

Return Of Poptarts
#141
Posted 24 November 2013 - 12:18 AM
#142
Posted 24 November 2013 - 03:55 AM
Isn't use of JJ requires pilot to concentrate on balacnce? Kinda weird to see huge assault mech shooting ac20, getting hit by ac20 and gauss - all of these while in-flight! Imo, shooting or being shot in-flight should cause mech to fall down and take some time to get up (hope to see this when collisions get reintroduced).
Just ask yourself, is this the way you want to play, when 7 out of 15 are ctf-3d, higlanders and victors, all doing same ugly move again and again.
#143
Posted 24 November 2013 - 06:49 AM

And they aren't really that OP (for PUG-ing mortals like myself, at least).
However I think JJs might need a look at, because of a design point...
(NOT A NERF)
There's something to say of having things that are (almost) a straight upgrade, but limited to a select number of mechs. A single jump jet is the best possible use of one ton on any mech. Look at the cenutrion for instance. It's brilliant. If you could, would you put JJs on it ? I would

Having this in mind, it might be (IMHO) a good idea to implement one of two things:
1) Make using JJs a tradeoff. Something that will offer players alternatives to consider. Like "Hmmm... will I put JJs on my mech or toss them out so i have better <insert something>" or "Will I use my 3D, which has JJs or <insert mech w/o JJs but with similar hardpoints etc> because it offers <insert something>"
2) Give any mech the ability to put JJs on, just like any mech can run DHS. (I don't really like this one, because I'm a long time BT fan and it would just make everyone put JJs on everything)
WHY ?!?!
- well tradeoffs give a game more depth by giving players more equally viable choices to consider. Which in turn makes the metagame more varied and the PvP more fun.

Cheers
Edited by Marmon Rzohr, 24 November 2013 - 06:57 AM.
#144
Posted 24 November 2013 - 01:03 PM
If you give any mech the ability to run JJ then they need to give every mech the ability to run dual AMS and ECM.
These things are what make certain mechs special and give the game flavor.
Me, I don't want the tofu burger MWO I want the full flavor from a real cow burger MWO.
#145
Posted 24 November 2013 - 01:34 PM
Mystere, on 24 November 2013 - 01:29 PM, said:
Let us imagine that a highly-coordinated team (named the A-Team, of course

- Team always deploys a weight-balanced roster of 3xLights + 3xMediums + 3xHeavies + 3xAssaults, all fully mastered.
- Team coordinates via Teamspeak.
- All are armed with nothing but ERLLs.
- All have one artillery module.
- All have one air strike module.
- No member of the team uses any of those so-called "OMFG! They're so OP!" jump jets.
In addition, and as a consequence, every try-hard "monkey see, monkey do" team out there copies them exactly and starts to ROFLSTOMP everybody else not employing those exact same tactics.
What do we do? Do we leave the A-Team alone and just hail them as Mechwarrior Gods? Or do we:
- nerf ERLLs
- create a separate pug-only queue
- create a separate non 12-man team queue
- ban Teamspeak
- ban teamwork
- ban the team's tactics
- ban the team from playing MWO
OMFG!!! OMFG!!! OMFG!!!



