


Arachna Pack
Started by SiorAlpin Wolf, Jul 27 2013 10:54 AM
46 replies to this topic
#41
Posted 31 July 2013 - 05:26 AM
paintballs are supposed to break not bounce CAPICE ???

#42
Posted 31 July 2013 - 05:46 AM
Kaldor, on 31 July 2013 - 05:12 AM, said:
Do you think the alphas were any smaller in closed beta when we had knockdowns? Nope
People actually had to pilot without running into each other. Bad pilots got dead because they were bad. Facehugging and pinballing was not a valid tactic because you would pretty much die instantly.
Running around, not getting knocked down (and hell, running through holographic trees and cars for that matter) is about as believable as twisting a 70ton mech and having two ERPPCs and a gause hit the same panel (approx 3m2) on a tiny mech running perpendicular at 151.5 KPH in less than a second.
I agree that piloting could use more skill, but light pilots are still dying regularly to the good twitch gamers. They don't need something that offers a kill on a silver platter to feed their inner power gamer. I was not a part of closed beta, but from what I have gathered, the current PPCAlphaWarrior Online meta was not prevalent back then (no HSR, slow travel time, and increased heat). All of those factors would definitely make lights better, especially in survivability. Having a knockdown to actually hit the light makes sense. But not now. Not when any mistake, regardless the severity, equates to a dramatic, and likely catastrophic, loss in survivability.
In all, lights feel about right, in terms of survivability, with the exception of against one-shot wonders and the WonderTank Spider. Light on Light violence is slow (thanks to low firepower and hit registration, not a good thing), light on medium/heavies is tough, but usually results in dead light with some (if any) damage to heavy, light on assaults we fair much better due to their slower twisting and generally lower firepower (compared to heavies). Remove those exceptions, however that may be, and I will gladly accept knockdown. But bringing in knockdown just so PPCWarriors can have a turkey shoot is not, IMO, acceptable.
#44
Posted 31 July 2013 - 07:18 AM
FatBabyThompkins, on 31 July 2013 - 05:46 AM, said:
Running around, not getting knocked down (and hell, running through holographic trees and cars for that matter) is about as believable as twisting a 70ton mech and having two ERPPCs and a gause hit the same panel (approx 3m2) on a tiny mech running perpendicular at 151.5 KPH in less than a second.
I agree that piloting could use more skill, but light pilots are still dying regularly to the good twitch gamers. They don't need something that offers a kill on a silver platter to feed their inner power gamer. I was not a part of closed beta, but from what I have gathered, the current PPCAlphaWarrior Online meta was not prevalent back then (no HSR, slow travel time, and increased heat). All of those factors would definitely make lights better, especially in survivability. Having a knockdown to actually hit the light makes sense. But not now. Not when any mistake, regardless the severity, equates to a dramatic, and likely catastrophic, loss in survivability.
In all, lights feel about right, in terms of survivability, with the exception of against one-shot wonders and the WonderTank Spider. Light on Light violence is slow (thanks to low firepower and hit registration, not a good thing), light on medium/heavies is tough, but usually results in dead light with some (if any) damage to heavy, light on assaults we fair much better due to their slower twisting and generally lower firepower (compared to heavies). Remove those exceptions, however that may be, and I will gladly accept knockdown. But bringing in knockdown just so PPCWarriors can have a turkey shoot is not, IMO, acceptable.
I agree that piloting could use more skill, but light pilots are still dying regularly to the good twitch gamers. They don't need something that offers a kill on a silver platter to feed their inner power gamer. I was not a part of closed beta, but from what I have gathered, the current PPCAlphaWarrior Online meta was not prevalent back then (no HSR, slow travel time, and increased heat). All of those factors would definitely make lights better, especially in survivability. Having a knockdown to actually hit the light makes sense. But not now. Not when any mistake, regardless the severity, equates to a dramatic, and likely catastrophic, loss in survivability.
