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Any Plan Do Go After Dual Ac/20S As The Next Unintended Builds


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#81 Fate 6

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Posted 08 June 2013 - 12:04 PM

View PostSable Phoenix, on 08 June 2013 - 11:18 AM, said:

None of the BattleTech-based video games have actually gotten ACs right yet. Or PPCs for that matter. ACs should be a burst weapon, and PPCs should be direct-fire, not a projectile. Particle BEAM weapons are just that, beams, like the lasers. This game does the lasers right; PPCs ought to function just like a giant laser. ACs on the other hand should have their damage determined by the number of projectiles they fire: while an AC/2 might fire only one projectile per volley, an AC/20 would fire ten (as an example). Those two simple changes would ameliorate the biggest problems with weapon balance that this game currently suffers (at least outside of the missile targeting and splash issues, which are more a programming difficulty than actual weapon design problems from what I understand). By making most high-damage weapons DOT you solve the problem of frustrating one-alpha kills, and you render pop-tarting ineffective, all in one fell swoop.

I actually feel like Mechassault got the feel of the PPC projectile right (though it definitely shouldn't track like it does in that game). I also really like the MW2 PPC which was just a giant ball of slow moving energy. It hurt like hell when it hit, but it was hard to hit with (fixed by putting JJs on my Dire Wolf).

@OP you must be pumped for the Victor, with its potential 2xAC20. It would be the best wielder of them to date.

Edited by Fate 6, 08 June 2013 - 12:05 PM.


#82 badaa

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Posted 08 June 2013 - 02:52 PM

jags are ment to boat a/cs

#83 OneEyed Jack

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Posted 08 June 2013 - 04:03 PM

View PostRyebear, on 05 June 2013 - 11:28 AM, said:

"You can do it too" is also a silly thing to say, yes I know I can do it too. But as a game the goal is to make it fun for the doers and fun for the not doers. I am saying straight up, this is a un-fun build to play with and it is an un-fun build to play against.

BZZZZzzzzzzzt! Wrong answer!

"I should be able to throw together whatever piece of crap I want and be have even odds against anything, because that's what I think is fun. Anything that anyone plays that doesn't fit my formula needs nerfed because I don't think it's fun," is not a valid argument.

#84 DocBach

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Posted 08 June 2013 - 04:04 PM

seismic sensors and dont get caught alone?

#85 Aslena

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Posted 08 June 2013 - 04:07 PM

Most every build I see has a 40ish point alpha. These guys have to be practically in your face to shoot you and should be given a pat on the back for brawling rather than sniping... nothing to see here move along...

Edited by Aslena, 08 June 2013 - 04:10 PM.


#86 MisterPlanetarian

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Posted 08 June 2013 - 04:39 PM

AC40+ is a gimmick build. It's basically a striker mech, you can get good mobility for a heavy mech with an insane alpha but you have such limited ammo it's a waste to fire unless you have a clear shot at the torso at under 300ish meters. Then there's the heat issues if you even think of using your medium lasers.

XL on a sub 300 meter strikemech is very risky, the AC40 Jagerbomb has enough downsides as it is. It needs to commit when enemy mechs are busy tearing up your stalkers/highlanders etc at close range. It's useless in a snipe duel and can't handle lights very well.

I personally fear gauss jagers much more. They never ever overheat and do almost the same damage at more than twice the range. Most of them probably boat 50-60 slugs which if they don't get killed early on means 500+ damage per game.

#87 Nauht

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Posted 08 June 2013 - 04:46 PM

I predict with 12v12 and 8v8 being phased you won't see as many boomjagers - they just won't have the ammo to last against 50% more mechs.

#88 Bishop Steiner

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Posted 08 June 2013 - 05:14 PM

View PostNauht, on 08 June 2013 - 04:46 PM, said:

I predict with 12v12 and 8v8 being phased you won't see as many boomjagers - they just won't have the ammo to last against 50% more mechs.

this.... is an interesting point. Gonna have to buff my hit%, pronto! (or just use my shiny new VICTORTM, inbound fresh from the Independence Weapons Factory as we speak!)

#89 Nauht

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Posted 08 June 2013 - 05:38 PM

View PostBishop Steiner, on 08 June 2013 - 05:14 PM, said:

this.... is an interesting point. Gonna have to buff my hit%, pronto! (or just use my shiny new VICTORTM, inbound fresh from the Independence Weapons Factory as we speak!)

Yeah we'll have to see what hardpoints the Victor has but any assault mech configured for brawling is gonna hurt. Plus it'll be bigger and slower than jagers. I hate fighting brawler spec'd stalkers or atlases. They pack a whollop far bigger than ac40's.

#90 Bishop Steiner

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Posted 08 June 2013 - 05:51 PM

View PostNauht, on 08 June 2013 - 05:38 PM, said:

Yeah we'll have to see what hardpoints the Victor has but any assault mech configured for brawling is gonna hurt. Plus it'll be bigger and slower than jagers. I hate fighting brawler spec'd stalkers or atlases. They pack a whollop far bigger than ac40's.

same speed as Jagers, and looks decently compact for an Assault. JJs can make a HUGE difference in Assault Brawling though.

JJs...not just for Poptartinganymore! (thank god!)

#91 Nauht

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Posted 08 June 2013 - 06:02 PM

View PostBishop Steiner, on 08 June 2013 - 05:51 PM, said:

same speed as Jagers, and looks decently compact for an Assault. JJs can make a HUGE difference in Assault Brawling though.

JJs...not just for Poptartinganymore! (thank god!)

