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#21 Dago Red

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Posted 08 October 2013 - 04:10 AM

View PostDemonRaziel, on 08 October 2013 - 03:43 AM, said:

We got scrubs
They're multiplyin'
And we're losing control

The firepower
they're supplyin'
Is dissatisfyin'!

You better shape up,
'cus I need a 'Mech
And I dropped in game with you

You better shape up,
you better understand
That your aim - it must be true...



Can we get this added to the future tutorials? Quick do one about not running into walls for the movement tutorial.

#22 Caswallon

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Posted 08 October 2013 - 04:26 AM

Thank you OP I thought it was just me in some nether region of elo hell..

That said the one time I (completely by accident) dropped in a trial atlas that I was looking over I didn't score much better than these individuals. Heavy Boyz you have my respect, how can you bear to be in these lumbering monoliths!? Ah well each to their own.

Also can I second the idea of having DemonRaziel's ditty added to the tutorials.

#23 Blacksoul1987

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Posted 08 October 2013 - 05:23 AM

I wish they would fix disconnect farming yesterday the same guy disconnected in 4 or 5 of my matches.

#24 AlmightyAeng

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Posted 08 October 2013 - 05:35 AM

View PostCaswallon, on 08 October 2013 - 04:26 AM, said:

Thank you OP I thought it was just me in some nether region of elo hell..

That said the one time I (completely by accident) dropped in a trial atlas that I was looking over I didn't score much better than these individuals. Heavy Boyz you have my respect, how can you bear to be in these lumbering monoliths!? Ah well each to their own.

Also can I second the idea of having DemonRaziel's ditty added to the tutorials.


Speaking as someone who plays the 'heavy boyz' a lot, it comes down to piloting differently, and commitment. I see a lot of trial assaults lead a column of 'mechs into a narrow straightaway and peek over it. They get shot at, freak out, kill their engines, and start to reverse.

And then they butt up against the people trying to get past them, and behind them. By the time they realize they CAN'T go backwards, and go forwards again, their torsos are shot.

Being in the big boys, especially Atlai, you need to accep that you WILL take damage. When you lead a charge, backing away does NOT encourage others to go past you. "If it scared the Atlas, well, I'll stay behind the Atlas." Once you commit to your attack, stick with it. For better or worse, you've made your choice, and deciding to back up is the wrong move 99% of the time.

When you decide to go, you GO, you don't change your mind. If there's a crapton of enemies, you shoot, and turn, and let the arms soak up damage. Call a target, stay on it, and keep MOVING. If your team goes with you, there's actually a chance you'll walk your way into OTHER cover and they'll be too busy dealing with the back end of your death train.

When possible, go at EXACTLY the same time as another big boy, or a couple heavies. If you crest by yourself the team says "Oh look, shoot Atlas," and despite all your armor, you get focused, and die. If TWO Atlases crest at the same time, I guarantee you the team will split that fire, and there's a decent chance you both survive, and an excellent chance at least one of you does long enough for backup to come and cream what you've started hitting. If 4-6 team members all crest a hill at the SAME time with ANYONE saying "Shoot A, Shoot B" in chat, I give you an 80% chance to both survive, and kill everything.

Had a game like that last night on Terra Therma...I went in first to the bowl, and cut left, taking heavy fire. I kept going clockwise around the bowl -- we took out an Atlai and a Centurion, but by that point I had lost my right arm entirely, and my AC20. I kept going. The enemies focused on the fresh troops that were firing like crazy behind me, and ignored the one-armed Atlas I had become. I walked behind them and started taking more names by shooting out the backs of side torsos.

In Atlai you can't waffle. Don't hesitate...go tank...bring friends.

Edited by Ghost Badger, 08 October 2013 - 05:36 AM.


#25 Almond Brown

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Posted 08 October 2013 - 06:15 AM

View Postjeffsw6, on 07 October 2013 - 11:58 PM, said:

I'll believe that when there's a player counter that works.


