Zylo, on 17 April 2013 - 08:39 PM, said:
I like how no one has posted a good video countering poptarts using other builds. It's just basic tactics though, so clearly any n00b should be able to make it work right? Maybe you can be the first to provide this video evidence showing how easily these tactics work? I actually want to see proof that this is as easy as everyone seems to claim.
Royalewithcheese, on 17 April 2013 - 08:56 PM, said:
OP seemed to do a pretty good job. It's not even like that was a super-optimized Stalker or anything, either.
This. I admit I hadn't watched the video prior to seeing Royale's post (didn't need to), so I went and watched it. All I saw was the brand new mech, that had been available less than a day, being played a lot. No surprise there. And then I see a bunch of claims that it's hard to deal with, despite the fact the video clearly shows the side with more of the offending build getting thoroughly stomped, largely due to the efforts of the OP in a mech that is slow, lumbering and entirely without JJ. So where's the video suggesting there's something needing fixed?
Frankly, this is the first video game I've played in years, so I don't have an up-to-date rig and mine doesn't play the game that well to begin with. At this point, it hasn't become important enough to me to realistically consider dropping the money on a gaming rig. Recording videos is out of the question. And going out of my way looking for a HGN-heavy match so I could specifically record for you is certainly not worth my time.
On a side note, Klaus, the Stalker is a considerably larger target from the side than the front. Turning to shield when neither side is damaged, and when you'd probably be best-served by them hitting your CT, is not necessarily optimal.
Mechwarrior Buddah, on 17 April 2013 - 08:45 PM, said:
Or add heat penalties to Jump jet launching
It would be more correct to say "increase heat penelties," since there already are. It's just less obvious, since it applies over the course of the jump, instead of in a lump sum. This causes it to reduce the speed of cooling, rather than be a visual spike.
Zylo, on 17 April 2013 - 08:46 PM, said:
Another that I saw in the past was lowering the total heat limit a mech could take before shutting down and increasing the heat dissipation rate. Both would be good counters to high heat/high alpha builds.
Both reasonable suggestions. I don't feel there's a problem, but would certainly be amenable to see how the game played with either one instituted. Sadly, I think the days of experimental changed passed with the end of CB.