

So...how's The Poptart Situation Lately? [And Possible Solution]
#61
Posted 28 April 2013 - 11:28 PM
A - There´s unfortunately not as many poptarts out there as mentioned in this whole thread. Maybe in 8man groups, that i dunno.
B - Poptarting snipers seem to almost always forget that a real sniper would never fire a second shot from the same position, which actually makes em quite easy and predictable targets once they come up behind their hills. Shooting at P-tards with Gauss and AC20´s takes a while to learn but is totally worth it, utter fun. Watch how they miss their alphas after you hit em and enjoy crippling their... uhm whatever you hit.
C - Jump Jets seriously reduce your Mechs damage and/or heat dissipation potential (by 2 tons per one JJ). Is that really worth it? In TT i´d say yes but this ain´t TT...
D - Most of the maps provide enough cover to work your way up to those P-tards, when you´re in a Brawler. And quite often you will discover that many of the jumpsniping Assaults are real bad players when it comes to close range, even if not they miss some tonnage of weapons or heat sinks. If you´re in a light Mech, even better - go for the rear armor.
#62
Posted 29 April 2013 - 04:45 AM
The problem with jump jets comes down to one thing only. The "lift" dynamic is broken. I don't know how many folks have bothered to "test" the effects of having 1 or more jump jets, but as it stands now, you get about 13-14m of lift just by adding a single jet onto anything. Just go into the testing grounds and try it yourself. With an HGN with 1 JJ, you can vault to the top of the cap-space mining tower in one blast. With my TBT-7M (3 jets), I get maybe 2-3m higher (if that). My jenner with 4 jets gets about the same... yet if you look in the mechlab, you'll see my HGN's should be capped at 6m. There's your problem. Want to re-balance the game? Balance it around that. Taking 2 tons off for a single jump jet is easy. Taking 6-8 tons - or even 10? Totally different story. And the impact on the CTF-3D would be every bit as bad.
There is currently no tradeoff to have to make in jump jet equipped mechs. The HGN can carry the loadout of an atlas with ease - and can jump to take advantage of terrain. If you have to start compromising weapons to pull that off? Totally different story...
Edited by Banky, 29 April 2013 - 04:47 AM.
#63
Posted 29 April 2013 - 05:46 AM
#64
Posted 29 April 2013 - 06:01 AM
#65
Posted 29 April 2013 - 07:59 AM
#66
Posted 29 April 2013 - 08:45 AM
anyways I think people need to undersatnd many jumpsnipers are likely to be alpha builds with long range capabilites...
I really need people to come and do short range pushes at the enemy in that case. Never let the opponent keep and hold a formation or line. Always break them apart and charge. The more enemies with their back turned are more enemies likely to die.
I personally use Jumpjets to attack people behind buildings, run over the next building behind them and then go around and jump over another building to attack. Unfortunately no one follows my attacks so i get focused to obilivion..and the opponent goes back to jump sniping.
#67
Posted 29 April 2013 - 09:51 AM
Lord Psycho, on 29 April 2013 - 08:45 AM, said:
anyways I think people need to undersatnd many jumpsnipers are likely to be alpha builds with long range capabilites...
I really need people to come and do short range pushes at the enemy in that case. Never let the opponent keep and hold a formation or line. Always break them apart and charge. The more enemies with their back turned are more enemies likely to die.
I personally use Jumpjets to attack people behind buildings, run over the next building behind them and then go around and jump over another building to attack. Unfortunately no one follows my attacks so i get focused to obilivion..and the opponent goes back to jump sniping.
Get on Comstar NA and get yourself some meat shields...
#68
Posted 29 April 2013 - 10:18 AM
thepartisan, on 29 April 2013 - 07:59 AM, said:
I keep hearing there are tactics and common-sense ideas that can be used to deal with single jump snipers, and multiples, and those are all fine and good, something to be striven for. I just wish no changes had to be made due to what I still view as an exploit. There are, after all -and, again, this is my opinion-, good tactics, viable tactics that are fair in the game but not good, and then there's just dishonorable garbage. The use of jump-jets should be tied to forward momentum, and the 'Mech should shake so badly that getting an actual lock on a target while you're jumping actually is a matter of skill, not just placing your reticule over the target and pulling the trigger.
