

Edited by Leimrey, 14 April 2013 - 02:01 AM.


#134 Cel

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Posted 14 April 2013 - 02:01 AM

View PostYokaiko, on 14 April 2013 - 01:55 AM, said:



Yes, I've always used ballistics heavily. Get out around 1200, and tell me where they land with AC5s and such.

There has ALWAYS been bullet drop

Concrete evidence or it's just your opinion vs mine.

#135 Yokaiko

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Posted 14 April 2013 - 02:03 AM

View PostCel, on 14 April 2013 - 02:01 AM, said:

Concrete evidence or it's just your opinion vs mine.



Get yourself into the training ground killer, I can't be arsed to make a video because you have been playing this game since CLOSED BETA and never noticed this.

#136 GODzillaGSPB

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Posted 14 April 2013 - 02:06 AM

View PostDegeneratePervert, on 13 April 2013 - 06:57 AM, said:

Run a Jenner with a 3L or 5D friend, and force people to brawl. It's like herding cats, but it can be done.


Yep, first and second post, the perfect summary of the game right now. Cheesebuilds like ac- or PPC-boats versus lots and lots of lights. 3, 4 sometimes even 5 on one side.

If you pilot mediums or heavies with mixed weapons like I do you're the biggest fool in the game right now. Might as well quit and wait if PGI turns this into a MechWarrior game anytime soon...or not.

Edited by GODzillaGSPB, 14 April 2013 - 02:07 AM.


#137 Cel

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Posted 14 April 2013 - 02:06 AM

View PostLeimrey, on 14 April 2013 - 02:00 AM, said:


Fire an AC/20 and watch its flight pattern. Other autocannons are affected too, but to a lesser degree.

If it actually drops at all, it's after the bullet does absolutely no damage - at which point it's completely moot to even have a feature like that. So it has 100% accuracy at it's maximum range and not any less before that. Less damage, but not less arc. So then technically it has no actual bullet drop that actually impacts gameplay, it's there as a poor effort to add physics to the game.

#138 Yokaiko

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Posted 14 April 2013 - 02:12 AM

Way to back that up.

Try UAC5s, or even gauss at max range.

#139 Leimrey

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Posted 14 April 2013 - 02:15 AM

View PostCel, on 14 April 2013 - 02:06 AM, said:

If it actually drops at all, it's after the bullet does absolutely no damage - at which point it's completely moot to even have a feature like that. So it has 100% accuracy at it's maximum range and not any less before that. Less damage, but not less arc. So then technically it has no actual bullet drop that actually impacts gameplay, it's there as a poor effort to add physics to the game.

You are wrong, I just tested this in the training grounds. The AC/20 projectile has a noticeable drop at some 400m and actually lands below your arm reticule at some 550m. And yes, these are valid engagement ranges for the AC/20 if you have ammo to spare, because ballistic weapons have a max range of 3x their effective one, which means that an AC/20 will do half of its damage at 540m.

#140 MadAndrew

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Posted 14 April 2013 - 02:25 AM

Just google for CryENGINE and bullet drop. It is implemented but tuned way down by default to have little effect. Because if there was a substantial bullet drop for ballistics it would make it too hard to hit a moving target and turn the game into a camp fest for most players.





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