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Are Stalkers Newbie-Friendly?


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#61 LapsedPacifist79

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Posted 28 November 2013 - 05:41 PM

View PostKoniving, on 28 November 2013 - 04:53 PM, said:


Thanks for the offer. I got drunk once. I skipped the small beers and went straight for 11 shots of very hard mixed liquor combinations in a drinking game within 2 minutes in honor of a neighborhood kid who was my age at the time that got himself run over by a car at 4 in the morning after his mother refused to pick him up (because the dumb teen got himself stoned). True story and much like what I was saying about MWO and skipping right to meta, I learned a valuable lesson with over 3 hours of nearly non-stop hardcore puking and misery and swore never to drink again. To drink hardcore, it takes building up the intestinal fortitude. Can't just pick up the bottle and chug.

But how 'bout I take you up for some games soon?


Kon, where I'm from that's a Monday. :D

I really like your point about all this Min/Maxing s**t. Where's the fun? My twin gauss CTF4X build is stupid (especially post nerf), but it puts a grin on my face. I'm happy to miss the CT and watch limbs go flying. I play this game for fun.

But I see more and more people with "perfect" builds who have no grasp of the fundamentals. Not that I'm bigging up my skills, I pretty much suck as anyone who has dropped with me will testify. Those nifty builds may get you the numbers but are you having a good time? If I smurfy'd up my roster you would all laugh. But I have a great time and I've never been a slave to the "Meta".

#62 Orbit Rain

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Posted 28 November 2013 - 06:31 PM

It's a mech like every other mech, each with it's own personality, and things to learn from using it. Evrryone who's piloted one did it for the first time. You wanna learn slow boat situational awareness. ?..

#63 Phanixis

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Posted 01 December 2013 - 05:23 PM

Just out of curiosity, what model of Stalker would people recommend for new players. You have the 3F which has greater torso twist, the 5S which has dual AMS or the 3H which has two 20 tubes launchers. I can't figure out what the other models have going for them,save the MC only Misery.

#64 Davers

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Posted 01 December 2013 - 05:31 PM

View PostPhanixis, on 01 December 2013 - 05:23 PM, said:

Just out of curiosity, what model of Stalker would people recommend for new players. You have the 3F which has greater torso twist, the 5S which has dual AMS or the 3H which has two 20 tubes launchers. I can't figure out what the other models have going for them,save the MC only Misery.

The M has a CT energy slot, so you will be able to shoot until the bitter end.

#65 Koniving

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Posted 02 December 2013 - 07:35 PM

View PostPhanixis, on 01 December 2013 - 05:23 PM, said:

Just out of curiosity, what model of Stalker would people recommend for new players. You have the 3F which has greater torso twist, the 5S which has dual AMS or the 3H which has two 20 tubes launchers. I can't figure out what the other models have going for them,save the MC only Misery.


3H also has acceleration at the cost of stopping speed (but you won't notice stopping time after the elites).

4N has the greatest turning speed (not twisting, turning), and decelerates the fastest.

Consequentially, the 3H has the easiest time climbing hills with the movement system.

The 4N has the hardest time, finding itself getting stuck on things other Stalkers won't have an issue with.

#66 TercieI

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Posted 02 December 2013 - 08:31 PM

View PostKoniving, on 02 December 2013 - 07:35 PM, said:


3H also has acceleration at the cost of stopping speed (but you won't notice stopping time after the elites).

4N has the greatest turning speed (not twisting, turning), and decelerates the fastest.

Consequentially, the 3H has the easiest time climbing hills with the movement system.

The 4N has the hardest time, finding itself getting stuck on things other Stalkers won't have an issue with.


Amazing as usual, Kon. Where do you get the accel/decel info?

#67 Koniving

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Posted 02 December 2013 - 08:43 PM

View PostTerciel1976, on 02 December 2013 - 08:31 PM, said:

Amazing as usual, Kon. Where do you get the accel/decel info?


There was a post on it last year. However I forgot most of the content, just that they were unique in certain ways.

But it's mainly just using the mechs. I had the 3H since forever, so it's pretty hard to tell, but of all the stalkers it has good climbing ability. You know how it's hard to accelerate on the last step of a hill? The 3H doesn't have that issue.

Posted Image
(I've converted more than 180,000 XP before selling the 3H during one of the GXP conversion sales. Screenshot taken just a moment ago to show I've put time into them.)

Sadly, my 4N frequently gets stuck.

Since I use a 310 engine in all of them, if one can climb a hill better than another, there's a reason.

My PB does it so well because of the "awful" deceleration time to simulate great momentum. Hills on MWO are "Decelerents" that will cause you to slow down. Due to the 'flaw' given to the mech, hills can barely stop it from climbing especially when coupled with its lightning fast acceleration.

The specifics of the 3H beyond that, no idea. But it stops slower, gets to full speed faster, and otherwise feels like any other stalker.