In all, lights feel about right, in terms of survivability, with the exception of against one-shot wonders and the WonderTank Spider. Light on Light violence is slow (thanks to low firepower and hit registration, not a good thing), light on medium/heavies is tough, but usually results in dead light with some (if any) damage to heavy, light on assaults we fair much better due to their slower twisting and generally lower firepower (compared to heavies). Remove those exceptions, however that may be, and I will gladly accept knockdown. But bringing in knockdown just so PPCWarriors can have a turkey shoot is not, IMO, acceptable.
We killed lights just fine back then. Believe it or not, the game actually ran better back in closed beta other than some of the bugs that people experienced in game. Lasers (hitscan) and missiles (AoE) had very little issues hitting lights. Ballistic style weapons had the major issues (PoI).
The alphas were actually higher because we had 2.5 damage SRMs with splash damage. I miss my 83 point alpha on my DDC. Long range damage was lower back then with twin gauss being the king.
#45
Posted 01 August 2013 - 12:48 AM
Kaldor, on 31 July 2013 - 07:18 AM, said:
We killed lights just fine back then.
Yup, by using another light, or even a max-engined Dragon with it's bugged 100-ton collision power to knock them over, and dispatching them at your leisure since it took anywhere between 2-5 seconds for the light pilot to gain control of his 'mech again.
And by then it was usually too late.
I've been a Commando pilot for a year now, and anyone that says they want the old collisions back only wants the easy kills it provided. Nothing more, nothing less.
The old collision system was so bugged as to be a built in griefing mechanic. Teams used designated hitters (the aforementioned max-engined Dragon with its bugged collision weight) that just ran around knocking other 'mechs over, again and again. That was its only job, it didn't even have to have weaponry. Once a 'mech was on the ground it was easy pray for the rest of the team and chances are you never got up again.
We simply cannot have a system like that back, it's way too exploitable.
#46
Posted 01 August 2013 - 04:45 AM
stjobe, on 01 August 2013 - 12:48 AM, said:
Yup, by using another light, or even a max-engined Dragon with it's bugged 100-ton collision power to knock them over, and dispatching them at your leisure since it took anywhere between 2-5 seconds for the light pilot to gain control of his 'mech again.
And by then it was usually too late.
I've been a Commando pilot for a year now, and anyone that says they want the old collisions back only wants the easy kills it provided. Nothing more, nothing less.
The old collision system was so bugged as to be a built in griefing mechanic. Teams used designated hitters (the aforementioned max-engined Dragon with its bugged collision weight) that just ran around knocking other 'mechs over, again and again. That was its only job, it didn't even have to have weaponry. Once a 'mech was on the ground it was easy pray for the rest of the team and chances are you never got up again.
We simply cannot have a system like that back, it's way too exploitable.
And by then it was usually too late.
I've been a Commando pilot for a year now, and anyone that says they want the old collisions back only wants the easy kills it provided. Nothing more, nothing less.
The old collision system was so bugged as to be a built in griefing mechanic. Teams used designated hitters (the aforementioned max-engined Dragon with its bugged collision weight) that just ran around knocking other 'mechs over, again and again. That was its only job, it didn't even have to have weaponry. Once a 'mech was on the ground it was easy pray for the rest of the team and chances are you never got up again.
We simply cannot have a system like that back, it's way too exploitable.
Im not saying that we need to go back to those days exactly. But I do remember my "linebacker" Dragon fondly.

But we do need a system that stops mechs from face hugging each other and pinballing off each other.
#47
Posted 01 August 2013 - 10:03 AM
Telemetry, on 29 July 2013 - 10:23 AM, said:
Spiders do have hit box issues, but the easy way to take them down is to leg them. Works like a charm. Last night in my jenner F I fought 2 spiders at the same time and killed them both. You have to hit the weak spots.
^ Dropped in Terra Therma last night in my 3L. Took on a 5D and a Hunchie (admittedly he had pretty bad aim) simultaneously and just proceeded to leg the spider/take him out and kill the Hunchie. Hell lol this is true for any light really. 90% of the time I die in a light it is to being legged. If you are shooting at anything other than their legs (maybe a bright red CT) then you are doing it wrong.
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