King Crab
#241
Posted 24 July 2013 - 05:18 AM
The 2 Gauss ERPPC thing. Really people. On what would be a target built like a billboard, that lacks jump jets, that is likely half the height of the atlas, that would have the speed of an atlas, and that would likely be far less agile than at atlas to boot, scares you?
Also, god forbid a 100 TON ASSAULT MECH should have scary firepower. Its not like they were intended to be like that at all.
THUNDERHAWK? DEVASTATOR?
King Crab is entirely viable with being gamebreaking in any sense.
#242
Posted 24 July 2013 - 06:26 AM
DerSpecht, on 24 July 2013 - 03:55 AM, said:
RX-78-2: we already have a fast 60 ton mech; sure it's jump jet capabilities are nice but two machine guns and a ERPPC is just a mediocre weapons load out for a mech of that size; without melee in the game it's capabilities are just too far nerfed. It almost just an over-sized Spider with more armor and a CN9's arm shield but large enough to make it a much, much easier target Plus torso mounted cockpits are just a rare experimental tech at this point in the time line. The thing isn't even primarily designed for in gravity ground engagements anyways.
#243
Posted 24 July 2013 - 06:33 AM
blacklp, on 24 July 2013 - 05:18 AM, said:
The 2 Gauss ERPPC thing. Really people. On what would be a target built like a billboard, that lacks jump jets, that is likely half the height of the atlas, that would have the speed of an atlas, and that would likely be far less agile than at atlas to boot, scares you?
Also, god forbid a 100 TON ASSAULT MECH should have scary firepower. Its not like they were intended to be like that at all.
THUNDERHAWK? DEVASTATOR?
King Crab is entirely viable with being gamebreaking in any sense.
One mech having enough firepower (at long range, so your mobility point is largely moot) to insta-kill another is not good for a no-respawn game where pilots are the limited resource per match. You will force players into mechs able to withstand a 50 point pinpoint alpha. This is not a good thing.
#244
Posted 24 July 2013 - 07:01 AM
I don't find it all that useful.
Edit: Also isn't it 40 damage?
15+15+10?
That kind of pinpoint as been around forever.
Edited by blacklp, 24 July 2013 - 07:13 AM.
#245
Posted 24 July 2013 - 08:02 AM
Gaan Cathal, on 24 July 2013 - 06:33 AM, said:
One mech having enough firepower (at long range, so your mobility point is largely moot) to insta-kill another is not good for a no-respawn game where pilots are the limited resource per match. You will force players into mechs able to withstand a 50 point pinpoint alpha. This is not a good thing.
since most pilots can't seem to reliably hit fast moving targets with that pinpoint alpha, (short of the hacks, of course, I do love being a kilometer away from their whole team, yet they know exactly where I am and can pinpoint hit one specific location on my mech from across the map when exposed of LESS than .5 a second. I was watching them shoot at a teammate BEFORE he left cover and would walk out into a PPC/AC barrage. Nope, no cheat there.)
I regularly drive all weight classes. Lighter ones require you to use your head and cover, but are generally just fine. Oh And Lights and Mediums SHOULD have to use cover and terrain to fight successfully.
#246
Posted 24 July 2013 - 08:43 AM
Bring the king crab!
I want to nom things with 4 UAC5's.
#247
Posted 24 July 2013 - 10:10 AM
Bishop Steiner, on 24 July 2013 - 08:02 AM, said:
I regularly drive all weight classes. Lighter ones require you to use your head and cover, but are generally just fine. Oh And Lights and Mediums SHOULD have to use cover and terrain to fight successfully.
Generally just fine. Except when any one of a number of 40+damage builds hits any one of four generally not-hard-to-hit locations and instantly kills or cripples a light. You don't even need to be good, just packing enough pinpoint and a little bit lucky. If this game is going to work, all weight classes need to be equally viable. A weight class that just plain can't ever get hit at all isn't given how slow and large even the fastest and smallest mechs are.
#248
Posted 24 July 2013 - 10:24 AM
Gaan Cathal, on 24 July 2013 - 10:10 AM, said:
Generally just fine. Except when any one of a number of 40+damage builds hits any one of four generally not-hard-to-hit locations and instantly kills or cripples a light. You don't even need to be good, just packing enough pinpoint and a little bit lucky. If this game is going to work, all weight classes need to be equally viable. A weight class that just plain can't ever get hit at all isn't given how slow and large even the fastest and smallest mechs are.
And when that alpha-assault gets taken solo at PBR by the Spider that it can't turn fast enough to hit? What will we nerf on the lights to "give the Atlas a fair shot"?
You described a lucky hit. They happen. That has nothing to do with balance and such, and everything to do with the "**** happens" factor. And sometimes it does. Hell, my Mechs sometimes get one shotted thru the head, too.
What would you suggest? Have all weapon damage significantly reduced so we have nothing but dakka-pew-pew paper cut weapons, and the matches become boring from that?
IMO< ALL mechs have an equal shot. Whether the pilot is too lazy to actually use tactics and cover to take advantage of the attributes that make mediums and lights on par with an assault is not my problem. And that is the thing, lighter chassis are MEANT for hit and fade. If you think a Jenner should be able to go and slug toe to toe with an Atlas, and also be capper deluxe, etc, you are mad.
I think too many people look for too much on paper black and white balancing, and fail to look at the whole picture. That is why there are those who cried the VTR sucked, and then there are those of us who realize it is amazing...... if you know how to do anything but facerape.
Since I regularly watch Jenner, Raven and even Commando Pilots contribute, spot, cap, and yes, KILL the OpFOr (I don't list Spiders because their hitboxes are SOOOOOOO borked). And Oddly enough, I still see plenty of every medium EXCEPT the Trebbie... and the few trebbies I do see seem to be run almost universally by pros.
