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People Are Playing Daishi Wrong?


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#41 Dolph Hoskins

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Posted 16 June 2014 - 08:04 AM

View PostPygar, on 16 June 2014 - 07:53 AM, said:

I can't speak for piloting Diashi- but one thing I can say, is that because of all the new stuff, and because winning on the test server doesn't really count, I found it really difficult to be patient or focused in battles... so what you might have been seeing has more to do with players being in "test mode" rather than really playing the game seriously.


I have a story that can attest to this.

Forest Colony map, in my daishi. Early on a friendly light says enemy in the tunnel. So I promptly lumber my way over to point all of my guns right around the corner of the tunnel exit along with maybe 2 other teammates.

As soon as 3 enemy mechs step out of the tunnel one guy on our side runs up point blank to them engaging all 3 of them while effectively blocking off all of our lines of sight.

So I said **** it, he is dead anyways and is blocking my shots. So I started unloading everything I could at reds, if that fool took some AC 20 in the back oh well.

Needless to say the rambo teammate fell pretty quick, but those 3 mechs backed up really fast back into that tunnel afterwards.

Ended up losing that match but that moment was just perfect. So yeah, I didn't really take the test server seriously at all and only played a couple of matches.

#42 Xarian

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Posted 16 June 2014 - 08:05 AM

In my experience, the Daishi takes damage perfectly well. Its arms and RT/LT are close enough to the CT that the damage gets spread around. In all my games on the test server, I never got cored once in my Daishi. I would almost always lose arms first (one game, and only one game, did my RT get taken out before my arm).

It's slow and has an extremely slow turn rate. No arm servos, so you're limited to torso twist in the horizontal direction. But it's not a CT magnet like the Awesome or even the Atlas.

#43 Trip Hammer

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Posted 16 June 2014 - 08:16 AM

View PostThunder Child, on 16 June 2014 - 03:18 AM, said:

Pinpoint Damage strikes again. In TT, these things were as terrifying as Atlai (Atlas'? Atlases? Atlasipottamus?), only they were Clan tech, which turned it up to eleven. With random hit allocations, they could tank all day every day, and keep putting out the damage.
In MWO however.... people can just aim centre mass, and unload. And because the poor D-Wolf has such a huge centre mass (he's not fat, just big boned), he eats all that damage real quick, and keels over. And because he is built to play like an Assault Mech (limited manoeuvrability) and can't mount a bigger engine, he can't even resort to the necessary evil of the torso dance.
As such, he has been relegated to the role of second line fire support while the more nimble mechs distract the enemy.
That's MWO for ya.


And yet the Germans and Americans used similar tactics in WWII with their tanks. Specifically using Panzer IV to move ahead of the larger slower, less maneuverable Tiger and Panther tanks. I think that the Russians used the same tactics and to a lesser degree the Americans (because lets face it American tanks were built with a different tactic in mind).

So I don't really understand your your complaint here.

#44 Cavendish

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Posted 16 June 2014 - 08:18 AM

And this is why they need to remove the link between torso-twist and engine size. Give every mech a flat twist value, let it be modified by the pilot skill and leave it be.

Example is playing an Atlas with a 300 engine vs a Boars Head with an 400XL engine, the Boars Head feels like a fragging ballerina and can roll damage to a rediculous degree compared to the 300 engine 2 second right shoulder vaporized Atlas.

#45 Trip Hammer

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Posted 16 June 2014 - 08:19 AM

View PostThe Ripper13, on 16 June 2014 - 08:04 AM, said:


I have a story that can attest to this.

Forest Colony map, in my daishi. Early on a friendly light says enemy in the tunnel. So I promptly lumber my way over to point all of my guns right around the corner of the tunnel exit along with maybe 2 other teammates.

As soon as 3 enemy mechs step out of the tunnel one guy on our side runs up point blank to them engaging all 3 of them while effectively blocking off all of our lines of sight.

So I said **** it, he is dead anyways and is blocking my shots. So I started unloading everything I could at reds, if that fool took some AC 20 in the back oh well.

Needless to say the rambo teammate fell pretty quick, but those 3 mechs backed up really fast back into that tunnel afterwards.

Ended up losing that match but that moment was just perfect. So yeah, I didn't really take the test server seriously at all and only played a couple of matches.


That and its likely that not everyone took the time to spend exp on the test server. I know that I heard someone saying that they had spent GXP but when I looked at my skills tap I didn't have any GXP to spend.

#46 ShadowWolf Kell

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Posted 16 June 2014 - 08:22 AM

View PostDracol, on 16 June 2014 - 03:30 AM, said:

How to make a push with a Daishi:
1. Be with a group
2. Be the second mech to appear before the enemy
3. Core out multiple mechs while the initial ally target is taken down
4. Complete take over of battlefield with number superiority

If you are focused in a Daishi, you are dead. But then again, same thing happens to Atlai. Probably why so many Atlai ended up becoming missile boats.


5. Hope the enemy doesn't have PP meta.

#47 Khobai

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Posted 16 June 2014 - 08:24 AM

Quote

lol,
I put dual LRM20s on my kit fox...


Yeah except I have 35 tons of other weapons on my Daishi too :D

A decent "balanced" build is x2 UAC10s, x4 ERML, and x2 LRM20s. I always did at least 500 damage with that build and upwards of 900 damage in some games. So its definitely capable of breaking 1000 if your teammates are bad enough.