#69
Posted 29 April 2013 - 10:24 AM
"You cannot add shake or jumpjets wouldnt be useful in a brawl"
- really? With the current slow liftoff I love it when a highlander tries to jump away from a medium. It's like YOU CANNOT miss
Jumpjets in lore vault u into the air and shove the pilot back into the seat. Its supposed to be fast
Its also supposed to be hard to hit and target with a jumping mech
They just dont work correctly right now.
Energy weapons are now to cool that state rewind is in place
What is needed is the following
1) buff jump jet velocity
2) add some vibration while the jets are actually firing
3) increase. JJ heat some and increase heat output on ppc/erppc/large laser/er large laser
4). And if you blow the landing and take damage, I think there should be a 50% chance of a fall
If a tactic is SO easy, that it is the default that over half the players use then it is broken. Just like he LRM dmg issue, plague of splat cats, raven online (prior to net code and state rewind)
Of course it is a valid tactic. It should not be forbidden. However, it should not be this easy . You are flying a non aerodynamic object (I am sorry but most mechs are not very aerodynamic looking).
Edited by Rhinehardt Ritter, 29 April 2013 - 10:26 AM.
#70
Posted 29 April 2013 - 10:26 AM
Kay Wolf, on 29 April 2013 - 10:18 AM, said:
I keep hearing there are tactics and common-sense ideas that can be used to deal with single jump snipers, and multiples, and those are all fine and good, something to be striven for. I just wish no changes had to be made due to what I still view as an exploit. There are, after all -and, again, this is my opinion-, good tactics, viable tactics that are fair in the game but not good, and then there's just dishonorable garbage. The use of jump-jets should be tied to forward momentum, and the 'Mech should shake so badly that getting an actual lock on a target while you're jumping actually is a matter of skill, not just placing your reticule over the target and pulling the trigger.
That's not really fair though - you have to constantly change. A deep game is going to have constantly evolving tactics and so you must change to stay competitive. You can't expect to not have to adapt unless the game is shallow.
#71
Posted 29 April 2013 - 11:45 AM
Rhinehardt Ritter, on 29 April 2013 - 10:24 AM, said:
Energy weapons are now to cool that state rewind is in place
3) increase. JJ heat some and increase heat output on ppc/erppc/large laser/er large laser
I agree with all statements except this one, especially when it comes to ppcs, imo ppcs need a buff, they are the strongest energy weapons and have worse damage per ton, and keep in mind energy weapons are already the hottest weapon in the game, ac/20 produces less heat then large laser, and there are bound to be multiple ones on a larger mech, as opposed to only 1 ac/20 on most assaults/heavies and you think they should be hotter???
do you want to completely kill heavier energy weapons????
and the heat of the er ll means it is only worth considering if you know you will be on certain maps (like alpine) where you often engage at ranges greater then 450m, any closer and its to hot to be as useful when the large laser is perfectly fine
and imo ppcs have bad range, i think 540 m simply isnt very good for such a hot weapon, you NEED the er ppcs to be a real sniper, and they still loss damage past 810m, which is pretty bad compared to other weapon types, while still producing A LOT of heat
and within 90m, ppcs reduce their own power to prevent damage to the user, yet still produce the same amount of heat, wtf??
#72
Posted 29 April 2013 - 11:48 AM
KrazedOmega, on 26 April 2013 - 02:22 AM, said:
They need to add a massive amount of screen shake when JJ's are in use. That would stop most of the poptarts.
Gosh, if only there were some sort of indirect-fire weapon system that could drop its rounds behind those concealing ridgelines, maybe assisted by some sort of target registration equipment mounted on other mechs. But where could we find something like that...?
#73
Posted 29 April 2013 - 12:42 PM
TruePoindexter, on 29 April 2013 - 10:26 AM, said:
Helmuth von Moltke the Elder
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#74
#75
Posted 29 April 2013 - 02:35 PM
TruePoindexter, on 29 April 2013 - 10:26 AM, said:
Just wanna play, on 29 April 2013 - 11:45 AM, said:
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Anyway, I'm off to school... it's finals week and I have a presentation to make tonight for Sociology. Wish me luck, fella's. I'll try to answer more, later.
Edited by Kay Wolf, 29 April 2013 - 02:35 PM.
