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#21 Varent

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Posted 23 December 2013 - 11:49 AM

View PostLykaon, on 23 December 2013 - 11:33 AM, said:

It's not weapon balance that is the problem it's how the armor mechanics handle taking damage compared to how the armor mechanics were designed to take damage.

People are looking at the wrong side of the equation it's not the dealing damage portion that is messed up it's the taking damage part of the equation that is failing.


Hit registration has been and is a major issue. On alot of levels.

#22 Nothing Whatsoever

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Posted 23 December 2013 - 12:06 PM

Wait, Lasers are backup weapons? I stopped reading there.

So, I take it you don't like mechs with only energy hardpoints?

#23 Kaldor

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Posted 23 December 2013 - 12:26 PM

View PostVarent, on 23 December 2013 - 08:54 AM, said:

Weapons are overall fairly balanced, or at least close enough to balanced that its getting really annoying reading threads about them not being 'perfect'. Its not a perfect world we live in, stop expecting a game to be perfect.


Not even close to being balanced....


LRMS - High Range, Overcomes soft cover, Low general overall heat for there use. When an enemy mech lacks ecm or ams coverage and are caught out in the open they can be eaten alive in seconds. Only thing that stops it is stacked ams or ecm. Tag defeats ecm, narc defeats lack of lock when used properly. people complain its op when there are tons of them raining down on you. well yes if you got caught out in the open or step outside of ecm bubble or didnt bring ams, you probly are writing your own death warrant, its cost and reward. Some players complain there underpowered because of ecm and ams etc. To this id say bring tag, wait for the right times to rain missles and use positioning well. The good players make it work still regardless.

For the most part, I agree with you. The big issue I have is that the flight path is a little too high for indirect fire without a helper like TAG or NARC, and they defeat cover far too easy. The idea of being mobile for an LRM users is extremely important, and most people fail at that, shoot at 800m and then complain.


SRMS - low weight, high damage, spread damage without artemis. low heat overall for the damage potential. Overall good weapon with the exception of hit detection but even with that said they still do tons of damage overall. great brawling weapon with the only major complaint by anyone being the hit detection, admitedly if this is the least you have to complain about id say thats doing pretty good.

SRMs are trash. Hit detection is terribad and effectively removes them as a truly effective brawling weapon.


NARC - Actually works quite well in the hands of someone who knows what they are doing with it. I run with a mech pilot who swears by it and its actually alot of fun to watch him run up and hit a mech with it while we all zone in on them with LRMS.

NARC is bad. Too heavy, too slow, too much of an investment, and honestly isnt that effective. Keep the tonnage of the weapon, but make it ammoless, with a 10sec cooldown so people dont troll with it. Make it not LOS required for shooter after firing, (unless I missed something and they changed that) and just make it last 30 seconds and remove the entire damage thing.


streak SRMS - I cant find anything wrong with these. you can bring beagle to defeat ecm if your having issues or a tag, other then that these tend to work great in the roll they are assigned to.

SSRMs are stupid easy mode. Damage is too high. Lower the damage, and change the weighting more to CT as an offset.


machine guns - roughly the same dps as a medium laser. no heat. weight cost of 1.5 effectively with ammo and 2 slots. Can usually get up to 2-3 machine guns per ton of ammo and do fine in a match. Good crit rate, great brawling weapon overall. great in its roll.

LOL. Screw this crit seeking s_it they are trying to do, and just make the weapon actually do real damage, as is fire 5 shots that do .2 damage per shot, lower ammo count slightly, and run with it. Tweak as needed.