#147
Posted 24 November 2013 - 04:15 PM
Roosterfish, on 24 November 2013 - 01:03 PM, said:
If you give any mech the ability to run JJ then they need to give every mech the ability to run dual AMS and ECM.
These things are what make certain mechs special and give the game flavor.
Me, I don't want the tofu burger MWO I want the full flavor from a real cow burger MWO.
The idea that every mech JJ ability was just an example to illustrate the idea, i don't think that should be done (and clearly stated so).
And 1 crit slot + 0.5/1/1.5 ton(s) for the stuff JJs give isn't really a trade off. It's like saying DHS have the trade off of taking 3 crit spaces insead of one. That is true, but in practice they are just better in every situation.
#148
Posted 24 November 2013 - 07:38 PM
How to counter:
1. Flank their cover (crazy you might actually have to use positioning)
can't figure that out?
2. Find cover yourself, wait for them to pop up, fire, move back into cover and evade their shot. (crazy shooting first, you can actually evade their shot easier that way!) You can also talk to your team and focus fire when they pop up! crazy!
Too dumb for that?
3. Have missile boat lite them up with well missiles
Don't have a missile boat or a scout?
4. Communicate with team and make a organized push (poptarts have high alpha low sustain, force them into your fight style. Coordinate with your team, insanity in a multiplayer team based game i know.)
Can't coordinate with players in multiplayer game?
5. Complain on forums that X is OP because you don't know how to do Y.
Honestly people complaining about this are horrible players, poptarting is a stupid tactic that gets you killed more than you kill. It's affective only against people that don't realize they can actually move their mech, or line up shots before they need to take them.
#150
Posted 25 November 2013 - 06:52 AM
The sabot encases the metal penetrator for a short distance after it leaves the barrel before it finally peels away. Before the sabot discards, if the target is hit inside that minimum range it will take damage due to the kinetic force involved but nowhere near the full damage amount.
And, fyi, there IS a min range on gauss rifles in TT.
Just sayin
Bishop Steiner, on 21 November 2013 - 08:37 PM, said:
And LOL about the PPC.
#151
Posted 25 November 2013 - 07:06 AM
Imawuss, on 24 November 2013 - 07:38 PM, said:
1. Flank their cover (crazy you might actually have to use positioning)
can't figure that out?
2. Find cover yourself, wait for them to pop up, fire, move back into cover and evade their shot. (crazy shooting first, you can actually evade their shot easier that way!) You can also talk to your team and focus fire when they pop up! crazy!
Too dumb for that?
3. Have missile boat lite them up with well missiles
Don't have a missile boat or a scout?
4. Communicate with team and make a organized push (poptarts have high alpha low sustain, force them into your fight style. Coordinate with your team, insanity in a multiplayer team based game i know.)
Can't coordinate with players in multiplayer game?
5. Complain on forums that X is OP because you don't know how to do Y.
OK - you could have spared a lot of words -> simple wrote the words:
Use Teamspeak - play in premade teams.
Because communication - in PUGs are you serious?
You can not flank the enemy position not with those other guys that cover behind the ridge and pop for them selfes.
When you choose to take the long route - you split your forces - without coordination you invite defeat.
But hey you hardly can coordinate in PuGs - i have tried - and it worked once - until they invited ECM.
Oh missiles work indeed with a dedicated LRM boat with target delay - and a not so perfect position of the poptarter below 1000m
Edited by Karl Streiger, 25 November 2013 - 07:07 AM.
#152
Posted 25 November 2013 - 07:48 AM
people taking advantage of the meta + teamwork = OP
LRMS should be the counter to pop tarts, but they are hot garbage. And likely always will be.
Unless PGI changes convergence, which they have stated they won't, direct fire instant damage weapons will always be king.
Limiting exposure to the enemy is important no matter what state convergence is in.
EVERYBODY POP TART.
#153
Posted 25 November 2013 - 08:02 AM
topgun505, on 25 November 2013 - 06:52 AM, said:
The sabot encases the metal penetrator for a short distance after it leaves the barrel before it finally peels away. Before the sabot discards, if the target is hit inside that minimum range it will take damage due to the kinetic force involved but nowhere near the full damage amount.
And, fyi, there IS a min range on gauss rifles in TT.
Just sayin
so, the guass projectile will increase it's velocity AFTER leaving the barrel? The sabot is a given on a gauss, but the gauss is still a solid projectile, kinetic kill. All that would happen at short range is the target would peel the sabot off, when hit.
#154
Posted 25 November 2013 - 08:14 AM
Bishop Steiner, on 25 November 2013 - 08:02 AM, said:
#155
Posted 25 November 2013 - 08:17 AM
topgun505, on 25 November 2013 - 08:14 AM, said:
you do realize the moment of impact will cause the sabot to peel off even more surely than wind drag, yes? There is no locking mechanism that keeps it attached. There is a slim chance, depending on hit angle and stuff the sabot could not cleanly detach, but it would be small.short of the enemy unit being so close that the sabot is still partially in the barrel, your supposition makes no sense.
#156
Posted 25 November 2013 - 08:18 AM
topgun505, on 25 November 2013 - 08:14 AM, said:

