aniviron, on 15 June 2013 - 12:55 AM, said:
Or you were using a laser weapon so that the damage got spread all across their mech, if you were lucky enough for them to even be in the air for a full second so you could get all the damage in, somehow. Or you were using LRMs that had travel time and could never hope to hit a poptart. Or had a brawling loadout, gods forbid.
I know your response is going to be "l2use ppc nub," which kind of illustrates the root cause of poptarting. I think the 'fix' that was applied was clunky and stopgap as best, but right now direct-fire weapons that do not spread their damage are just head and shoulders above everything else; poptarting was a problem because it enabled people who would otherwise not be good enough to utilize such weapons effectively to do so with minimal chance of retaliation. A better fix would have been to either make non-ppc/gauss weapons viable, or to bring their damage back in line with their tonnage and heat costs.
As things were, the only counters to poptarting were either: bring a direct fire weapon like pcc/gauss and hit them when they come up, or flank them without them or any of their teammates noticing and hope you have enough close range firepower to bring them down before three alphas core and kill you. So it's great that there were counters to poptarting- I used both, and to everyone else who did, congratulation. The problem is, both tactics required you to be much better than your opponent, which means that in mid-level play, the poptart should almost always win. Situation 1 (you brought your own ppc/gauss) requires that you let your opponent dictate the terms of the engagement, because you have to wait until he leaves cover. That means that you cannot afford to get into other fights while he might have a sightline on you, and that he is only going to fire when he has the heat cap and relative cover from fire to do so. He also has time to prepare his shot, given that he knows he is about to fire on you. You, on the other hand, have to return fire when he wants to you- so you might already be in a fight, or closeclose to your heat cap. It also means you have to be watching the ridge where the poptart is hiding, because looking away means you might miss a shot, while the poptart gets to maneuver at will. Situation 2, where you flank and kill the poptart requires that you have better tactical knowledge of the battlefield than your opponent, and that either his teammates are dead or he is out of position. If you surprise him, then great- good job winner. Unless your opponent was clever enough to poptart from the middle of his team's campground, or in a spot that is very difficult to approach from the sides or back. Again, if your opponent is as good as you are, he has an advantage, simply because combining a precise high damage alpha with jumpjets is very easy and very effective. It is good that there is at least a stopgap measure in place to stop popping right now, as seismic almost completely invalidates flanking at this time.
These are excellent points. I find it rather humorous that so many on this forum are (mostly) self-proclaimed 'mech experts who never make mistakes on the battlefield, but the truth is that when poptarting was dominant, there was always more than one poptarter, on *both* teams. That meant that unless you got lucky and found a path that wasn't already covered, you'd inevitably walk into the path of another poptarter and get cored before you reached any of your intended targets.