Jump to content

Please Just Remove Ssrm's Until You Find A Proper Mechanic For Them.


575 replies to this topic

#201 japes

    Member

  • PipPip
  • 32 posts

Posted 02 October 2013 - 03:27 PM

ITT: Players refusing to adapt. SSRM boats (KTO-18's & CPLT-A1's) can be easily countered by lights - learn to do it.

#202 DeaconW

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 976 posts

Posted 02 October 2013 - 03:30 PM

View PostKunae, on 02 October 2013 - 02:41 PM, said:

Unfortunately, for you, that is not how PGI is designing their game.


I agree.

Quote

They stated from the beginning that mech-weight alone does not guarantee victory, and that a skilled pilot in any mech, should be able to kill another.


And I agree...but equally skilled pilots being a given, the larger mech should win against the smaller most of the time. that is not the way the game is currently designed...the lights have an advantage. If we had collisions and knockdown back it would probably make the game balanced...if PGI ever puts it back in.

#203 TheAtomiser

    Member

  • PipPipPipPipPip
  • 138 posts

Posted 02 October 2013 - 03:32 PM

View Postdymlos2003, on 02 October 2013 - 11:49 AM, said:

A build meant to kill mediums and lights is killing mediums and lights.... Oh the humanity!!


This. OP needs to learn to run instead of fight when he ses a medium mech when piloting a light.

#204 Kunae

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,303 posts

Posted 02 October 2013 - 03:35 PM

View PostDeaconW, on 02 October 2013 - 03:30 PM, said:


I agree.



And I agree...but equally skilled pilots being a given, the larger mech should win against the smaller most of the time. that is not the way the game is currently designed...the lights have an advantage. If we had collisions and knockdown back it would probably make the game balanced...if PGI ever puts it back in.

I really hope they do add knockdowns back, and soon. I was pissed when they removed it, and have been asking for it back ever since.

Equally competent pilots, and it should be a close fight, either way, assault vs light. It should be all about using your mechs strengths and exploiting your enemy's weaknesses.

A fight where skill matters.

#205 Elyam

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 538 posts
  • LocationDenver, CO

Posted 02 October 2013 - 03:36 PM

Streaks are ok as is, but I'd prefer to see them go back to 2.0 or maybe 2.2, especially once the Streak-4 and -6 are in.

#206 DeaconW

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 976 posts

Posted 02 October 2013 - 03:38 PM

View PostKunae, on 02 October 2013 - 03:25 PM, said:

Streaks should not be an are the only truly effective anti-light/med weapon. ... Every other weapon is an ineffective anti-light weapon...


Fixed it for you.

Man, you must have been really miserable when streaks were 2 pts damage and always hit CT!

For the record, I don't run streaks on my builds anymore...too ineffective after the shotgun aiming nerf...the 2.5 dmg buff wasn't enough to compensate IMO. Yet, here you are saying it is OP....kinda funny.

View PostKunae, on 02 October 2013 - 03:35 PM, said:

Equally competent pilots, and it should be a close fight, either way, assault vs light.


And this is where we disagree...shouldn't be close. When I drive a Jenner I should be afraid of Assaults...right now I am just "meh"...which I suppose is better than the "yawn" it was before...

Edited by DeaconW, 02 October 2013 - 03:39 PM.


#207 Kunae

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,303 posts

Posted 02 October 2013 - 03:41 PM

View PostDeaconW, on 02 October 2013 - 03:37 PM, said:


Fixed it for you.

Man, you must have been really miserable when streaks were 2 pts damage and always hit CT!

For the record, I don't run streaks on my builds anymore...too ineffective after the shotgun aiming nerf...the 2.5 dmg buff wasn't enough to compensate IMO. Yet, here you are saying it is OP....kinda funny.

"Streaks should not be an anti-light/med weapon. ... Every other weapon is an effective anti-light weapon..."

My statement was correct. Don't use broken spiders as an excuse to nerf all lights.

View PostDeaconW, on 02 October 2013 - 03:38 PM, said:

And this is where we disagree...shouldn't be close. When I drive a Jenner I should be afraid of Assaults...right now I am just "meh"...which I suppose is better than the "yawn" it was before...

We'll have to agree to disagree on this point then.

#208 PEEFsmash

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,280 posts
  • LocationLos Angeles

Posted 02 October 2013 - 04:27 PM

View Postjapes, on 02 October 2013 - 03:27 PM, said:

ITT: Players refusing to adapt. SSRM boats (KTO-18's & CPLT-A1's) can be easily countered by lights - learn to do it.