Although im sure ill be dropping the LRMs in favor of CERPPCs/CERLLs once radar deprivation catches on.

Edited by Khobai, 16 June 2014 - 08:30 AM.


#48 focuspark

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Posted 16 June 2014 - 08:25 AM

View PostKhobai, on 16 June 2014 - 02:10 AM, said:

Although I expect LRMs will be completely terrible once the radar deprivation module catches on.


I expect a giant nerf bat coming for that module and quickly. More likely changed to a 200% faster radar deprivation module because right now it's too easy to completely ignore LRM and SSRM by just running smart and quickly.

#49 ShadowWolf Kell

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Posted 16 June 2014 - 08:35 AM

View Postfocuspark, on 16 June 2014 - 08:25 AM, said:


I expect a giant nerf bat coming for that module and quickly. More likely changed to a 200% faster radar deprivation module because right now it's too easy to completely ignore LRM and SSRM by just running smart and quickly.


The alternative is for them to nerf LRM and SSRMs which I think they're relatively happy with where they are at now. Really don't expect it to be changed as it was obviously intentional given they also added in a NARC module to specifically counter it.

Edited by ShadowWolf Kell, 16 June 2014 - 08:36 AM.


#50 DAYLEET

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Posted 16 June 2014 - 08:35 AM

View PostCavendish, on 16 June 2014 - 08:18 AM, said:

And this is why they need to remove the link between torso-twist and engine size. Give every mech a flat twist value, let it be modified by the pilot skill and leave it be.

Example is playing an Atlas with a 300 engine vs a Boars Head with an 400XL engine, the Boars Head feels like a fragging ballerina and can roll damage to a rediculous degree compared to the 300 engine 2 second right shoulder vaporized Atlas.


The Boarhead better be able to torso twist better with a xl400. And he still will when the torso twist mechanic is revamped, the twist will be based-locked on stock value when you bought the mech.

Edited by DAYLEET, 16 June 2014 - 08:35 AM.


#51 Solahma

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Posted 16 June 2014 - 08:41 AM

I have to say, it was pretty horrifying to watch a 6 Daishi ballistic train walk through my team on one occasion. Just rolled on through and wrecked everything...

#52 Khobai

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Posted 16 June 2014 - 08:45 AM

Quote

when the torso twist mechanic is revamped, the twist will be based-locked on stock value when you bought the mech.


When did PGI say they were revamping torso twist? Not that I disagree with it. Less customization is exactly what IS mechs need.

#53 Nicholas Carlyle

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Posted 16 June 2014 - 08:50 AM

View PostKhobai, on 16 June 2014 - 08:45 AM, said:

When did PGI say they were revamping torso twist? Not that I disagree with it. Less customization is exactly what IS mechs need.


Agreed, and I think it's a good idea to limit the twist at this point. It means that light mechs won't have to go 150kph to survive.

#54 ShadowWolf Kell

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Posted 16 June 2014 - 08:50 AM

View PostKhobai, on 16 June 2014 - 08:45 AM, said:


When did PGI say they were revamping torso twist? Not that I disagree with it. Less customization is exactly what IS mechs need.


As far as I know, they plan to revamp pilot trees and how module slots work. Haven't heard a peep about torso twist.

#55 Solahma

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Posted 16 June 2014 - 08:55 AM

Do you mean the quirks based on the chassis and omnipods selected? Each had their own benefit or detriment in the PTS.

Edited by Solahma, 16 June 2014 - 08:56 AM.


#56 Bhael Fire

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Posted 16 June 2014 - 08:56 AM

View PostThunder Child, on 16 June 2014 - 03:18 AM, said:

Pinpoint Damage strikes again. In TT, these things were as terrifying as Atlai (Atlas'? Atlases? Atlasipottamus?)


Atlases.

The plural of Atlas is Atlases.

http://dictionary.re...om/browse/atlas

#57 Solahma

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Posted 16 June 2014 - 08:58 AM

Atlots*

#58 Trauglodyte

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Posted 16 June 2014 - 09:20 AM

View PostHellJumper, on 16 June 2014 - 01:59 AM, said:

ok i was looking at the test server streams from the first test and then the last night one. one thing that i have come to notice is that people try to be on the front with the daishi, taking hits and thinking because they are carrying a lot of ballistics they can kill anything within seconds and move one. what they are not realizing is that its got a huge CT which means its a big target and way too easy to hit. so i wonder why is it that players in public test server are using it as a front line mech which can take a lot of hits and damage?


Sounds like the Atlas disease. OR, rather, typical PUG cowardice letting the Daishi walk forward cause the lighter mechs don't want to get shot at. Oh noz!!!

#59 Agent 0 Fortune

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Posted 16 June 2014 - 09:31 AM

Of course people are on the front line with Diashi, When your drop is 10 Diashi, a kitfox and a disconnect, you have no choice.

#60 Nicholas Carlyle

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Posted 16 June 2014 - 09:36 AM

View PostTrauglodyte, on 16 June 2014 - 09:20 AM, said:

Sounds like the Atlas disease. OR, rather, typical PUG cowardice letting the Daishi walk forward cause the lighter mechs don't want to get shot at. Oh noz!!!


My best game was on Canyon, 721 damage with a Kit Fox, ECM 2 SRM 6's 2 MG's and an ER LL. I killed two Daishi's from yellow to dead. They just could not deal with me being able to change levels.





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