can you point to the casing on this RainGun Slug please?
#157
Posted 25 November 2013 - 08:19 AM
Bishop Steiner, on 25 November 2013 - 08:02 AM, said:
Offtopic:
Hm - let me think about it:
Its a coil gun - that means it needs a ferro magnetic material for acceleration -> often used a solid nickel iron ball.
From any "theory" crafting point of view a ball is not perfect in case of aerodynamic and it will port its kinetic energy on a big areal.
A rod of depleted uranium or tungsten carbide - will transfer its kinetic energy on a much smaller areal. More likely the kinetic penetration would be increased. Of course a ferro magnetic material for the discarding sabot is needed.
Joseph Mallan, on 25 November 2013 - 08:18 AM, said:
A rail gun is a different concept - the ferro magnetic material is the rail - the projectile it self don't need to be ferro magnetic - you can even accelerate a cat or a rock if you like
Edited by Karl Streiger, 25 November 2013 - 08:21 AM.
#158
Posted 25 November 2013 - 08:24 AM
Bishop Steiner, on 21 November 2013 - 08:37 PM, said:
And LOL about the PPC.
The gauss in table top was described to accelerate it's projectile all the way to the target on a projected magnetic beam/rail. It was stated that the projectile was moving too slow to damage mech armor at ranges under 60 m.
Bishop Steiner, on 25 November 2013 - 08:02 AM, said:
That's exactly how it was described in some of the TT fluff.
#159
Posted 25 November 2013 - 08:26 AM
Vodrin Thales, on 25 November 2013 - 08:24 AM, said:
The gauss in table top was described to accelerate it's projectile all the way to the target on a projected magnetic beam/rail. It was stated that the projectile was moving too slow to damage mech armor at ranges under 60 m.
That's exactly how it was described in some of the TT fluff.
Can a projectile get faster after its ballistic charge has spent itself? I'm not a physics major so I just don't see how a projectile will get faster the longer it travels.
#160
Posted 25 November 2013 - 08:28 AM
Karl Streiger, on 25 November 2013 - 08:19 AM, said:
Hm - let me think about it:
Its a coil gun - that means it needs a ferro magnetic material for acceleration -> often used a solid nickel iron ball.
From any "theory" crafting point of view a ball is not perfect in case of aerodynamic and it will port its kinetic energy on a big areal.
A rod of depleted uranium or tungsten carbide - will transfer its kinetic energy on a much smaller areal. More likely the kinetic penetration would be increased. Of course a ferro magnetic material for the discarding sabot is needed.
you also a choice a higher sectional density with a penetrator rod, which enhances penetration, which is why long skinny projectiles replaced balls long ago.
Which is why the navy uses a sabot for it's rail gun (btw, Gauss rifle is used interchangeably in Battletech, do likely to writer ignorance for both Coil and Rail guns. Rail gun being the much more efficient kinetic kill engine. They are often described as coil guns in operation, yet the first actually mentioned was the "Von Ryan RailGun" on the YLW. Go figure) Sabots are held to the round by the shell casing in the case of propellant rounds, the feed and barrel mechanism in the case of a solid shot weapon like a rail gun. Wind drag essentially disengages the sabot upon the moment of exit from the barrel, but the sabot off course continues in a rather more rainbow trajectory due to momentum, but appears to travel with the round for a short distance, even though it is already disengaged.
Hence the only reason a sabot would stay attached, even at short range, and minimize penetration, is a defect causing some form of mechanical lock. I load and use sabot rounds pretty much all the time. Greeat way, for instance to turn a 30-06 into a varmint gun.
Vodrin Thales, on 25 November 2013 - 08:24 AM, said:
The gauss in table top was described to accelerate it's projectile all the way to the target on a projected magnetic beam/rail. It was stated that the projectile was moving too slow to damage mech armor at ranges under 60 m.
That's exactly how it was described in some of the TT fluff.
care to post the fluff? Because "projecting magic magnetic rails all the way to the target" makes no sense whatsoever. And having played the game since before they introduced the gauss, I seriously don't recall that wording.
Also, in TT, under the minimum range it still did full damage, but had a penalty to hit. Only LRMs had no damage under their minimum range.
Edited by Bishop Steiner, 25 November 2013 - 08:30 AM.
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