Anyone Else Find The Founders Mechs Incredibly Fragile?
#21
Posted 02 May 2014 - 02:19 PM
#22
Posted 02 May 2014 - 02:31 PM
Jun Watarase, on 02 May 2014 - 06:54 AM, said:
Jenner : ECM is god. No reason to use a non-ecm light.
While the founder's Jenner isn't my favorite Jenner, it's still a solid mech. There are, in fact, MANY reasons to use Jenners and Firestarters over the ECM lights. You've been around long enough that no one should have to point these out to you.
#23
Posted 02 May 2014 - 02:47 PM
DeRazer, on 02 May 2014 - 04:40 AM, said:
Don't know whether it's a hit registration issue or just that it's vulnerable to the meta play...
It blew my mind that they didn't reduce its CT hitbox at all in the last pass. It's obviously the largest CT of any mech in MWO by a mile, but they actually made it a fraction bigger by reducing the head hitbox. I'm not claiming this additional hitbox area makes a tactical difference, but it's still a joke how large the Catapult CT is. Combine this with the current meta of high pinpoint damage weapons and you have a bad combination; A mech that has no arms, so it must face opponents head-on to fight, but has the largest CT in the game, AND the opposing weapons can nearly core it in two direct-hit salvos.
The only luck I've had in my Founder's Catapult is by having 2xLRM-15 with 2xLLaser and 2xMLasers. I stick a bit behind the team, using LRMs and hope to live until the end of the match, when most of the enemies are (hopefully) weak. Then I can mop up effectively without fear of near-instant death.
Edited by ShadowVFX, 02 May 2014 - 02:48 PM.
#24
Posted 02 May 2014 - 02:51 PM
Been around for forever, so every tom, nick and barry knows what it can do and where to hit it.
#25
Posted 02 May 2014 - 02:55 PM
Quote
I find ALL mechs incredibly fragile.
The problem is we went from 8v8 to 12v12, which increased damage and focus fire by 50%, but mech survivability was never increased proportionally. The result is that our armor feels like its made of wet paper bags.
They need to increase internal structure by 50%-100%.
#26
Posted 02 May 2014 - 03:01 PM
Really, TTBK versus Premades like this and other Top-Dog-Groups is a "Blink of an Eye" regardless what Mech you field.
#27
Posted 02 May 2014 - 03:02 PM
Khobai, on 02 May 2014 - 02:55 PM, said:
I find ALL mechs incredibly fragile.
The problem is we went from 8v8 to 12v12, which increased damage and focus fire by 50%, but mech survivability was never increased proportionally. The result is that our armor feels like its made of wet paper bags.
They need to increase internal structure by 50%-100%.
TTK is definitely too low, but the problem with increasing anything by percent (which they did to armor already) disproportionately advantages assaults: a locust getting double internal structure might be able to survive one more direct AC10 round, but an Atlas with double structure will be able to take a *lot* more punishment.
Frankly, I think double armor is part of why mediums are so shafted--that hundred percent increase widens the gap between them and heavier mechs that much more.
#28
Posted 02 May 2014 - 03:04 PM
Quote
yes but small scaling and high speed disproportionately benefits lights. weve all seen a spider run past our team and get shot at by our whole team and survive. light mechs can already take more punishment than assaults in this game. so I see no problem with buffing assaults a little.
the real loser is mediums though. somethings gotta be done with mediums to bring them upto par.
#29
Posted 02 May 2014 - 03:18 PM
l33tworks, on 02 May 2014 - 04:36 AM, said:
For example I was just playing my Founders Catapult, in Frozen city jumping over the hill LRMing and back down. I did this for 2-3 minutes non stop, someone LRM locks me a single time, I see what looks like 2xLRM 15 at at most, it hits me behind cover, and I am at critical damage front left torso from that single salvo?
Ditto for the Founder Atlas. I know for a fact the whole left side of the head used to register as a headshot a few months ago, not just the eye, not sure if they fixed that, but it shows it is possible for the Founders mechs to take damage differently to the rest.
Even if we ignore that the whole mech just dies quicker than an Atlas should.
Rarely take out the Founders anymore (aside from the Atlas) but I took my Cat out for a spin for the first time in a long time (and first time since the stat wipe). Used to run 3LL but ran it as a jumpsniper for the first time ever (2 ERPPC with a ton of DHS).
Averaged 549.5 damage in the two games I played. Didn't seem any more fragile than normal but I'd have to run it more to see.
#30
Posted 02 May 2014 - 03:28 PM
#31
Posted 02 May 2014 - 03:43 PM
hunchback is a beast in stock games
#32
Posted 02 May 2014 - 04:02 PM

To the OP though, I do agree that my founders Catapult feels much more fragile than my other (K2). The K2 seems like it can take a few heavy hits and barely be out of the yellow, whereas my founders Catapult barely takes a glancing shot from a 2 ER Large Raven @ 1200m and it puts my CT in the orange. No idea.
Edited by Aresye, 02 May 2014 - 04:09 PM.
#33
Posted 02 May 2014 - 04:11 PM
DocBach, on 02 May 2014 - 03:43 PM, said:
hunchback is a beast in stock games
Off-topic, I know, but bear with me.
Using stock 'Mechs, how well is the game balanced?
#34
Posted 02 May 2014 - 04:12 PM
Edited by Creovex, 02 May 2014 - 04:13 PM.
#35
Posted 02 May 2014 - 04:40 PM
DocBach, on 02 May 2014 - 03:43 PM, said:
hunchback is a beast in stock games
That is awesome. If I didn't play weird inconsistent hours I would jump into that and never pug drop again.
#36
Posted 02 May 2014 - 04:43 PM
Tynan, on 02 May 2014 - 02:31 PM, said:
Now I have better context to the complaints... so much of this would've been true a year+ ago... not now.
#38
Posted 02 May 2014 - 04:49 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users




