And you won't likely believe the Counter either because your Tin Foil Hat is on to tight. ;)

#26 DemonRaziel

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Posted 08 October 2013 - 06:20 AM

View PostDago Red, on 08 October 2013 - 04:10 AM, said:

Quick do one about not running into walls for the movement tutorial.

Will take a while, that first one was spontaneous ;) And while I'm at it, I could use the "Greased Lightning" melody for some 'Mech Lab 101 ;)

#27 stjobe

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Posted 08 October 2013 - 06:25 AM

View PostDemonRaziel, on 08 October 2013 - 06:20 AM, said:

Will take a while, that first one was spontaneous ;) And while I'm at it, I could use the "Greased Lightning" melody for some 'Mech Lab 101 ;)



#28 G4M3R

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Posted 08 October 2013 - 06:26 AM

ELO not working as intended.

#29 AC

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Posted 08 October 2013 - 08:37 AM

I have noticed that new players gravitate toward assault mechs (mostly the atlas). A medium mech would probably help them become better players because a bad atlas pilot makes an atlas easier to kill than any other mech in the game IMO.

#30 Clit Beastwood

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Posted 08 October 2013 - 08:40 AM

View PostAC, on 08 October 2013 - 08:37 AM, said:

I have noticed that new players gravitate toward assault mechs (mostly the atlas). A medium mech would probably help them become better players because a bad atlas pilot makes an atlas easier to kill than any other mech in the game IMO.


I've said it before and I'll say it again - America's Army did a good thing when they made you practice and qualify for different character classes. The new player intro to this game should really entail per-chassis training to learn the roles of scout, brawler, sniper, lrm. If someone had to learn to drive spiders early on, not only are they better at avoiding fire in larger mechs, but they'd have a better grasp of how to kill them. Same goes with any mech - I had a really hard time fighting jagers when they first came out (I was a newb) so I bought one, figured out what was killing me, and started doing, well, that.

#31 Clarice Creed

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Posted 08 October 2013 - 02:54 PM

View PostToong, on 07 October 2013 - 07:42 PM, said:

I haven't seen any correlation between tonnage and damage output, except for the tendency for lights to do less.


Maybe I'm reading it wrong but arent you flat out contradicting yourself here within the same sentence?

#32 Lyoto Machida

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Posted 08 October 2013 - 04:10 PM

View PostCyBerWraith, on 07 October 2013 - 08:31 PM, said:


That because they are getting headshot early on...easy to do currently until PGI fixes the hitbox size on the head of the atlas. I tend to find them, ping them, kill them in one shot sometimes.


I thought it was just Founders Atlases with that issue. Have headshotted a couple Founders but I haven't noticed a huge head hitbox issue with my own D-DC.

#33 Black Lobo

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Posted 08 October 2013 - 05:10 PM

I'm just trying to fathom the total weapon imbalance. Gauss charge up is stupid, plus it not creating any heat is silly. AC heat scale is whack, they shouldn't cause that much. Missiles not causing enough heat either. Lasers SEEM balanced, but it can be hard to say when you are getting mashed M-Las Jenner boats. PPCs are under powered, as are the Gauss. Used to be, you'd read about a PPC or a Gauss removing mech limbs. Now, even a Commando shrugs it off. Maybe I'm just trying to be too literal with staying canon, or maybe I just know WAY too much about how ordnance and armor actually work (and how the imaginary stuff we use here should work). But it just seems like the physics engine here needs a ton of tweaking and balancing. Don't worry, this isn't the only game I complain about physics. Most "shooter" type games irritate me because the physics are weak or just plain made up. I would expect better from a company dedicated to bringing to life something of this caliber.

#34 Toong

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Posted 08 October 2013 - 05:27 PM

View PostClarice Creed, on 08 October 2013 - 02:54 PM, said:


Maybe I'm reading it wrong but arent you flat out contradicting yourself here within the same sentence?


Alright, since you got confused, let me clarify: Tonnage and damage don't seem to have any correlation above 30-35 tons. Spiders, Commandos, and to a lesser extent all lights are going to have lighter damage numbers by simple virtue that they can't fit any appreciable weaponry. That's not to say I haven't seen 700+ damage Commandos, but typically they're a hundred points or so below the team average.