I'm sure you are a much higher-level, much more tournament experienced player in lights than me. Could you please inform me how to counter Kintaros carrying a mix of medium lasers and streaks in a light?

#209 Livewyr

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 6,733 posts
  • LocationWisconsin, USA

Posted 02 October 2013 - 04:30 PM

View PostPEEFsmash, on 02 October 2013 - 04:27 PM, said:


I'm sure you are a much higher-level, much more tournament experienced player in lights than me. Could you please inform me how to counter Kintaros carrying a mix of medium lasers and streaks in a light?


Same way an assault counters an LRM boat.

Get away, send in someone suited for dealing with it.

#210 NocturnalBeast

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 3,685 posts
  • LocationDusting off my Mechs.

Posted 02 October 2013 - 04:38 PM

View PostPEEFsmash, on 02 October 2013 - 04:27 PM, said:


I'm sure you are a much higher-level, much more tournament experienced player in lights than me. Could you please inform me how to counter Kintaros carrying a mix of medium lasers and streaks in a light?


Unfortunately, if you nerf streaks based on Kintaros, you will hurt the A1 which can not carry lasers.

#211 Shaftronics

    Member

  • PipPipPip
  • Bridesmaid
  • Bridesmaid
  • 65 posts
  • Google+: Link
  • Facebook: Link
  • LocationSingapore

Posted 02 October 2013 - 04:49 PM

View PostPEEFsmash, on 02 October 2013 - 04:27 PM, said:


I'm sure you are a much higher-level, much more tournament experienced player in lights than me. Could you please inform me how to counter Kintaros carrying a mix of medium lasers and streaks in a light?


So you're telling me that Lights aren't allowed to have a counter to them?

Streaks were made to counter Lights. The easiest way to "counter" them is to not get locked or marked by one in the first place, which shouldn't be impossible with the speeds Lights can reach.

#212 Monky

    Member

  • PipPipPipPipPipPipPipPipPip
  • Shredder
  • Shredder
  • 3,219 posts
  • LocationHypothetical Warrior

Posted 02 October 2013 - 04:52 PM

View PostPEEFsmash, on 02 October 2013 - 04:27 PM, said:


I'm sure you are a much higher-level, much more tournament experienced player in lights than me. Could you please inform me how to counter Kintaros carrying a mix of medium lasers and streaks in a light?


Either use more medium laser and skirt the range or use a large and medium combo.

It isn't hard.

#213 CrashieJ

    Member

  • PipPipPipPipPipPipPipPip
  • 1,435 posts
  • LocationGalatea (Mercenary's Star)

Posted 02 October 2013 - 04:53 PM

Large Lasers
ER/PPCs
LRMs
EVERY BALLISTIC WEAPON WITH A RANGE OVER 350m

you can take your Aimbot {Scrap} and shove it where the coolant don't flush

#214 D1G17AL

    Member

  • PipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 103 posts
  • Twitter: Link
  • Twitch: Link
  • LocationCalifornia

Posted 02 October 2013 - 04:58 PM

Kunae, you keep bringing up spiders, I thought this was about all Light mechs? Why shouldn't there be an effective anti-light/fast medium weapon? Why? If I'm in a slow turning heavy or assault and decide that light mechs are an issue for me what do you want me to do then? Hope like hell my lasers, lrms and ballistics will sometimes hit the mech and maybe apply their full damage. Or a weapon that has a chance of doing some damage on some part of the mech ALMOST all of the time. You're arguing about completely removing a weapon from the game, this completely changes the balance of the game. You really think they are going to do this?

View PostMonky, on 02 October 2013 - 04:52 PM, said:



Either use more medium laser and skirt the range or use a large and medium combo.

It isn't hard.



For real. You keep arguing like the lights have no possible way of escaping from a fight with a streak user. It's called being faster and having jump jets in most lights, for those that don't have JJ's they should be running faster then. I don't doubt your skill as a light pilot, but when you make the points that you make, it seems like you aren't trying very hard in the first place and don't want to blame pilot error and instead want to blame the system. Well, I'm sorry, but you are wrong about this Kunae. Streaks are the only weapon that can effectively deter a light mech, there is no destruction with impunity, it's 3-6 missiles peppering a small mech with damage all over the place. It's my defense in my heavy/assault from lights completely destroying me with impunity.