autocannons - Generally high weight, require a good amount of ammo and some of them produce large amounts of heat when used incorrectly. Alot of slots are required and due to that they are also vulnerable to being targetted by a smart enemy who will try to take out your weapon system if its the primary one. People complain because....high alpha, lowish heat, good sustained damage on some. I would argue they paid for it with slots and weight and if your smart you should target the weapon systems or avoid them or not put yourself into a position where you are in range. People complain also because, ac2 has too much heat, and ac20 has too much heat when fired with a second. people also complain with uac5 jam chance. ac2 however is a great long range supression weapon that I would argue when used correctly can bt devastating to enemies at range. When used at range its not that hard to duck in cover every once in awhile to cool down. ac20 has rediculous alpha potential and strength that should be avoided fighting in close when you see it as an opponent. That said its not that hard if your using it to space out your shots a split second to avoid ghost heat when using two of them. Regarding uac5... I use this weapon extensively and consistently get over 1000 damage at least once a week using them. I have never had an issue with the jam chance. I kinda see that as a cost of doing business. When they jam, take cover and wait a few seconds or torso twist until they unjam then keep fighting.

ACs are good, but the triple range thing is bad for balance. AC20 being more effective at 540m than an AC10 is broken. Lots of good ideas on how to fix this, CoF past effective range, use a curve for ballistic drop off instead of line, cut range to 2x, etc.


Gause Rifle - the charge up is annoying, but that said they have amazing range and are capable of cockpitting mechs at range if you roll with two of them. they also produce no heat and can therefore be spammed to keep peoples heads down at high range as well. While the charge time makes it difficult its not impossible and honestly it has now defined this weapon as what it should be. A snipers weapon meant to be used in back with someone taking there time and lining up there shots. Thos that want to jump snipe have simply gone on to use autocanons now so it really didnt effect to much.

Good weapon all around still. Can brawl with it if you can time it right.

Lasers - high heat, lowish damage, no ammo cost, decent ranges on many of them. Lasers have and always will be backup weapons. Think of them as the sidearm your carrying around just in case your main weapon fails. That said they can be utilized as primary weapons on some mechs but those mechs usually are ones that are set into support rolls. Accept this, live with it, and move on. Yes this means your 6 laser whatever is nerfed. It does not mean you cant play it. It simply means its now a support mech with a roll as such. Its easy to throw on medium lasers to just about any mech in existence for the purpose of a backup weapon and when you combine them with enough heat sinks you can still be potent.

Lasers are the PRIMARY weapon in Battletech. Because they are so bad, we have the meta we have now. Add in bad hit detection, being too hot, ghost heat, etc... Nuff said.

Flamers - They actually do overheat mechs. I dont see much point myself in runing more then about two of them. But ive successfully kept mechs shut down while ripping them apart with autocannon and missle. Its quite funny really.

Good for you. Try that on a decent player and he will just tear you up. They actually do not work as they should. You should be able to shut someone down, you cannot actually do that in this game.

PPC - good range, good alpha, high heat, no damage under 90 meters. The end all be all jump sniping weapon. allows for high precision alpha with a large amount of heat sinks and weight invested overall to be effected. Defeated by enemies who get past the 90 meter minimum range. People complain because they dont like being jump sniped or alphaed. Those same people usually complain because they dont utilize cover properly or get in range of the ppcs minimum range either. Its pretty defeatable and balanced for what it is long as your smart and pay attention to the field of battle and dont use (scrap) builds yourself.


ERPPC - Amazing range, good alpha, omg high heat.... Not utilized much anymore just simply due to its high heat but that said it still has its uses. it works very well when used in conjunction with gause rifles on a dedicated sniping mech. It also allows you that one or two extra hits againsts mechs that get in under normal ppc range. Overall balanced for what it is when you realize its a sniping weapon.

You are about spot on here. PPCs should not be a weapon you brawl with. They are slightly overpowered with the heat mechanics used in this game as you can just alpha 2 of them over and over with no consequences with the huge heat caps we have.

Ive played this game since closed beta. Seen the ups and downs of all the weapon groups and mechs as they have come in and out of favor on multiple levels. Frankly the weapons overall are in a pretty decent place right now. I will admit some playstyles are overplayed and perhaps overpowered but that has nothing to do with the weapons themselves.


So have I. The game is worse now that it was a year ago. Because herp derp PPC/AC meta mid to long range game with little to no brawling is so much fun.

Weapon balance will never be achieved until they fix the heat system and change ghost heat.