Starting around 40-45 tons, though, tonnage doesn't seem to affect damage output all that much. I've seen as many 800 damage Hunchbacks and Centurions as I have Atlases.

So in an absolute sense, yes, tonnage matters a little, especially on the low end of the scale; however, in the terms of the original question, tonnage doesn't matter. Sorry I didn't make the distinction clear.

Edited by Toong, 08 October 2013 - 05:28 PM.


#35 Krivvan

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Posted 08 October 2013 - 07:32 PM

View PostBlack Lobo, on 08 October 2013 - 05:10 PM, said:

I'm just trying to fathom the total weapon imbalance. ... Lasers SEEM balanced, but it can be hard to say when you are getting mashed M-Las Jenner boats.


You're really going to call medium laser boats imbalanced?

Edited by Krivvan, 08 October 2013 - 07:32 PM.


#36 Wilhelm Fraek

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Posted 08 October 2013 - 08:11 PM

View PostKrivvan, on 08 October 2013 - 07:32 PM, said:


You're really going to call medium laser boats imbalanced?


I dont know if i would say laser's are imbalanced so much as boats are the problem, some people take nothing but srms,2xAC/20 jagerboats. People gravitate to what ever is easiest to use or popular. At one point it was the raven now its the spider.

#37 Black Lobo

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Posted 08 October 2013 - 10:11 PM

Yes, it is imbalanced. Remember MW3 and the S-Cat ERSmL boats and the legging debacle that occurred? They did away with that in MW4, and it's still gone. I mean, we could go back to that. I'm just saying, there is definitely an imbalance. Adding a trigger-charge to a gauss rifle is stupid. Adding waste heat to the recharge of it makes more sense. Adding waste heat to missile fire would also make sense. I could go through a whole text wall on this. Basically, the drawing board needs to be pulled back out, a few scribbled on sheets need to be ripped off, balled up, and thrown in the burn basket. Maybe reduce speed and targeting as the heat increases, not just go straight to shutdown (oh, hey that's canon too). I'd ask for a melee option, but settle for damage from physical contact (i.e. DFA maybe?). But hey, what do I know? I'm just a newbie here.

#38 Krivvan

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Posted 09 October 2013 - 02:00 AM

Lasers have the very significant weakness of doing damage over time. This alone makes laser boats not as dangerous as any other boat. Ballistic and missile weapons deal their damage in an instant, and with ballistics (and PPCs) it's generally to a single component. Against a decent pilot, most laser damage is spread over several components, so you rarely get the full damage of your alpha strike onto a single point.

#39 GalaxyBluestar

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Posted 09 October 2013 - 02:06 AM

it's actually very easy to land in a situation where you get tottally outnumbered. focus fire via more players in a match has excelerated death over dmg output. i saw far more 500+ dmg contributors in the 8v8 days, where as now 200-400 dmg and the lessers is very common. with all the ballancing done whilst ct's are still easy to pop more effecient killers are roaming and more people are running into 5vs1 sod scenarios. there's many an occasion where one mech steps out to try and attack, in old days it would just be you him and maybe a mate a side. now it's you him and 3-5 backups all swarming for the kill and it's an abrupt ending.

cover has changed from tactical to VITAL ESSENTIAL OMGAHD STAHP THEM battles.

check my sig if we had better hitboxes than maybe these tanks will survive more like the uber giants of the future we thought they would be.

Edited by GalaxyBluestar, 09 October 2013 - 02:11 AM.


#40 Hanz Blitzer

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Posted 09 October 2013 - 04:39 AM

It could just be a pilot that is new to the class. I run mediums and heavies, and the few times I have piloted an atlas, I have not done well. I average around 200-300 damage a match, but in an atlas, I hardly ever break a hundred. It is really easy to make a mistake when piloting something that slow and end up dying from it. Getting caught in the open is recipe for disaster.





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