shellashock, on 31 January 2014 - 05:45 PM, said:
First, don't like your own post. It's bad form. Second, you aren't refuting his statement at all. You are just making the assumption that pop tarts are vulnerable to lrms, arty strikes, and lights. Almost any good pop tart you find in this game will not be jumping up and down in the same location; they will be moving from location to location. This makes hitting them with an arty strike extremely difficult. In addition, their exposure time is so low that it is extremely unlikely that any lrms will be able reach and hit the pop tart because they will lose lock so fast. Finally, almost every pop tart I see nowadays have 3-4 streaks or a partner to counter lights.
IIRC, the proper counter to pop tarts are in-your-face brawlers with heavy punches that are currently limited by borked srms. That is what needs to be fixed, not skewing the balance even further by making what makes pop tarts so powerful (the ability to maximize damage in extremely tiny exposure windows through the use of JJ) even stronger. In addition, just saying "If you don't like dying to pop tarts, become a better one yourself.", won't cut it here. There needs to be counters to every tactic, or that tactic will become the dominating one.
That said, I would like to see vector thrusting for JJ, but recharging fuel in midair will not go over well at all with the community from a game balance standpoint.
Also, you are debating an argument wrong if you have to resort to ad hominum about his piloting skills.
First, its my post so of course I LOVE it, LOL
Second, You seam to think that any one that shoots at you wile using jump jets is a pop tart. so lets get some definations straight.
pop-tart: jumps up and down in one spot unloading a high damage pinpoint alpha.
Jumpsniper: delivers a high damage pinpoint alpha, then moves to a new spot and does it again, may pop-tart if the spot requires it.
3D combat: Mechs built for agility, and speed don't have the tonnage left to carry a high damage alpha, but in the hands of a skilled pilot and gunner can pull off a high damage match.
An example of 3D combat
I break cover at over 100 kph, rock your cockpit with my SRM6+ ARITMIS ,and hit the jump jets. As I fly across your flank above your torso guns, I spin my mech, wile torso rotating so that Guns are on your six and my feet are pointed toward cover. I land and unload my 6 in your 6, then give you lasers and machine guns as I disappear back out of sight , in cover, as you unsuccessfully try to get a bead on me. Now, if this has gone as practice I give a yea-haw, then an evil chuckle because from here you got three options, and I got a answer for them all. You best be a better pilot than me or you get my 6 in your 6 again. Your only winning option would be teamwork, luring me to your teams line of sight for coordinated fire.
Third don't lie,and put words in my mouth that are not mine the exact quote was" The only way you wont get out classed by a good Jump Jet pilot is to become a better one yourself, so buck up, buckle down, and practice." Also I don't like the insinuation that I am a pop-tart, I am much better than that,and still improving. I practice what I preach.
Also, from the posts I can infer your tactics, from your tactics I can broadly infer your skill level. So when I say buck up, buckle down, and practice I mean it as a positive encouragement to learn the funnest part of being a mech pilot.
Finally You have side stepped the issue, High damage pinpoint Alphas are what core you not Jump Jets.
Edited by Reefwalker, 31 January 2014 - 09:51 PM.