The 4N though is a completely different feel. Even before unlocks it stops really fast for a stalker. After unlocks and it stops like a mastered Catapult. It's because of this, however, I quickly sold it. Got sick of stopping on things that wouldn't stop any other stalker. Sick of not being able to climb hills that every other stalker has no issue with, because I'd get stuck on the last little stretch with no acceleration. The rapid deceleration only gets 'faster' after unlocks, basically neutering its ability to climb some places.

On flat ground though, nothing in the Stalker line (even the Misery which also had several positive agility perks) turns faster. But between the 4N's great turning speed and the 3F's twisting range and twisting speed, I have to say the 3F is simply more suited for new players.

--------

Random fact: The Flamer Stalker has been produced on: 3H, 3F, 5S, 5M. If I had to choose which one it does best on, I'm at odds between 5S (chain fired) and 5M (smaller SRMs, liberally alpha striked without reappraisal from ghost heat).

Edited by Koniving, 02 December 2013 - 08:54 PM.


#68 Itsalrightwithme

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Posted 03 December 2013 - 05:15 AM

View PostKoniving, on 02 December 2013 - 08:43 PM, said:


There was a post on it last year. However I forgot most of the content, just that they were unique in certain ways.

But it's mainly just using the mechs. I had the 3H since forever, so it's pretty hard to tell, but of all the stalkers it has good climbing ability. You know how it's hard to accelerate on the last step of a hill? The 3H doesn't have that issue.


This is really useful info, thanks.

Seems to me we need to get a Team Stalker together and run a Stalkers Time Trial competition on Canyon Network ;-).

#69 Bront

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Posted 03 December 2013 - 08:41 AM

Best Newb Stalker: The missile enhancer

Disclaimer:
Spoiler


#70 Bront

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Posted 03 December 2013 - 08:45 AM

View PostPhanixis, on 01 December 2013 - 05:23 PM, said:

Just out of curiosity, what model of Stalker would people recommend for new players. You have the 3F which has greater torso twist, the 5S which has dual AMS or the 3H which has two 20 tubes launchers. I can't figure out what the other models have going for them,save the MC only Misery.

The only reason I recommend the 5M as a newb mech as it's easy to run stock (starts with DHS), and simply by swapping out the NARC for an SRM6, it becomes a cheap beast to run. Otherwise, the 3F is a better starting point due to the extra torso twist.

#71 RickySpanish

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Posted 03 December 2013 - 08:59 AM

I would say that the Stalker is probably the least noob friendly Mech in the game. Even the Awesome is friendlier, since players starting out won't be focus fired, everyone overheats and cover isn't used particularly effectively. I would advise against buying an Awesome though, as it's rubbish at higher levels of play whereas the Stalker comes into its own with good positioning.

My reasoning behind advising against the Stalker is this:

1. It has no horizontal arm movement, making it incredibly easy to flank and kill from behind.
2. It has a large number of hard points, which:
2.a Increases the cost of outfitting the Mech (remember you need to buy three to master).
2.b Increases the potential heat generated by the Mech.
2.c Forces the pilot to operate several weapon groups.

As has been pointed out, I would advise the OP to run a Victor if they must run an Assault at all. The Victor has a balanced hard point layout, jump jets for easy positioning, can aim in a wide arc, and runs cooler than your average Stalker.

#72 Clownwarlord

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Posted 03 December 2013 - 09:27 AM

It really depends ... light mechs and medium mechs are your enemy unless you get the at range and pop them before they get to you. So in that case I would still say yes because you will learn abilities of other mechs by playing a slow and stompy.

#73 GalaxyBluestar

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Posted 03 December 2013 - 10:35 PM

View PostDrSlamastika, on 27 November 2013 - 07:17 AM, said:


My Misery cannot agree with you.
I use STD 265, 14 DBL HS and 4x LL + Gauss Gun and those stats aren't that bad, if you consider it was my third mech, first assault and learning machine ;)

Posted Image


that gauss makes ALL the difference you are changing a 15damage pinpoint at all ragnes no heat rifle with your lasers. you're negotiating a lot of drawbacks that way, it makes a huge difference to playstyle and combat effectiveness. you would'nt be like that at all if you were against:

skilled light pilot would run rings round that, it's dead in the water during an even average conquest battle.

if you were trying to play the game for free you wouldn't have a no heat generating weapon to lean on. newbies, wise ones anyways, would be playing the F2P model.

that build is good when you still have mobile retaliation available but it came at the cost of;

general manurverability any heavy brawler {even a quickdraw} would be a serious headache if you didn't cripple him before he circle jerks you

hero mech real money

so i'm not saying it's a bad mech but generally i wouldn't be advising newbies on any payable content.

Edited by GalaxyBluestar, 03 December 2013 - 10:36 PM.


#74 Victor Morson

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Posted 03 December 2013 - 10:49 PM

View PostItsalrightwithme, on 03 December 2013 - 05:15 AM, said:


This is really useful info, thanks.

Seems to me we need to get a Team Stalker together and run a Stalkers Time Trial competition on Canyon Network ;-).


