Pop-Tarts And The New Module Instant Target Loss
#21
Posted 28 May 2014 - 07:02 PM
#22
Posted 28 May 2014 - 07:04 PM
Imperius, on 28 May 2014 - 06:46 PM, said:
Well they weren't very specific when then described it. I believe (hope) that it works like Levi described. It will create instant target loss for anyone not carrying Advanced Target Decay, and reduce it for those that are (basically negates it).
#23
Posted 28 May 2014 - 07:17 PM
Ph30nix, on 28 May 2014 - 06:58 PM, said:
if so this will be the strongest pay to win item in the game and it truely wil be pay to win.
if you can get it with cbills later then.... its just plain OP.
No everyone can buy them. The clan pack only part is cosmetic versions or they make certain sounds.
XenonCx, on 28 May 2014 - 07:04 PM, said:
Well they weren't very specific when then described it. I believe (hope) that it works like Levi described. It will create instant target loss for anyone not carrying Advanced Target Decay, and reduce it for those that are (basically negates it).
Still a buff to poptarts though, unless they actually nerf the ability to fire while JJ
#24
Posted 28 May 2014 - 07:21 PM
If you're firing at a good/great poptarter, countering with missiles is a bad idea because they're going to shift positions the second that they land. That means, even without the module, if you're firing at an excessive range, the missiles would simply land on the ground doing no damage anyway. If you're firing at a poor poptarter, they're not going to move which means the missiles land on them with or without the module. And, as I wrote above, if you're doing any of this without Target Decay and/or a spotter, you are wrong.
#25
Posted 28 May 2014 - 07:26 PM
Trauglodyte, on 28 May 2014 - 07:21 PM, said:
If you're firing at a good/great poptarter, countering with missiles is a bad idea because they're going to shift positions the second that they land. That means, even without the module, if you're firing at an excessive range, the missiles would simply land on the ground doing no damage anyway. If you're firing at a poor poptarter, they're not going to move which means the missiles land on them with or without the module. And, as I wrote above, if you're doing any of this without Target Decay and/or a spotter, you are wrong.
I use target decay to see when they are going to pop up again to time my shot for them to "fly into it" I'm a gauss sniping Ilya... It doesn't just nerf added missile suppression. It's still a buff IMO, just throwing out my perspective you may have overlooked
#27
Posted 28 May 2014 - 07:46 PM
#28
Posted 28 May 2014 - 07:53 PM
#29
Posted 28 May 2014 - 07:58 PM
I'm not being trolled. His hamhanded attempts at balance are slapstick humor at it's finest.
#30
Posted 28 May 2014 - 08:03 PM
#31
Posted 28 May 2014 - 08:30 PM
Trauglodyte, on 28 May 2014 - 07:21 PM, said:
Oh I won't say nothing changes. It'll get more difficult. But nothing a LRM specialist can't handle. I'm already waiting for good strong locks which won't be affected by this module much (since good strong locks means someone is having good LOS on the target), or when the enemy shows himself well enough. It'll make a difference against dug in enemies who are using cover smartly, but that's just another tactical problem we'll just have to get better at solving.
Flaming oblivion, on 28 May 2014 - 07:53 PM, said:
Nah. LRMs have a lot of tactical usage and it's more psychological anyway. I'm happy to keep a few around just so that I can scare the pants off people who should know better.
#32
Posted 28 May 2014 - 08:47 PM
#34
Posted 28 May 2014 - 09:10 PM
#35
Posted 28 May 2014 - 09:11 PM
Flaming oblivion, on 28 May 2014 - 08:03 PM, said:
They should be the weakest direct fire weapon since they are the only weapon that can do indirect fire. Besides unless you let the enemy get within 180m they're not weak at direct fire anways.
#36
Posted 28 May 2014 - 09:16 PM
Tekadept, on 28 May 2014 - 08:47 PM, said:
Sure, just like it did with ECM.
I'm rather concerned about the obvious P2W nature of this module. Frankly, I think the whole targeting system in this game should be overhauled to make light and medium scouts and strikers viable. Inner Sphere mechs should not be able to share targeting data in the year 3050 (they don't have C3) and lock should be much harder to achieve and maintain in general. Right now it's just suicide trying to attack the flanks or rear of an enemy formation in a non-ecm mech because you're spotted so easily and your position is instantly relayed to all mechs on the enemy team. It's no wonder tactics play such a limited role in this game compared to ability to jumpsnipe.
.
Edited by 5th Fedcom Rat, 28 May 2014 - 09:19 PM.
#37
Posted 28 May 2014 - 09:19 PM
Tincan Nightmare, on 28 May 2014 - 04:55 PM, said:
Have they announced if you can add JJ's to a clan variant that doesn't carry them? Because if you can't, Timber Wolfs won't be poptarting since none of the variants announced uses JJ's. Mad Cats will always land on their feet because they don't jump.
So pretty much the customization of clan mechs will come downto we can only customize what gun pods we carry on the arms?
we cant change engine, heatsinks, JJ, speed, armor or anything?
#38
Posted 28 May 2014 - 09:21 PM
LordKnightFandragon, on 28 May 2014 - 09:19 PM, said:
So pretty much the customization of clan mechs will come downto we can only customize what gun pods we carry on the arms?
we cant change engine, heatsinks, JJ, speed, armor or anything?
Engine cannot be changed no matter what. Heatsinks can be added to the design, but you can't remove your hardwired "base" sinks (i.e. Daishi must carry at least 15 DHS at all times). Armor is rumored that we can modify it, but not confirmed. You can modify JJs if you have JJ hardpoints and your mech doesn't have them hardwired into the base config (Thor and Black Hawk, for example, have them hardwired so you can't remove them).
#39
Posted 28 May 2014 - 09:47 PM
Imperius, on 28 May 2014 - 04:05 PM, said:
Let's discuss... I would add a poll but #LostTech <-(Yup, I had to add that part)
This was my face after I heard about that module.
well poptarts will suffer from increased falldamage... heavier mechs will get that increased scaled by weight, so good luck assault bunnies ( i hope they make it really hurt )
Edited by Alex Warden, 28 May 2014 - 09:47 PM.
#40
Posted 28 May 2014 - 09:54 PM
Where a Lightmech can put on a module to quadruple his energy weapon damage for 2% more heat....only down side is a 10% change the weapons might explode in his face....lol.
So a Light mech just runs up with 2 ER PPC to the back of a Atlas and cores it out in 1 shot lol....
Or a Hunchie who gets Rapid fire mode and is able to punch out like 10 AC20 rounds in 1 1/2 seconds and destroy everything in his path...
While Assault gear, Gauss Rifles, PPC, AC10 and 20 get nerfed into the ground and become kinda lame overall.
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