Personally I think JJ in an assault brawler is only hurting the JJ mech. I really like it when highlanders have JJ in brawls - they float up so slow that it's really easy to hit them, and with the screenshake they can't fire back with any degree of accuracy.

There's a big difference between a light going up cos their small profile and relatively fast upward speed does make them harder to hit. The Highlander just floats up nicely, slow enough for me to easily line up where I want to hit him.

#92 Bishop Steiner

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Posted 08 June 2013 - 06:08 PM

View PostNauht, on 08 June 2013 - 06:02 PM, said:

Personally I think JJ in an assault brawler is only hurting the JJ mech. I really like it when highlanders have JJ in brawls - they float up so slow that it's really easy to hit them, and with the screenshake they can't fire back with any degree of accuracy.

There's a big difference between a light going up cos their small profile and relatively fast upward speed does make them harder to hit. The Highlander just floats up nicely, slow enough for me to easily line up where I want to hit him.

that's cuz they are using them wrong. JJs in Assault Brawlers allow you to turn almost instantly if you just feather them. Floating like a balloon is rookie play! Or a Poptart who hasn't got the memo! JJs, used right, significantly add to the maneuverability of a mech, even an Assault. It's just most people who play the game think JJs were for poptarting, and that poptarting was "teh coolest meta evah", and never actually learned how to pilot.

#93 Thumper3

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Posted 08 June 2013 - 06:13 PM

As had been said, I would rather have a 40 point PPC alpha with 500+ meters range than the same from 270 meters. And PPCs never run out of ammo......


Whatever. BoomJagers are the flavor of the month, easily avoidable with concentrated fire and teamwork, pointless in most cases..... don't get the big deal.

Edited by Thumper3, 08 June 2013 - 09:00 PM.


#94 Nauht

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Posted 08 June 2013 - 07:14 PM

View PostBishop Steiner, on 08 June 2013 - 06:08 PM, said:

that's cuz they are using them wrong. JJs in Assault Brawlers allow you to turn almost instantly if you just feather them. Floating like a balloon is rookie play! Or a Poptart who hasn't got the memo! JJs, used right, significantly add to the maneuverability of a mech, even an Assault. It's just most people who play the game think JJs were for poptarting, and that poptarting was "teh coolest meta evah", and never actually learned how to pilot.

True. Forgot about the anchor turn. That's cos the vast majority of highlanders I see just go vertical.

Thinking about it, JJ would be a big advantage if used for anchor turns, especially in a big assault.

#95 Sephlock

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Posted 08 June 2013 - 07:17 PM

View PostFate 6, on 08 June 2013 - 12:04 PM, said:


I actually feel like Mechassault got the feel of the PPC projectile right (though it definitely shouldn't track like it does in that game).


If they steal the crackling sounds and visual effects from MA I can accept that.

#96 Bishop Steiner

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Posted 08 June 2013 - 07:17 PM

View PostNauht, on 08 June 2013 - 07:14 PM, said:

True. Forgot about the anchor turn. That's cos the vast majority of highlanders I see just go vertical.

Thinking about it, JJ would be a big advantage if used for anchor turns, especially in a big assault.



That's cuz I'm a tricksy medium pilot at heart, lol! I've always viewed the Victor as the Centy's big brother.. with JJs!

#97 OneEyed Jack

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Posted 09 June 2013 - 02:11 AM

View PostNauht, on 08 June 2013 - 06:02 PM, said:

Personally I think JJ in an assault brawler is only hurting the JJ mech. I really like it when highlanders have JJ in brawls - they float up so slow that it's really easy to hit them, and with the screenshake they can't fire back with any degree of accuracy.

There's a big difference between a light going up cos their small profile and relatively fast upward speed does make them harder to hit. The Highlander just floats up nicely, slow enough for me to easily line up where I want to hit him.

Assaults move slow whether they're jumping or not. Are you suggesting you have trouble hitting a HGN that isn't jumping in a brawl?

#98 Headshot39

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Posted 09 June 2013 - 06:46 AM

there is nothing wrong with dual ac 20's they have their limits just like anything else, just deal with it like the rest of teh so called OP builds. wait til we get tanks and I break out the mech killers. 100 ton tank not 1 or 2 or 3 or even 4 but a even 5 lrm 20's and their ammo fit on a 100 t tank in a turret though my triple arrow 4 modle was better eat 100 lrm in one volley!

Edited by Headshot39, 09 June 2013 - 06:55 AM.


#99 Nauht

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Posted 09 June 2013 - 07:43 AM

View PostOneEyed Jack, on 09 June 2013 - 02:11 AM, said:

Assaults move slow whether they're jumping or not. Are you suggesting you have trouble hitting a HGN that isn't jumping in a brawl?

Can hit them just fine. Difference is now they can't hit me - and most couldnt going up and down even before JJ shake but now its even easier. I found it much easier to keep on a torso when they were going up and still facing me rather than have the guy torso twist. I dunno, maybe they thought that I couldnt move my mouse upwards?

Always funny to see.

#100 Shakespeare

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Posted 09 June 2013 - 01:34 PM

well, it DOES allow for a near-instantaneous hitbox shift, which I hate, and which the server doesn't always keep up with. When SRMs were the only non HSR weapon, it was almost always a guaranteed miss if they 'floated', because the impulse hop, and the firing delay, were just enough. hitting the legs when, half a sec before, you were looking at RT instead, is frustrating. But, you learn to adapt, and floaters are just another kind of target now.

It still looks absolutely rediculous, though.





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