#24 Turist0AT

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Posted 23 December 2013 - 12:29 PM

LPLs, and MPLs are still to hot! And ghost heat needs to go. PPCs are super hot too.

As a Phract pilot with Balistics as main. Switching to energy mechs(Jester 5LL) is just an straight downgrade and if you dont want to cook you can only stick to couple LL and ML, anything heavier and you are toasted. 2PPCs ganerate as much heat as ~60 alpha from ballistic and missiles combo.

Edited by Turist0AT, 23 December 2013 - 12:42 PM.


#25 Varent

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Posted 23 December 2013 - 12:30 PM

View PostPraetor Shepard, on 23 December 2013 - 12:06 PM, said:

Wait, Lasers are backup weapons? I stopped reading there.

So, I take it you don't like mechs with only energy hardpoints?


I feel they are support mechs, though some are capable of mounting ppc as well, depending on the configuration they can be viable but most tend to full fill more of a supportive roll.

#26 Varent

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Posted 23 December 2013 - 12:38 PM

View PostKaldor, on 23 December 2013 - 12:26 PM, said:


Not even close to being balanced....


LRMS - High Range, Overcomes soft cover, Low general overall heat for there use. When an enemy mech lacks ecm or ams coverage and are caught out in the open they can be eaten alive in seconds. Only thing that stops it is stacked ams or ecm. Tag defeats ecm, narc defeats lack of lock when used properly. people complain its op when there are tons of them raining down on you. well yes if you got caught out in the open or step outside of ecm bubble or didnt bring ams, you probly are writing your own death warrant, its cost and reward. Some players complain there underpowered because of ecm and ams etc. To this id say bring tag, wait for the right times to rain missles and use positioning well. The good players make it work still regardless.

For the most part, I agree with you. The big issue I have is that the flight path is a little too high for indirect fire without a helper like TAG or NARC, and they defeat cover far too easy. The idea of being mobile for an LRM users is extremely important, and most people fail at that, shoot at 800m and then complain.


SRMS - low weight, high damage, spread damage without artemis. low heat overall for the damage potential. Overall good weapon with the exception of hit detection but even with that said they still do tons of damage overall. great brawling weapon with the only major complaint by anyone being the hit detection, admitedly if this is the least you have to complain about id say thats doing pretty good.

SRMs are trash. Hit detection is terribad and effectively removes them as a truly effective brawling weapon.


NARC - Actually works quite well in the hands of someone who knows what they are doing with it. I run with a mech pilot who swears by it and its actually alot of fun to watch him run up and hit a mech with it while we all zone in on them with LRMS.

NARC is bad. Too heavy, too slow, too much of an investment, and honestly isnt that effective. Keep the tonnage of the weapon, but make it ammoless, with a 10sec cooldown so people dont troll with it. Make it not LOS required for shooter after firing, (unless I missed something and they changed that) and just make it last 30 seconds and remove the entire damage thing.


streak SRMS - I cant find anything wrong with these. you can bring beagle to defeat ecm if your having issues or a tag, other then that these tend to work great in the roll they are assigned to.

SSRMs are stupid easy mode. Damage is too high. Lower the damage, and change the weighting more to CT as an offset.


machine guns - roughly the same dps as a medium laser. no heat. weight cost of 1.5 effectively with ammo and 2 slots. Can usually get up to 2-3 machine guns per ton of ammo and do fine in a match. Good crit rate, great brawling weapon overall. great in its roll.

LOL. Screw this crit seeking s_it they are trying to do, and just make the weapon actually do real damage, as is fire 5 shots that do .2 damage per shot, lower ammo count slightly, and run with it. Tweak as needed.


