Are The Mechs With Low-Slung Weapons Seriously Disadvantaged, And If So, What Should Be Done About It?
#81
Posted 07 May 2013 - 06:17 PM
can't help but wonder why a robot would even need that.......
#82
Posted 07 May 2013 - 06:31 PM
Like Truck Nutz
#83
Posted 07 May 2013 - 09:48 PM
oldradagast, on 30 April 2013 - 02:50 PM, said:
Now, is that enough of an advantage? Hard to say - the less humanoid mechs (such as those listed above) tend to have hardpoints better set up for boating weapons, which is all the rage these days, which may contribute to why they work out better in many matches.
agree with this, Awesomes have less "peekaboo" damage potential (which would get them headshot anyway) but they can aim right out to the side of the screen whereas the stalker has trouble tracking moving targets circling faster than they can turn, and you can reliably see where a stalker is aiming. Also torso twist aiming is significantly slower than arm aiming.
Most efficient mech so far for me is 5LL stalker, 23 DHS with 275 engine and near max armor, think 60ish on legs. 4x PPC stalker needs to drop 4-5 DHS to make room for the extra crit slots and downgrading the engine in exchange for better alpha.
You might as well say all arm mounted weapons are at a disadvantage to torso mounted weapons because you dont have to walk as far out sideways from cover to not shoot your cover instead of your target.
Edited by Asmosis, 07 May 2013 - 09:52 PM.
#85
Posted 10 May 2013 - 09:18 AM
Niko Snow, on 10 May 2013 - 08:40 AM, said:
But that's largely a downside that applies to circle-strafing and obstacles that are about cockpit level, no? And even then, in the cases of some mechs (like the Jagermech), it doesn't really matter, since no one focuses on the arms anyway.
#86
Posted 10 May 2013 - 09:50 AM
Sephlock, on 10 May 2013 - 09:18 AM, said:
The Jager is kind of a special case, though. People tend not to focus the arms because a lot of the more effective Jager builds tend to be soft-armored as a weight compensation. Combine that with sometimes small arms with a funny front profile, and people avoid them.
I think the biggest cases of high-set weapons being focused quickly are the Catapult and the Hunchback. The Cata can do some interesting semi-cover tricks, but it's ears are always just begging for it. ANd the hunchback can similarly semi-expose itself to get hun-shots off, but we all shoot the hunchie there.
#87
Posted 10 May 2013 - 10:45 AM
#88
Posted 10 May 2013 - 12:21 PM
some examples are ilya (on 1 arm) highlander (1 arm) atlas (both arms)
slash b slash, on 10 May 2013 - 10:45 AM, said:
lol that would also kill poptarting
#89
Posted 10 May 2013 - 12:31 PM
#90
Posted 10 May 2013 - 12:54 PM
#91
Posted 10 May 2013 - 01:03 PM
Just wanna play, on 10 May 2013 - 12:54 PM, said:
Realistcally? No?
But I believe there are stories about mechs grabbing trees to damage other mechs. That shouldn't really work either*.
*) No one told that to those poor Enginers responsible for the AT STs of the Empire either.
Edited by MustrumRidcully, 10 May 2013 - 01:04 PM.
#92
Posted 10 May 2013 - 01:23 PM
#93
Posted 10 May 2013 - 01:58 PM
And yes, it's because of the low mounted weapons. It's one of the reasons I will endorse a Jagger 2x Gauss over a Cat 2x Gauss despite having way worse torsos - namely, it can fire straight over ridges.
Do I think this is a disadvantage? Sure. Does something need to be done about it?
Nope!
This is just a quirk, the same as any other. In fact, this adds an extremely stealthy way to nerf/buff 'mechs now that (I assume) PGI realizes how important gun placement has become. When Flyingdebris is doing redesigns, I'm sure this is something that gets talked about going forward. It is literally possible to nerf a 'mech by making it's arms a little larger, or gun mounts a little lower or vice versa.
It's one more unspoken stat that has more impact than all the number crunching we've ever done reveals. I don't see any reason to mess with it.
PS: Speaking of unspoken stats I wish people would talk about Discharge time when balancing beam weapons. That number is honestly more important than just core damage output. I'd take a gun with 3 damage and 0.1 discharge over one with 6 and 0.4 discharge any day.
Edited by Victor Morson, 10 May 2013 - 02:00 PM.
#94
Posted 10 May 2013 - 02:50 PM
Victor Morson, on 10 May 2013 - 01:58 PM, said:
And yes, it's because of the low mounted weapons. It's one of the reasons I will endorse a Jagger 2x Gauss over a Cat 2x Gauss despite having way worse torsos - namely, it can fire straight over ridges.
Do I think this is a disadvantage? Sure. Does something need to be done about it?
Nope!
This is just a quirk, the same as any other. In fact, this adds an extremely stealthy way to nerf/buff 'mechs now that (I assume) PGI realizes how important gun placement has become. When Flyingdebris is doing redesigns, I'm sure this is something that gets talked about going forward. It is literally possible to nerf a 'mech by making it's arms a little larger, or gun mounts a little lower or vice versa.
It's one more unspoken stat that has more impact than all the number crunching we've ever done reveals. I don't see any reason to mess with it.
PS: Speaking of unspoken stats I wish people would talk about Discharge time when balancing beam weapons. That number is honestly more important than just core damage output. I'd take a gun with 3 damage and 0.1 discharge over one with 6 and 0.4 discharge any day.
well its not like its a realistic or proper nerf, its oner of the reasons why stalkers are doing what awesomes should, overall its creating unnecessary "buffs/nerfs" making some mechs just better for no real reason making others obsolete
so a stalker can fire over things awesomes cant and also has more crit slots to use, while what does an awesome have that helps it fill its role of ppc support? and again, stalker can fire lrm missiles over things awesome cant
and well i wouldn't call beam duration "unspoken", especially considering there are weapons like small pulse laserz that only have one advantage, and thats the benefit of doing 3 damage faster then the other lasers(mediums and small)
i have done plenty of number crunching on it and know what laser weapons have the strongest beam damage per millisecond wise and in what order from strongest 2 weakest (hint: its on the **** my ride thread)
#95
Posted 10 May 2013 - 08:08 PM
MustrumRidcully, on 10 May 2013 - 01:03 PM, said:
#96
Posted 11 May 2013 - 12:55 AM
Sephlock, on 10 May 2013 - 08:08 PM, said:
I don't want to be nitpicky and all, but...
They still seem to be carbon-based lifeforms. That limits a bit what you can and can't do. And if they are made from another element, then you better find me one that behaves exatly like carbon so that can form trees and humans can live on the same planet.
Or maybe they were just reinForced?
#97
Posted 11 May 2013 - 01:53 AM
MustrumRidcully, on 10 May 2013 - 01:03 PM, said:
I dunno, 2 logs weighing 15-20 tons (dont remember exact scale of the logs involved but just as an example) swinging in toward each other might do some serious damage to even a heavily armored vehicle. No evidence AT-ST are super heavily armored, they were a scouting vehicle after all. Plus it's just sheer crushing force, not the blaster fire they are armored against.
Edited by shabowie, 11 May 2013 - 02:56 AM.
#98
Posted 11 May 2013 - 06:47 PM
#99
Posted 12 May 2013 - 02:29 PM
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