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Atlas Is Too Vulnerable


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#81 Lugh

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Posted 24 July 2013 - 12:10 PM

I don't pilot my Atlases, not because I don't think they are any good, but because I feel like I am cheating when I am in one.

They are the biggest and most versatile mechs in the game at the moment. You need a better build on that atlas son.

#82 Lyoto Machida

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Posted 24 July 2013 - 12:16 PM

View PostAndross Deverow, on 24 July 2013 - 11:16 AM, said:


Wrong.... I do not have lrms on any of my Atlas. I do very well in the damage department I rarely have a match with less than 700-1200 damage and a few kill. Atlas is designed to put out damage as well as take some punishment.

Regards


Those are nice damage numbers but are they necessary? I feel like as my piloting and gunnery skills have gotten better, my damage totals have dropped (due to better accuracy/efficiency in placing my shots). State rewind probably has something to do with this also.

#83 OneEyed Jack

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Posted 24 July 2013 - 12:40 PM

View PostMadCat02, on 21 July 2013 - 07:46 AM, said:


I unlocked master on atlas . I am as good on atlas as you can get


Here's the problem.

You think you're good because the game says you're a "master," so it must be a problem with the mech if you suck. When in reality, "master" is just an in-game title and it's you that actually sucks with them. Just another noob that thought that being in the biggest mech would make them un-stoppable, without bothering to wonder for a moment why everyone wasn't playing them.

#84 Sir Ratburger

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Posted 24 July 2013 - 12:56 PM

I do agree that Atlas's don't have as much armor as they should and die a bit too fast... but only slightly. If you take out an xl engine and put a standard in then the lifespan is much greater. against light mechs... yes they should be vulnerable as they are slow to aim but hit hard if they do (not as hard as stalkers though for some reason).

Tip, wait for light mechs to land then alpha them, you will kill them in 1 shot. they cannot do that to you but can run circles around you, I call that balanced. or put some streaks in your atlas an you wont have problems with hitting lights ever again. It is a very tough machine if you practice with it and get the right load-out

me? I prefer catapracts.

#85 Andross Deverow

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Posted 24 July 2013 - 01:06 PM

View PostLyoto Machida, on 24 July 2013 - 12:16 PM, said:

Those are nice damage numbers but are they necessary? I feel like as my piloting and gunnery skills have gotten better, my damage totals have dropped (due to better accuracy/efficiency in placing my shots). State rewind probably has something to do with this also.


Those damage numbers are spread over alot of mechs during a match. Usually end up with a minimum of 6 assists in any given match

regards

#86 TehSBGX

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Posted 24 July 2013 - 03:10 PM

It takes a very careful and savvy pilot to use an atlas to it's full ability. In the Right hands, the Atlas is a beast. In the wrong hands, my cent or Jager chews them up. Be careful and over think every possible action, once you commit you're stuck due to the speed. If You push at the right time you're a pillar for your whole team to rally around and bring a crushing assault.

#87 Lykaon

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Posted 24 July 2013 - 04:46 PM

View PostMadCat02, on 21 July 2013 - 07:46 AM, said:


I unlocked master on atlas . I am as good on atlas as you can get

Atlas can't aim large laser that well . You either on a elavated gorund or you are too slow to turn .

No most 85th don't run XLS . I have ferro armor on PPC poker and 300 engine on brawler stalker



Have you looked into upgrading the engine.

I use a 350 standard engine on my Atlas and find the enhanced mobility is a life saver.

My Atlas DDC build (aprox)
350 standard engine
14 double heat sinks
endo steel
near max armor (I think I have half ton shaved from the legs)
Gauss w 3 tons ammo
2 large lasers
3X SSRM2 w 2 tons ammo (or Artemis SRM6 w 1 ton ammo)
ECM

Do not be the first into the fray but be the last to walk out.Aim carefully to place hits on vital parts of the enemy and use your vast armor to soak damage by rotating to take hits on as many different places as possible.
If you can pull this off you will easily tear half of the stalker off before either of your arms is breached.The rest of the fight is cake since that stalker is no better armed than a medium mech.

#88 Craeshen

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Posted 24 July 2013 - 06:43 PM

Protip stop stripping all your armor off to fit massive engine's so you can go 100k/h maybe. I hate to say it but assault mechs are not designed to go 100k/h and the fact that you can fit engine that let an assault go that fast is an issue in and of itself.

#89 Joseph Mallan

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Posted 24 July 2013 - 07:06 PM

View PostCraeshen, on 24 July 2013 - 06:43 PM, said:

Protip stop stripping all your armor off to fit massive engine's so you can go 100k/h maybe. I hate to say it but assault mechs are not designed to go 100k/h and the fact that you can fit engine that let an assault go that fast is an issue in and of itself.

ProTip 350 Engine takes an Atlas to 62KpH. An a nice boost to torso twisting.