autocannons - Generally high weight, require a good amount of ammo and some of them produce large amounts of heat when used incorrectly. Alot of slots are required and due to that they are also vulnerable to being targetted by a smart enemy who will try to take out your weapon system if its the primary one. People complain because....high alpha, lowish heat, good sustained damage on some. I would argue they paid for it with slots and weight and if your smart you should target the weapon systems or avoid them or not put yourself into a position where you are in range. People complain also because, ac2 has too much heat, and ac20 has too much heat when fired with a second. people also complain with uac5 jam chance. ac2 however is a great long range supression weapon that I would argue when used correctly can bt devastating to enemies at range. When used at range its not that hard to duck in cover every once in awhile to cool down. ac20 has rediculous alpha potential and strength that should be avoided fighting in close when you see it as an opponent. That said its not that hard if your using it to space out your shots a split second to avoid ghost heat when using two of them. Regarding uac5... I use this weapon extensively and consistently get over 1000 damage at least once a week using them. I have never had an issue with the jam chance. I kinda see that as a cost of doing business. When they jam, take cover and wait a few seconds or torso twist until they unjam then keep fighting.

ACs are good, but the triple range thing is bad for balance. AC20 being more effective at 540m than an AC10 is broken. Lots of good ideas on how to fix this, CoF past effective range, use a curve for ballistic drop off instead of line, cut range to 2x, etc.


Gause Rifle - the charge up is annoying, but that said they have amazing range and are capable of cockpitting mechs at range if you roll with two of them. they also produce no heat and can therefore be spammed to keep peoples heads down at high range as well. While the charge time makes it difficult its not impossible and honestly it has now defined this weapon as what it should be. A snipers weapon meant to be used in back with someone taking there time and lining up there shots. Thos that want to jump snipe have simply gone on to use autocanons now so it really didnt effect to much.

Good weapon all around still. Can brawl with it if you can time it right.

Lasers - high heat, lowish damage, no ammo cost, decent ranges on many of them. Lasers have and always will be backup weapons. Think of them as the sidearm your carrying around just in case your main weapon fails. That said they can be utilized as primary weapons on some mechs but those mechs usually are ones that are set into support rolls. Accept this, live with it, and move on. Yes this means your 6 laser whatever is nerfed. It does not mean you cant play it. It simply means its now a support mech with a roll as such. Its easy to throw on medium lasers to just about any mech in existence for the purpose of a backup weapon and when you combine them with enough heat sinks you can still be potent.

Lasers are the PRIMARY weapon in Battletech. Because they are so bad, we have the meta we have now. Add in bad hit detection, being too hot, ghost heat, etc... Nuff said.

Flamers - They actually do overheat mechs. I dont see much point myself in runing more then about two of them. But ive successfully kept mechs shut down while ripping them apart with autocannon and missle. Its quite funny really.

Good for you. Try that on a decent player and he will just tear you up. They actually do not work as they should. You should be able to shut someone down, you cannot actually do that in this game.

PPC - good range, good alpha, high heat, no damage under 90 meters. The end all be all jump sniping weapon. allows for high precision alpha with a large amount of heat sinks and weight invested overall to be effected. Defeated by enemies who get past the 90 meter minimum range. People complain because they dont like being jump sniped or alphaed. Those same people usually complain because they dont utilize cover properly or get in range of the ppcs minimum range either. Its pretty defeatable and balanced for what it is long as your smart and pay attention to the field of battle and dont use (scrap) builds yourself.


ERPPC - Amazing range, good alpha, omg high heat.... Not utilized much anymore just simply due to its high heat but that said it still has its uses. it works very well when used in conjunction with gause rifles on a dedicated sniping mech. It also allows you that one or two extra hits againsts mechs that get in under normal ppc range. Overall balanced for what it is when you realize its a sniping weapon.

You are about spot on here. PPCs should not be a weapon you brawl with. They are slightly overpowered with the heat mechanics used in this game as you can just alpha 2 of them over and over with no consequences with the huge heat caps we have.

Ive played this game since closed beta. Seen the ups and downs of all the weapon groups and mechs as they have come in and out of favor on multiple levels. Frankly the weapons overall are in a pretty decent place right now. I will admit some playstyles are overplayed and perhaps overpowered but that has nothing to do with the weapons themselves.


So have I. The game is worse now that it was a year ago. Because herp derp PPC/AC meta mid to long range game with little to no brawling is so much fun.

Weapon balance will never be achieved until they fix the heat system and change ghost heat.