Lighter mechs, more manueverable mechs require more skill, and a higher learning curve. You can't "balance" that out, because it is inherent to the design. It will always be easier to learn to facerape with an Atlas or Stalker. But those designs are also so inherently limited that it's laughable.
#249
Posted 24 July 2013 - 12:21 PM
#250
Posted 24 July 2013 - 06:25 PM
Bishop Steiner, on 24 July 2013 - 10:24 AM, said:
You described a lucky hit. They happen. That has nothing to do with balance and such, and everything to do with the "**** happens" factor. And sometimes it does. Hell, my Mechs sometimes get one shotted thru the head, too.
There's a large difference between being oneshotted by a cockpit hit, or by a hit basically anywhere. My point about the 'lucky' was that it doesn't even require them to be a good shot, just spam weapons fire. If you seriously think that being able to one-shot a mech with a cockpit hit (lucky or aimed) is at all comparable with being able to one-shot a mech by hitting it at all then you've got a screw loose. And frankly, if this game is actually going to work then...yes, the Light should be the natural predator of the Assault. In a game like this, all mech classes need to be viable in their own right, and that means a looped food chain. Go with the TT model where Assaults > All and the game dies in a fire.
Bishop Steiner, on 24 July 2013 - 10:24 AM, said:
Split up pinpoint damage, in this case chiefly by re-lowering the PPC's projectile velocity and possibly slightly increasing that of the Gauss. Thus when alphaed at range on a target with any torso twist or lateral movement, they won't be pinpoint - there's a huge difference between 50 damage and 20+25. UACs would also need a shot modelling change, what with the UAC/10 and UAC/20 turning up - basically the second shot needs to be at half cooldown, not simply doubling the damage of the shot (80 damage pinpoint alpha anyone?). Seriously, I'd love to see the King Crab in the game, but not if PGI can't fix pinpoint damage such that the KC breaks the game. Note that they explicitly avoided implementing the 2*PPC+2*Gauss-capable Victor.
Bishop Steiner, on 24 July 2013 - 10:24 AM, said:
If a Jenner pilot takes out an Atlas toe-to-toe then the Atlas is either rangefit, at which point...yes they should, them's the breaks when you stuff your D-DC full of LRMS, or bad. Not that Atlai are a major issue for Lights compared with Highlanders and Victors unless they're SRM boating, the torso/arm split doesn't lend them well to short range engagements against Lights. That said, against a decent Assault pilot in any Assault I don't toe-to-toe them in my Lights (unless I'm caught on open ground, in which case it generally doesn't go well, cause I ****** up), I constantly hit-and-fade (harder now with seismic giving them magic-through-walls-vision, but still doable).
Bishop Steiner, on 24 July 2013 - 10:24 AM, said:
That's nice. Not remotely relevant though.
Bishop Steiner, on 24 July 2013 - 10:24 AM, said:
Because I said they currently weren't able to contribute, spot, cap or kill didn't I? Ohnowait.
Bishop Steiner, on 24 July 2013 - 10:24 AM, said:
Well done, you can get good damage scores in a Light. So can I. That doesn't mean that it's not bad game design to be able to 0HK another mech with the longest ranged weapons in the game just by tagging it once anywhere that isn't an arm. That 50 point hit will kill anything 30 tons and below (or leg it, which amounts to the same) outright and leave your average Jenner or Raven on 2-6 CT HP.
#251
Posted 26 July 2013 - 04:02 AM
After all we all want a King Crab...
with Buccaneer Pattern!
#252
Posted 26 July 2013 - 05:50 AM
Hussar, Mercury, Sentinel, Crab, Lancelot, Black Knight, Crockett, and the King Crab.
Too bad they won't likely include the Highlander, since there is already a Hero version.
But yeah I can definitely see the King Crab being released in a package deal similar to the Project Phoenix idea.
#253
Posted 29 July 2013 - 01:33 AM
Show us and PGI how much you want to pilot your King Crab on the battlefield and pinch people to death!
Or are you afraid that the Crab might be so awesome that PGI is going to introduce real P2W if you actually want to have a chance of destroying it ?
#254
Posted 29 July 2013 - 05:30 AM
#255
Posted 29 July 2013 - 06:36 AM
#256
Posted 29 July 2013 - 06:54 AM
Edited by SgtMagor, 29 July 2013 - 06:59 AM.
#257
Posted 29 July 2013 - 08:10 AM
SgtMagor, on 29 July 2013 - 06:54 AM, said:
And generates 74 pts of heat while standing still, or 34 OVER it's heat threshold, which in the current heat system will toast and destroy the Kodiak before it ever restarts. Even with Coolshots, you are not gonna get enough relief to do it more than once. (and will still be 10 over threshold on a heat neutral map)
One thing about MOST Clan Mechs, they tend to be waaaaaaay over gunned.
#258
Posted 29 July 2013 - 08:37 AM
#259
Posted 29 July 2013 - 09:54 AM
Bishop Steiner, on 29 July 2013 - 08:10 AM, said:
And generates 74 pts of heat while standing still, or 34 OVER it's heat threshold, which in the current heat system will toast and destroy the Kodiak before it ever restarts. Even with Coolshots, you are not gonna get enough relief to do it more than once. (and will still be 10 over threshold on a heat neutral map)
One thing about MOST Clan Mechs, they tend to be waaaaaaay over gunned.
I fail to see the problem here
#260
Posted 29 July 2013 - 10:11 AM
Yiazmat, on 29 July 2013 - 09:54 AM, said:
I fail to see the problem here
No problem at all.
When the Clanner Noobs start firing away with abandon, it will make it so much easier for my heat efficient, primitive and inferior Victor to stroll up and cap a double-tap into the back of their heads.
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