Atlas Is Too Vulnerable
#81
Posted 24 July 2013 - 12:10 PM
They are the biggest and most versatile mechs in the game at the moment. You need a better build on that atlas son.
#82
Posted 24 July 2013 - 12:16 PM
Andross 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
Posted 24 July 2013 - 12:40 PM
MadCat02, 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
Posted 24 July 2013 - 12:56 PM
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
Posted 24 July 2013 - 01:06 PM
Lyoto Machida, on 24 July 2013 - 12:16 PM, said:
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
Posted 24 July 2013 - 03:10 PM
#87
Posted 24 July 2013 - 04:46 PM
MadCat02, 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
Posted 24 July 2013 - 06:43 PM
#89
Posted 24 July 2013 - 07:06 PM
Craeshen, on 24 July 2013 - 06:43 PM, said:
ProTip 350 Engine takes an Atlas to 62KpH. An a nice boost to torso twisting.
#90
Posted 24 July 2013 - 07:13 PM
#91
Posted 24 July 2013 - 07:18 PM
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
Posted 24 July 2013 - 07:38 PM
Craeshen, on 24 July 2013 - 07:18 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.
Edited by Royalewithcheese, 24 July 2013 - 07:38 PM.
#93
Posted 25 July 2013 - 05:51 AM
Royalewithcheese, 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
Posted 25 July 2013 - 06:12 AM
Craeshen, on 24 July 2013 - 06:43 PM, said:
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
Posted 25 July 2013 - 06:19 AM
Tombstoner, on 22 July 2013 - 06:51 AM, said:
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
Posted 25 July 2013 - 07:26 AM
Thorqemada, on 25 July 2013 - 06:19 AM, said:
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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