I think we disagree on too many points here to fully and truly come to an understanding im afraid. Though it is nice to know my thoughts are shared on ppc and lrm. Lasers honestly and truly are backup weapons, always have been, even in lore for the most part and in most major builds in battletech. Even with poor hit detection I still manage to get 500+ damage on srm heavy builds. Either im amazingly good or srms still work. I dont think im amazingly good.

I would keep in mind as much as you enjoy brawling others probly enjoy jump sniping and other forms of combat as well. This game needs to cater to everyone and there individual styles. Any changes that are made need to favor everyone in turn and make it so everyone has there slice of the pie.

This is why the weapons ARE in a good place right now. Though that said there are tweaks that could be done to change the meta to make it so certain builds arent as prevalent. Still that has little to do with the weapon systems.

View PostTurist0AT, on 23 December 2013 - 12:29 PM, said:

LPLs, and MPLs are still to hot! And ghost heat needs to go. PPCs are super hot too.


They are hot to prevent high alphas. They are the way they are for a reason.

#27 Turist0AT

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Posted 23 December 2013 - 12:57 PM

View PostVarent, on 23 December 2013 - 12:38 PM, said:


They are hot to prevent high alphas. They are the way they are for a reason.



No. It just nerfs energy and some balistic combo. High alphas is still there. Those energy weapons were allready hot no need to dubbel nerf em.

#28 Kaldor

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Posted 23 December 2013 - 12:58 PM

View PostVarent, on 23 December 2013 - 12:38 PM, said:


I think we disagree on too many points here to fully and truly come to an understanding im afraid. Though it is nice to know my thoughts are shared on ppc and lrm. Lasers honestly and truly are backup weapons, always have been, even in lore for the most part and in most major builds in battletech. Even with poor hit detection I still manage to get 500+ damage on srm heavy builds. Either im amazingly good or srms still work. I dont think im amazingly good.

I would keep in mind as much as you enjoy brawling others probly enjoy jump sniping and other forms of combat as well. This game needs to cater to everyone and there individual styles. Any changes that are made need to favor everyone in turn and make it so everyone has there slice of the pie.

This is why the weapons ARE in a good place right now. Though that said there are tweaks that could be done to change the meta to make it so certain builds arent as prevalent. Still that has little to do with the weapon systems.



Lasers should be competitive. Right now they are not. At one point they were, but you paid the price in heat. Now they added ghost heat on top of lasers, and effectively broke them.

Grats on getting good damage numbers with SRMs. I do the same with mechs that focus heavily on SRM damage. However, they are too hit or miss and because of that not really viable.

I enjoy jump sniping. I still troll quite well with a 3D with 2 PPCs and 2 large lasers. I enjoy brawling as well. But brawling is bad because the brawlers dont have enough teeth to actually kill the jump sniper when they get there. Take a DDC for example, arguably the best brawler, but really lacks predictable damage once it gets there because SRMs are a crapshoot at best, and lasers are subpar. The only decent weapon it carries is the AC20. Might as well just run a Jager with 2 AC20s and be way more effective, or a Highlander or Victor with 2 PPCs and ACs. I even find my Fract 4X with 4 AC5s is a far better mech. See current meta...

The point here is that all weapon classes need to be viable, but that is clearly not the case at the moment. Mid to long range direct fire pinpoint weapons are the king, and have been for the last year. This is because SRMs and lasers, which are brawler weapons, are clearly under performing.

#29 Varent

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Posted 23 December 2013 - 12:59 PM

View PostTurist0AT, on 23 December 2013 - 12:57 PM, said:


No. It just nerfs energy and some balistic combo. High alphas is still there. Those energy weapons were allready hot no need to dubbel nerf em.


actually they made a point to state it was to nerf some of the high laser alphas as well.

#30 Turist0AT

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Posted 23 December 2013 - 12:59 PM

Specialist builds was just one trick pony that had clear weaknesses. Now every body is packing the same build.

