Hitboxes Are Being Fixed On Awesome!
#21
Posted 07 November 2013 - 06:40 AM
#22
Posted 07 November 2013 - 07:51 AM
#23
Posted 07 November 2013 - 07:59 AM
I still believe the biggest problems with the awsome however have to do with the heat system and boating penalties and energy weapons as a whole.
pulse weapons are too hot and too low of range to be primary weapons.
Even sensible mixes of weapons on a 8q results in alpha heat pennalties.
Erppcs are far too hot.
The main problem is that even if energy weapons get an overhaul, and their hitboxes are reworked, the stalker is still going to be better at just about everything an awsome can do, short of maybe the 8r tossing massive numbers of misskes downfield.
#24
Posted 07 November 2013 - 12:14 PM
Hans Von Lohman, on 05 November 2013 - 02:12 PM, said:
Several mechs are getting a hitbox adjustment pass, starting with the Awesome. Hopefully I will be in my PPC death machine by Thanksgiving.
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But.. what's wrong with the Atlas?
#25
Posted 07 November 2013 - 12:30 PM
The only cure for the Awesome shrinking the upper torso.
#26
Posted 07 November 2013 - 12:40 PM
#27
Posted 07 November 2013 - 01:31 PM
#28
Posted 07 November 2013 - 01:43 PM
#29
Posted 07 November 2013 - 01:48 PM
#30
Posted 07 November 2013 - 02:09 PM
Trauglodyte, on 07 November 2013 - 01:43 PM, said:
Yeah I used to run a AWS-9M for fun, but even torso twisting, it is really easy to get hit the the side torsos.
If you CAN'T hit the broad side of a barn, you can still hit the side torso or ct of the Awesome..
I would like the Awesome to get some PGI lovin, I would like to see it a good choice, but sadly when I do see an awesome in a match, all I can think is "Free Candy".. LOL
Side Note: It's still not as bad as when the Atlas-K was a trial mech...
#31
Posted 07 November 2013 - 02:41 PM
Honestly, I feel like I last longer in my 9M than I do in my D-DC. Could just be perspective but that damned thing falls apart like paper mache'.
#32
Posted 07 November 2013 - 03:54 PM
Trauglodyte, on 07 November 2013 - 02:41 PM, said:
Honestly, I feel like I last longer in my 9M than I do in my D-DC. Could just be perspective but that damned thing falls apart like paper mache'.
You know, I recently finished mastering my Boar's Head, and I got the same feeling. I kept thinking "******* it! I am in a 100T mech, aren't I?"
#33
Posted 07 November 2013 - 05:28 PM
NRP, on 07 November 2013 - 03:54 PM, said:
Well, the thing about the BH is that you geninuely don't want to always use the arms to shield yourself, since the majority of your firepower is there.
#34
Posted 07 November 2013 - 06:28 PM
#35
Posted 07 November 2013 - 08:29 PM
Tahribator, on 07 November 2013 - 12:30 PM, said:
The only cure for the Awesome shrinking the upper torso.
Or make the shoulder pads part of the arm like the mechlab shows, and then expand the side torsi to cover some of what is now the center. The side torsi remain the same size relatively, the CT shrinks, the arms grow. Yes, the arms are now more vulnerable, but I will take that over a massive CT/ST weakness anyday.
We'll just have to wait and see if they screw this up or not. I'd like to think that it can't be much worse than it is now, but you never know.
cdlord, on 05 November 2013 - 05:46 PM, said:
It's the way the game is designed; putting damage on one single part of the mech is ALWAYS superior to spreading it out. There are no exceptions. No matter what you hit, it is always always better to do 40 damage to a section and destroy it than to do 10 damage to 4 sections. Doing all your damage to one section either kills outright, removes weapons and heatsinks, or a leg; all three of those outcomes are obviously incredibly beneficial to you. Spreading out your damage just means you're taking more time to eventually destroy one part; but if you're facing someone who doesn't spread out their damage, like an autocannon boat, then they will kill or main your mech long before you even remove their armor.
I suppose you could say alpha vs chain is lazy if every mech were incapable of movement and all that mattered was damage per second, but generally speaking you have small half-second windows when your opponent is facing you and firing or exposed in a bad position to deal your damage to places that matter; during all other times, he is twisting and spreading the damage out.
So no, it's not just because players are lazy that they prefer alpha strikes. It's just better tactics. It means you can hit and then move, instead of having to face your opponent and let him take shots at you. It means you don't spread your damage out as much. Ghost heat was explicitly intended to have this effect of forcing players to chainfire and spread their damage to extend battle durations; unfortunately, it is only effective on lasers, ppcs, and ac20s. So yes, as long as there is ghost heat and that ghost heat does not affect ac2s, 5s, and 10s, energy boats are at a significant disadvantage.
Oh, and you could fire all three at a time just fine in the tabletop. Not indefinitely, but 3-3-2-3-3-2 etc. was heat neutral.
#37
Posted 08 November 2013 - 08:01 AM
#40
Posted 08 November 2013 - 08:26 AM
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