#76
Posted 29 April 2013 - 03:36 PM
Just wanna play, on 29 April 2013 - 11:45 AM, said:
do you want to completely kill heavier energy weapons????
and the heat of the er ll means it is only worth considering if you know you will be on certain maps (like alpine) where you often engage at ranges greater then 450m, any closer and its to hot to be as useful when the large laser is perfectly fine
and imo ppcs have bad range, i think 540 m simply isnt very good for such a hot weapon, you NEED the er ppcs to be a real sniper, and they still loss damage past 810m, which is pretty bad compared to other weapon types, while still producing A LOT of heat
and within 90m, ppcs reduce their own power to prevent damage to the user, yet still produce the same amount of heat, wtf??
Of course i don't hate energy weapons. But ballistics aren't being used much now either
Ppc range and er ppc range is fine. So you think 6 ppc stalkers are a good thing? In TT and lore 2 pp s we a pretty big deal, 3 basically unheard of. 4 on clan warhawk(masakari) was like incredible
Yet now its commonplace . If you pull trigger on 5 or 6 er ppc/erppc they should be pulling the flash roasted remains of your pilot out after the battle.
Now if energy weps were a little hotter and jj's produced some reasonable heat then that would help things a bit by requiring more HEAT mgmt.
Edited by Rhinehardt Ritter, 29 April 2013 - 03:39 PM.
#77
Posted 29 April 2013 - 04:35 PM
Rhinehardt Ritter, on 29 April 2013 - 03:36 PM, said:
Ppc range and er ppc range is fine. So you think 6 ppc stalkers are a good thing? In TT and lore 2 pp s we a pretty big deal, 3 basically unheard of. 4 on clan warhawk(masakari) was like incredible
Yet now its commonplace . If you pull trigger on 5 or 6 er ppc/erppc they should be pulling the flash roasted remains of your pilot out after the battle.
Now if energy weps were a little hotter and jj's produced some reasonable heat then that would help things a bit by requiring more HEAT mgmt.
ballistic weapons arent used as much because their hard points aren't nearly as common, i see plenty of ballistic weapon in game, but they are obviously not as common as energy weapons
i just think there needs to be a REAL long range energy weapon, again,being with in 540m just for a long range weapon to do 10 dmg is terrible, and if people close in on you damage goes down 2, and they are so heavy that you can only mount so many with out making a terrible mech, have you played an awesome-8q/8m??? easily out sniped, pretty hot considering only 30 damage at best (think about that for a second), assualt with 30 damage at best anbd thats with in 540m or less, and ITS A FIRE SUPPORT MECH), you might as well switch out the ppcs for er laserz, better range, heat, and you can pack more on, so what exactly is the point of a ppc these days?
i don't think 6 ppc stalkers are good, have you seen the amount of compromises they have???
they should put one of our 6 ppc stalkers in a book, table top, or what ever you are talking about, seems like it would cause quite an interesting reaction among the characters

#78
Posted 29 April 2013 - 04:39 PM
Kay Wolf, on 29 April 2013 - 02:35 PM, said:
Admittedly, this is something I've never really been able to figure out. However, perhaps the chained lightning buildup -remember, the PPC is NOT a laser, per se- is too weak beyond those points and the weapon has to compensate to make as much damage output as possible; hence the additional heat.
no, the reason it reduces the damage is to prevent the emp effect from affecting the user (of course some how in this game that only affects ecm anyways)
didn't 10 damage go a lot further in T then in this game???
#79
Posted 29 April 2013 - 04:47 PM
Kay Wolf, on 29 April 2013 - 02:35 PM, said:
Yet its still the "long range energy weapon".............. if its strong enough the current will go pretty far, in TT what exactly was the use of ppcs?? where they used as some sort of close range super weapon(er ppcs at least) or what???
ive been playing the trial 8q recently (idk why) and im just feeling that its ppcs, and ppcs in general, are a bit lacking, of course i understand the devs don't want them to be the go to weapon for every build with energy hard points either
#80
Posted 29 April 2013 - 05:08 PM
Rhinehardt Ritter, on 29 April 2013 - 03:36 PM, said:
Yet now its commonplace . out after the battle.
in lore where the ppcs less common place and feared because of heat AND damage???? because they certainly aren't to be feared these days for their damage that much
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