#31 Turist0AT

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Posted 23 December 2013 - 01:04 PM

View PostVarent, on 23 December 2013 - 12:59 PM, said:


actually they made a point to state it was to nerf some of the high laser alphas as well.


Then if you enjoy pure energy builds, you just got a huge slap. You shall not fire more than one laser!

Dont want to brag or anything but Cataphracts just murder assaults now.

#32 Kaldor

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Posted 23 December 2013 - 01:04 PM

View PostTurist0AT, on 23 December 2013 - 12:59 PM, said:

Specialist builds was just one trick pony that had clear weaknesses. Now every body is packing the same build.


And there is a reason for that. Because the rest of the weapons are poor. See my last post.

#33 Varent

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Posted 23 December 2013 - 01:06 PM

View PostKaldor, on 23 December 2013 - 12:58 PM, said:


Lasers should be competitive. Right now they are not. At one point they were, but you paid the price in heat. Now they added ghost heat on top of lasers, and effectively broke them.

Grats on getting good damage numbers with SRMs. I do the same with mechs that focus heavily on SRM damage. However, they are too hit or miss and because of that not really viable.

I enjoy jump sniping. I still troll quite well with a 3D with 2 PPCs and 2 large lasers. I enjoy brawling as well. But brawling is bad because the brawlers dont have enough teeth to actually kill the jump sniper when they get there. Take a DDC for example, arguably the best brawler, but really lacks predictable damage once it gets there because SRMs are a crapshoot at best, and lasers are subpar. The only decent weapon it carries is the AC20. Might as well just run a Jager with 2 AC20s and be way more effective, or a Highlander or Victor with 2 PPCs and ACs. I even find my Fract 4X with 4 AC5s is a far better mech. See current meta...

The point here is that all weapon classes need to be viable, but that is clearly not the case at the moment. Mid to long range direct fire pinpoint weapons are the king, and have been for the last year. This is because SRMs and lasers, which are brawler weapons, are clearly under performing.


I strongly disagree on lasers needing to be competive. Give me a major reason why they need to be a premier weapon and not a support weapon?

I do believe srm are having hit reg issues (as states multiple times) but they still do just fine damage. Im actually really looking foreward to when they fix the hit reg on them.

I will say I dont see what your talking about regarding a brawler beating a jump sniper. Just let alone getting inside of there ppc range is more then enough to neuter them when you bring autcanon, srm and laser fire to bear. I would say however you may be using the wrong mech if your trying to use an atlas as a premier brawler as a jump sniper can out maneuver you and stay away enough to keep there ppc in the fight. You may want to consider more mobile brawlers.

My primary brawlers are my jager, cataphract and several medium mechs. All of them tend to perform very nicely, flank and manevuer well and punish jump snipers harshly when they get in there face.

View PostTurist0AT, on 23 December 2013 - 01:04 PM, said:


Then if you enjoy pure energy builds, you just got a huge slap. You shall not fire more than one laser!

Dont want to brag or anything but Cataphracts just murder assaults now.


Adapt and overcome? I was running a 6 large laster stalker not to long ago for laughs. I got over it.

depends on the assault, how its configured, what ranges... etc... etc... etc...

#34 Turist0AT

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Posted 23 December 2013 - 01:07 PM

View PostKaldor, on 23 December 2013 - 01:04 PM, said:


And there is a reason for that. Because the rest of the weapons are poor. See my last post.


True the rest of the weapons are poor. I take your word for it.

#35 Varent

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Posted 23 December 2013 - 01:08 PM

View PostKaldor, on 23 December 2013 - 01:04 PM, said:


And there is a reason for that. Because the rest of the weapons are poor. See my last post.


the other weapons are not poor, circumstance in what mechs are capable of fielding as well as the way jump jets function currently and there weight and how many you need to effectively jump snipe has created the current major meta.

#36 Kaldor

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Posted 23 December 2013 - 01:12 PM

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


I strongly disagree on lasers needing to be competive. Give me a major reason why they need to be a premier weapon and not a support weapon?

I do believe srm are having hit reg issues (as states multiple times) but they still do just fine damage. Im actually really looking foreward to when they fix the hit reg on them.

