

This Game Been Nothing But Gauss And Ppc Fest
#61
Posted 16 April 2013 - 10:55 PM
#62
Posted 16 April 2013 - 10:57 PM
When everything was about brawling, it was all about who had the most SRM-6s and MLasers. It required far less aiming skill and position, and was generally a giant mashup of shoot and pray you don't get focused. With the new metagame, positioning is actually more complex than "stick in one giant blob and focus fire the enemy".
#63
Posted 16 April 2013 - 11:08 PM
Ancalagon, on 16 April 2013 - 10:57 PM, said:
When everything was about brawling, it was all about who had the most SRM-6s and MLasers. It required far less aiming skill and position, and was generally a giant mashup of shoot and pray you don't get focused. With the new metagame, positioning is actually more complex than "stick in one giant blob and focus fire the enemy".
In order to hit you with LRMs from my C1, I have to aim at you for the entire duration of the volley, leaving myself exposed to fire all the while. In order to hit you with ERPPCs from my K2, I have to aim at you for no more than the time it takes to click my left mouse button, and then I can immediately hide. Explain to me how that requires more skill.
High alpha builds mean that luck is more of a component than it was during brawls. Consider: PPC Stalker shoots at a Hunchback from a great distance. Aiming in this case is very important, certainly, but there's also, undeniably, a degree of luck involved as to whether the Hunchback will lose an arm, and just a single ML, or it's have it's torso blown apart and be left more or less crippled. Now luck is a component in any fight, but in this case it's concentrated in the outcome of a single event. In a brawl, where you have many different weapons being fired over an extended period of time, the luck gets amortized over the whole battle, and it all sort of cancels out, making it more likely that skill will determine the final outcome.
#64
Posted 16 April 2013 - 11:19 PM
The problem right now is, that some old-school brawling builds, like for example all Atlas and Centurion variants, are pretty handicapped because of the missile balance adjustments. Mechs that rely on direct fire brawling power, like the Jagermech are now the most (some claim only) viable choice for brawling. But they are very squishy... And squishy brawlers do not work that well... So players that like brawling are not happy.
This is bad. Just buff srms again (and lrms, maybe)... They do not need to go back to 2.5 dmg/missiles but 2 dmg/missile should be worth a try.
#65
Posted 16 April 2013 - 11:22 PM
#66
Posted 16 April 2013 - 11:23 PM
#67
Posted 16 April 2013 - 11:25 PM
#68
Posted 16 April 2013 - 11:27 PM
I bought 3 highlanders right away, and right away started poptarting.
I don't have a problem with playing it, but it's just ruining the game. It isn't even fun seeing 6 highlanders and having a 10 minute sniper war that invalidates everything else.
#69
Posted 16 April 2013 - 11:30 PM
TOGSolid, on 16 April 2013 - 10:32 PM, said:
https://static.mwome...m/img/heatmaps/
Go check out Alpine Peaks and Caustic Valley. Both of them have blatantly glaring problems when you look at the different activity maps that point to those two specifically needing a huge redesign. Huge chunks of both maps go completely unused, the flow on both maps is awful, and the firing lines completely suck. Compare them to one the other maps and you'll see a drastically different result. Fights are more spread out, more of the map is utilized, and kills aren't nearly as concentrated.
It's insane. Forest Colony, River City, etc all have varied flow where a few brawlers might see a light or two, maybe snipers backing away when they're spotted only to find a Jaeger sporting dual AC/20s is behind them and getting ready to show them a world of pain. That's what I love about those maps, the layout itself encourages multiple ways through just one match. Caustic and Alpine? Go off to the side/top/bottom a little and look at the center for Caustic (the large hill) or closer to the top for Alpine (that huge valley surrounded by mountains). Whichever side is in position first on those two maps will almost always win. Not 100% of the time, but you can hang back a tad and watch people get slaughtered. Those two maps need to be physically re-arranged with more buildings, steep cliffs and branching valleys to have a much better flow.
#70
Posted 16 April 2013 - 11:36 PM
#71
Posted 16 April 2013 - 11:39 PM
Considering you can't see your Elo, I like to pretend mine is decent because I go up against some big name clans sometimes and win, so even at a competitive level, all of that stuff still works well. Pretty much the only thing I don't run are LRMs, and even then, LRMs can still be scary with a good spotter.
In other words, quit your whining. People are doing that because they think that is what their shiny new toy, the highlander, is good for, but there are alot of very viable weapons.
I will admit that 6ppc stalkers really **** me off though. Even 5 ppc stalkers. Screw those guys.
Atlases aren't too good in for brawling nowadays but if you want to brawl, get in something fast and get behind those ******* highlanders and stalkers. Problem solved.
#72
Posted 16 April 2013 - 11:40 PM
Rhinzual, on 16 April 2013 - 11:30 PM, said:
Hell, just sticking some buildings on those maps would do a lot to fix things without requiring PGI to go in with the Sim City 2k Bulldozer tool and redesign the terrain entirely. They do have fundamental problems that need to be addressed though and neither of them are particularly fun to fight on. At least Caustic is over quickly though. Alpine just drags on.
#73
Posted 16 April 2013 - 11:49 PM
This, however, seems unlikely given the production turn around and people do dislike having "ready" things held back from them.
#74
Posted 16 April 2013 - 11:51 PM
TOGSolid, on 16 April 2013 - 11:40 PM, said:
Some more buildings/trees to act as cover would indeed go a long way to helping, but then you've got the problem of snipers just watching the only places you can leave and you're more or less stuck while the enemy brawlers come up behind/besides you and maul you. This is assuming the buildings and trees are poorly placed and too few, I'm not keen on being too hopeful these days. Still, there is the potential PGI could add meaningful cover in the form of rocks/trees/buildings to help reduce the snipefest going on right now. Enough of them would have the nice side effect of creating some actual flow, as mechs would likely go certain routes to avoid the ERPPC/Gauss Rifles of DOOOOOOOOM and get into a good fight.
#75
Posted 16 April 2013 - 11:52 PM
Once again, perfect weapons convergence is my beef which promotes stacking weapons from small lasers all the way up to ppcs. And once again my solution would be to get rid of weapons covergence to an extent or implement diminishing returns to damage or compounded heat if alpha'd together.
#76
Posted 17 April 2013 - 12:08 AM