I think his info is in error. I haven't validated the latest XMLs yet, but all Stalkers were classed as "Large" previously, which means they all perform exactly the same on hills. Better than the Victor, by a margin, though.

#75 Solis Obscuri

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Posted 04 December 2013 - 12:08 AM

Yes and no. Good armor, lots of firepower, great hitboxes, and lack of separate convergence reticules to worry about make the Stalker fairly easy to learn. However, slow movement speed, extremely poor torso twist range, a large target profile, and heat intensive loadouts give a new player a lot of potential to get themself in trouble.

#76 Koniving

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Posted 04 December 2013 - 12:57 AM

View PostVictor Morson, on 03 December 2013 - 10:49 PM, said:


I think his info is in error. I haven't validated the latest XMLs yet, but all Stalkers were classed as "Large" previously, which means they all perform exactly the same on hills. Better than the Victor, by a margin, though.


All Awesomes are of the same category, but that doesn't mean much when you put the Pretty Baby or the Awesome 9M and their 'prolonged deceleration rate' to a hill. There's a reason the Pretty Baby can climb 50 degree hills rather easily with only minor zig-zagging even though it's not supposed to according to its movement type. That's a feat that eventually stops even Jenners (assuming they don't cheat and use jumpjets).

Movement category is a general modifier as I'm sure you're aware, which combined with older variant specific modifiers yield unintentional results.

Take any two variants of the same chassis. One of a normal range of motion, and one with slower deceleration. Or even two identical mechs ("trial" and regular versions of the same variant such as the Atlas RS, Dragon 5N, or even the Blackjack 1). You will notice that a mech with 'hard brake' for example will slow down faster on a hill than the same mech that does not.

In turn you will notice a mech that does not have acceleration unlocked -- when it does get stuck during the climb -- will have a much harder time trying to find an angle that it could 'go forward' on. Meanwhile the same mech with it unlocked can pick up forward momentum without having to turn into such 'lower' angles.

#77 Koniving

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Posted 04 December 2013 - 01:08 AM

The Hill Climb module is actually using this trait to its advantage. Except its effect is only 10%, when the Pretty Baby's deceleration rate is cut by either 20% or 30% compared to most Awesomes (except the 9M, in which case the number is smaller). The PB's acceleration (also crucial for its climbing ability) is also enhanced (to simulate Danielle Peterson's lore-mentioned ability to 'skip into motion' in the Awesome to 'dodge LRMs'). With shortened acceleration and lengthened deceleration, it's able to climb where Awesomes by movement archetype should never be able to travel.

I've found the Stalker 3H to be similar. Though the best I've achieved is a 40 degree angle with minimal reduction in speed. The Stalker 4N can barely climb a 25 degree slope without having to do the zig-zag method.

#78 Turist0AT

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Posted 04 December 2013 - 01:23 AM

View PostJosef Koba, on 27 November 2013 - 03:12 PM, said:


Really? It's weird that I don't deserve to have a mech with the loadout that I've chosen. Why would that be the case in a game that allows customization? I didn't see anything in the Stalker instruction manual that mandated pilots drive a high alpha build. The build works, period. I've scored over a thousand damage on a number of occasions. The damage potential is limited only by the length of the match and the enemy's armor.


Sell your stalker, buy a medium.

#79 Rushin Roulette

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Posted 04 December 2013 - 02:22 AM

Most parts are newb friendly.. but stay away from the front of one... that part is deffinitely not newb friendly.

#80 Urdasein

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Posted 04 December 2013 - 03:30 AM

Yes the stalkers aren't noob friendly, exception made of the misery.

Why ? Because of lasers. Lasers run hot and must remain on precise location to be effective. When i started, i remember being happy when having hitmarkers... Today, the game i about aiming cored / weak points.

So this is a mech that works but who need a lot of skill.
http://mwo.smurfy-ne...6deaa187b6dd68b

This is a 24DHS 4ER Large Laser. This mean you can fire the lasors 2 by 2 a lot of time and without overheating.
Yes there is a BAP and you know what, i play it with an additionnal target info gathering and an advanced scope. Information about locked mechs comes very fast, this is intended.
-> the trick with that mech is to pick up cored / near cored /weak (like xl engine jags) ennemies ant any range and precisely aim for the weak spot. Aiming at long range with the scope require a steady hand while positioning yourself and still be aware of your surroundings ask for some experience.

Another stalker is the misery that is well... more easy and effective to play. This is one of the cheesy builds =)
http://mwo.smurfy-ne...dec62e953eee772

You need 3 buttons

1 button for the 2 PPC when target is over 600M (but you should stay in cover)
1 button for the 1 AC20 when target is too close (but if ot's that close, you've made a mistale)

And one button you will use most of the time: alpha. Yup, lock your arms and hammer targets around the 300m range. 40 dmg per salvo hurt a lot while you can tsill torso twist to spray damage.

I use a fully upgraded coolshot 9by9 and a seismic sensor as a legit wallhack.





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