#90 Purlana

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Posted 24 July 2013 - 07:13 PM

350 fits easily into an Atlas, and doesn't require that much armor striping.

#91 Craeshen

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Posted 24 July 2013 - 07:18 PM

then htf do I keep seeing the damned things hitting 100k/h + from what I remember of the MW games only a very few mechs could go faster than 100 k/h. and they didn't do it packing around 100+ tonne weights either.

So it does point to a potential balance issue that may or may not become bigger in the future, maybe have engines only affect assault mech's speeds upto a certain limit say 60k/h and after that only increase the speed of torso rotation.

This is mostly due to watching my medium mech get chased down by assault mechs and me going wtf.

Edited by Craeshen, 24 July 2013 - 07:21 PM.


#92 Royalewithcheese

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Posted 24 July 2013 - 07:38 PM

View PostCraeshen, on 24 July 2013 - 07:18 PM, said:

This is mostly due to watching my medium mech get chased down by assault mechs and me going wtf.


There are "fast" assault mechs, but they aren't as fast as fast mediums. IIRC Atlases top out at sixtysomething, Dragonslayer and Ugly Baby top out at eightysomething.

Edited by Royalewithcheese, 24 July 2013 - 07:38 PM.


#93 Tombstoner

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Posted 25 July 2013 - 05:51 AM

View PostRoyalewithcheese, on 24 July 2013 - 07:38 PM, said:


There are "fast" assault mechs, but they aren't as fast as fast mediums. IIRC Atlases top out at sixtysomething, Dragonslayer and Ugly Baby top out at eightysomething.

I wonder if the atlas will be able to equip MASC?

#94 Vassago Rain

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Posted 25 July 2013 - 06:12 AM

View PostCraeshen, on 24 July 2013 - 06:43 PM, said:

Protip stop stripping all your armor off to fit massive engine's so you can go 100k/h maybe. I hate to say it but assault mechs are not designed to go 100k/h and the fact that you can fit engine that let an assault go that fast is an issue in and of itself.


Protip: you can fit whatever you want, and still take a 350+ engine. After almost a year with a 360, I've finally downgraded to 350 to fit more equipment.

Slow mechs are bad mechs.

#95 Thorqemada

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Posted 25 July 2013 - 06:19 AM

View PostTombstoner, on 22 July 2013 - 06:51 AM, said:

The bottom line is the atlas is an under gunned walking target surpassed by lighter mechs because of the hard point system. pin point group fire and double armor.

yes double armor. it's a huge buff for lights. The ease that you can shoot an atlas is not countered by the additional armor.


The double armor solution fundamentally favors Mechs with already much armor bcs the Armor-Offset between lightly armored Mechs and heavy armored Mechs becomes even bigger!
In a game with a flawless working hit detection this would mean that the surviveability of the heavier armored Mechs is increasing more than that of the lightly armored Mech bcs the weapons values stay the same and the number of necessary hits to disable a Mech grows equal with its armor value.

What counters that is the Speed and Hit Detection problematic as in the current state of the game speed is more valuable than armor protection bcs not to get hit or only taking fractions of damage bcs of overwhelming speed is preferable.

The root Problem is hit detection on very fast and small Mechs!

I have an Founders Atlas and used 2 LPL on its Arms and its pretty possible to hit Lights with them but it simply does not the expected damage and Beam Lasers are way worse than Pulse Lasers.

And going into a 1 on 1 with a Spider is a sign of a Pilot or Team fail.

Edited by Thorqemada, 25 July 2013 - 06:21 AM.


#96 Andross Deverow

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Posted 25 July 2013 - 07:26 AM

View PostThorqemada, on 25 July 2013 - 06:19 AM, said:

The double armor solution fundamentally favors Mechs with already much armor bcs the Armor-Offset between lightly armored Mechs and heavy armored Mechs becomes even bigger!
In a game with a flawless working hit detection this would mean that the surviveability of the heavier armored Mechs is increasing more than that of the lightly armored Mech bcs the weapons values stay the same and the number of necessary hits to disable a Mech grows equal with its armor value.

What counters that is the Speed and Hit Detection problematic as in the current state of the game speed is more valuable than armor protection bcs not to get hit or only taking fractions of damage bcs of overwhelming speed is preferable.

The root Problem is hit detection on very fast and small Mechs!

I have an Founders Atlas and used 2 LPL on its Arms and its pretty possible to hit Lights with them but it simply does not the expected damage and Beam Lasers are way worse than Pulse Lasers.

And going into a 1 on 1 with a Spider is a sign of a Pilot or Team fail.


Agree 100%... Hit detection is horse5h1t on fast movers. Ive laid into the legs and or torso of a spider with grouped A/C 20 and 3 Asrm4's without even seeing the armor change color, targeting reticle went red I saw the hit but..... A joke to be honest...
PGI apparently working on it but... lol...

Regards





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