Tactics f.t.w.
#77
Posted 17 April 2013 - 12:35 AM
Edited by MentalPatient, 17 April 2013 - 12:38 AM.
#78
Posted 17 April 2013 - 12:38 AM
tuokaerf, on 16 April 2013 - 08:24 PM, said:
Anti ECM artillery, be it orbital drop or a Mortar style mech weapon with an AoE that shuts down ECM in an area for a period of time. This would allow all sorts of tactical movement and force the pop-tarters to constantly re-locate.
Edited by SubXulu, 17 April 2013 - 12:39 AM.
#79
Posted 17 April 2013 - 12:46 AM
tuokaerf, on 16 April 2013 - 08:24 PM, said:
LRMs must make a return. Though it's a shame, a true shame that people are currently not using them. Because they are still strong. All the people see is that the numbers are lower than before and lower = worse = useless.
Whenever I saw LRMs in games these days they made a true difference. Forced me or forced them into cover, made damage, killed even.
Still, they are rare. And there is no reason why they should be.

#80
Posted 17 April 2013 - 12:49 AM
GODzillaGSPB, on 17 April 2013 - 12:46 AM, said:
LRMs must make a return. Though it's a shame, a true shame that people are currently not using them. Because they are still strong. All the people see is that the numbers are lower than before and lower = worse = useless.
Whenever I saw LRMs in games these days they made a true difference. Forced me or forced them into cover, made damage, killed even.
Still, they are rare. And there is no reason why they should be.

Because they're far too situational really. ECM threw a giant wrench in LRM gameplay that made using them incredibly risky. Sure, tag beats ECM, but then you're exposing yourself to all of the snipers out there. The lower damage just made an already kinda bad weapon worse.
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