I will say I dont see what your talking about regarding a brawler beating a jump sniper. Just let alone getting inside of there ppc range is more then enough to neuter them when you bring autcanon, srm and laser fire to bear. I would say however you may be using the wrong mech if your trying to use an atlas as a premier brawler as a jump sniper can out maneuver you and stay away enough to keep there ppc in the fight. You may want to consider more mobile brawlers.

My primary brawlers are my jager, cataphract and several medium mechs. All of them tend to perform very nicely, flank and manevuer well and punish jump snipers harshly when they get in there face.


Let me ask you this then. Why should they not be competitive? So because you say so, 6 current weapons should get the back of the bus treatment? So ACs and PPCs should be the best weapons? Such a flawed argument...

Do you honestly know how hard it is to get inside of mobile jump sniper 90m bubble when they are in voicechat and have 2 or 3 buddies covering their a_s running the same build?

And the Atlas then, what role should a 100 ton mech have then? Let me guess lets load it up with LRMs?

Just because you play a certain way, and build your mechs a certain way, doesnt mean you are right. Youre suffering with the same narrow view PGI suffers from.

View PostVarent, on 23 December 2013 - 01:08 PM, said:


the other weapons are not poor, circumstance in what mechs are capable of fielding as well as the way jump jets function currently and there weight and how many you need to effectively jump snipe has created the current major meta.


/boggle...

B)

#37 Turist0AT

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Posted 23 December 2013 - 01:12 PM

The fun thing about JJ nerf. Is that only the crossair shakes not your actual weapons. So if your weapons are laser guided(TAG) or have a burn time like(5LL Jester) you can completly neglect the crossairshake.

#38 Kaldor

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Posted 23 December 2013 - 01:19 PM

View PostKaldor, on 23 December 2013 - 01:12 PM, said:


Let me ask you this then. Why should they not be competitive? So because you say so, 6 current weapons should get the back of the bus treatment?


Let me quote myself a sec here.

So your also saying that most mediums and almost all lights which pretty much rely on lasers as primary weapons should get scr_wed over as well?

#39 Turist0AT

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Posted 23 December 2013 - 01:21 PM

View PostVarent, on 23 December 2013 - 01:06 PM, said:


Adapt and overcome? I was running a 6 large laster stalker not to long ago for laughs. I got over it.

depends on the assault, how its configured, what ranges... etc... etc... etc...


Yeah, tell it to new players before they leave, who are overheating all the time or energy and Pulse lovers.

CTF-4X or ILYA can murder just about any assault build. long range, no minimum range, no heat, short reload times. Not many assaults can take such a beating unless they torsotwist like mad and pinpoint damage to side torsos. Damn, its offtopic, never mind.

#40 Varent

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Posted 23 December 2013 - 01:26 PM

View PostKaldor, on 23 December 2013 - 01:12 PM, said:


Let me ask you this then. Why should they not be competitive? So because you say so, 6 current weapons should get the back of the bus treatment? So ACs and PPCs should be the best weapons? Such a flawed argument...

Do you honestly know how hard it is to get inside of mobile jump sniper 90m bubble when they are in voicechat and have 2 or 3 buddies covering their a_s running the same build?

And the Atlas then, what role should a 100 ton mech have then? Let me guess lets load it up with LRMs?


Because they are secondary weapons. Always have been. They work well in secondary weapon groups. In addition nothing to say you cant play a laser boat, but you will have heat issues and function better in a support role.

Your stating my argument is flawed because you dont like it. But that does not make it any less true. They work very well where they are at and have created a good meta. Changing them would not change anything to the current meta. Honestly you would still use the same weapons on 75% of all brawlers out there.

regarding jump sniping. Do you know how hard it is for jump snipers to evade the same amount of people with jump capability and the speed to chase them down? Its very very easy. Just work together and play smart.

Atlas have and always will be great tanks and siege breakers with arms that can absorb tons of punishment, they are great at being the first through the breach to absorb the blows and then turning to lay into an opponent while there allies follow behind them.





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