You don't seem to care that there are other weight classes that might need a weapon like this to fight off Jenner's, Raven's, Commando's and oh yea, Spider's as well. It's not all about the broken Spider, it's about the fact that those mechs are all about hit and run tactics. Hit and run. Have you tried that?

#215 TexAce

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 2,861 posts
  • LocationGermany

Posted 02 October 2013 - 05:01 PM

View PostKunae, on 02 October 2013 - 11:32 AM, said:

That's 25 auto-hit damage every 3.5 seconds. It doesn't matter, on a light or a medium, that that damage is potentially spread over a number of different hit locations. With ~190 armor on a light and ~300 armor on a medium, that's around 9-14% of your total armor every 3.5 seconds. It doesn't take very long, with those numbers, for these mechs to be dead or legged(which is just dead, a couple seconds later).


So according to your calculation, if you add internal structure a light mech has around 300 hp
So you need 12 alphas with your streak kint.
-> 11*3.5 seconds = 38.5 seconds.

Now I don't know how you pilot lights, but there is a lot of stuff you can do in 38.5 seconds to a medium mech. A lot. Not to say you can run away and call for help, too.

Plus if I look at my stats I'm hitting with about 70% of my streaks. So you can say that in combat it would even take longer than the 38.5 seconds or if you have 2 MLs in your kintaro you are back at the 38 seconds.

(Just a hint: legging a kintaro with a 6ml jenner takes 8 seconds.)

All your arguments are bogus. Stop trolling.

Edited by TexAss, 03 October 2013 - 08:51 AM.


#216 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 02 October 2013 - 05:13 PM

View PostTexAss, on 02 October 2013 - 05:01 PM, said:

(Just a hint: legging a kintaro with a 6ml jenner takes 8 seconds.)


That is a faulty assumption. If in "optimal range" sure, but the KTO can get the lock quick enough (Artemis being the ninja boost) at the medium laser's optimal range.

It's going to take more than 8 seconds anyhow.

For the time a medium laser spends over a mech, a lock is already achieved and ready to fire.

It will likely take at least twice the amount of time and then some before the Streaktaro can be legged when ranging with medium lasers.

Edited by Deathlike, 02 October 2013 - 05:15 PM.


#217 TexAce

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 2,861 posts
  • LocationGermany

Posted 02 October 2013 - 05:16 PM

View PostDeathlike, on 02 October 2013 - 05:13 PM, said:


That is a faulty assumption. If in "optimal range" sure, but the KTO can get the lock quick enough (Artemis being the ninja boost) at the medium laser's optimal range.

It's going to take more than 8 seconds anyhow.

For the time a medium laser spends over a mech, a lock is already achieved and ready to fire.

It will likely take at least twice the amount of time and then some before the Streaktaro can be legged when ranging with medium lasers.


so what, even if it takes 20 seconds to leg him, the kintaro will still not have killed you even when alphaing 5 streaks every 3.5 seconds.

#218 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 02 October 2013 - 05:29 PM

View PostTexAss, on 02 October 2013 - 05:16 PM, said:

so what, even if it takes 20 seconds to leg him, the kintaro will still not have killed you even when alphaing 5 streaks every 3.5 seconds.


Actually, I'd have to check on the ETA on that, but the KTO is more likely to bleed you far more than you trying to leg it.

The Streaktaro tends to be combined with a big engine... which makes leg movement increase a bit, decreasing the effectiveness of the laser fire.

Also, I've said before that the primary usage of the Streaktaro is being a light escort, this means you're contending with other lights AND the Streaktaro, making it very difficult to target it to be legged... you would have to make a group concerted effort to rid of it (or leg it for that matter) as its escapeability is kinda lacking at times.

Edited by Deathlike, 02 October 2013 - 05:30 PM.


#219 Kaspirikay

    Member

  • PipPipPipPipPipPipPipPipPip
  • Giant Helper
  • 2,050 posts

Posted 02 October 2013 - 06:16 PM

View Postjapes, on 02 October 2013 - 03:27 PM, said:

ITT: Players refusing to adapt. SSRM boats (KTO-18's & CPLT-A1's) can be easily countered by lights - learn to do it.


I don't see that happening to me when I'm in my A1. Ever.

#220 Royalewithcheese

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,342 posts

Posted 02 October 2013 - 06:25 PM

Here's a question: are "hard counters" a good mechanic for an FPS at all?





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users