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We Need To Encourage Poptarting And Pinpoint Damage


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#21 Shadow Wolf TJC

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Posted 25 June 2014 - 12:32 AM

View Postjaxjace, on 24 June 2014 - 06:22 PM, said:

you want your high alpha? try a stalker 5S or 3F load it with SRMs and M lasers, boom, 81 alpha at least, near pinpoint on IS srms, (thank you brian) they tend to always damage a single component, and make a ******* MESS of armor and critical locations. the med lasers are for backup after you burn through 5or more tons of SRM ammo out of your quad SRM6s.
Suck it clanners.

Sadly, SRMs aren't exactly reliable for pinpoint damage, since they tend to spread out from the center of where you shot at, even with Artemis. Most would hit adjacent components. Not particularly useful when you want to aim for a vulnerable CT, except in VERY close quarters.

#22 Lily from animove

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Posted 25 June 2014 - 01:02 AM

you guys can come to the Testserver today and see how poptarting works with the new falldamage.

#23 Shadow Wolf TJC

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Posted 25 June 2014 - 01:24 PM

If you want to do some poptarting there, remember to jumpjet to break your fall. Practice fuel conservation when you hear the computer state that your fuel levels are at 25%. ;)

#24 Alreech

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Posted 25 June 2014 - 01:45 PM

View PostRFMG567, on 18 June 2014 - 05:11 AM, said:

One of the Dev's in the last Vlog said that the release of these clan mechs will more or less force players into working as a team more and while this has proven to be very true, it hasn't exactly turned out that way.


The Dev is right.
I don't understand why so many players drop solo. ;)
Even when nobody on your Friendslist is active you can still went to the public Lobby, create a Group and invite some strangers to play MWO.

I also don't understand why nobody use the build in VOIP to communicate with the other 11 players.
At least someone should use the easy to use quick chat to give orders like "Attack" "Retreat" "Flank" "Hold the line". You know, the radial menu that opens and allows you to select a message with a key or by mouse movement.

Just remember: MWO is a game of teamplay, and PGI has incooperated state of the art tools to communicate and coordinate with your teammates ! :ph34r:

#25 jaxjace

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Posted 26 June 2014 - 11:53 AM

View PostShadow Wolf TJC, on 25 June 2014 - 12:32 AM, said:

Sadly, SRMs aren't exactly reliable for pinpoint damage, since they tend to spread out from the center of where you shot at, even with Artemis. Most would hit adjacent components. Not particularly useful when you want to aim for a vulnerable CT, except in VERY close quarters.

are you using srms NOT in close quarters???
they are surprisingly accurate under the 100 meter range. which is great for the oxide as a striker and the stalker as a brawler because everyone knows how hard it is to kill a stalker, and if that stalker can volly off 240 dmg in 3 strikes somebody is going to die before that stalker, guaranteed.

#26 Shadow Wolf TJC

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Posted 26 June 2014 - 02:46 PM

View Postjaxjace, on 26 June 2014 - 11:53 AM, said:

are you using srms NOT in close quarters???
they are surprisingly accurate under the 100 meter range. which is great for the oxide as a striker and the stalker as a brawler because everyone knows how hard it is to kill a stalker, and if that stalker can volly off 240 dmg in 3 strikes somebody is going to die before that stalker, guaranteed.

While I won't argue about a fast SRM boat being viable, since it can quickly close distances with enemy mechs, I have to question the overall viability of an SRM-loaded Stalker (along with slow, short-ranged assault mechs in general). From what I've played so far, it's very situational and rare for an assault mech as slow as the Stalker to get within 100 meters of its intended target (unless said target was a speedy mech armed with SRMs and/or Machineguns), since the vast majority of fights that I've witnessed between heavies and assaults happen within the 250-750 meter range. If playing on a map as open-ended as Crimson Strait or Caustic Valley, then chances are that you'll take a beating before getting within 100 meters of your target, even if using some cover. If playing on a very open-ended map like Alpine Peaks, Terra Therma, or Tourmaline Desert, then you can just forget about closing within even the SRM's range of 270 meters, let alone 100 meters.

By the way, even if Stalkers are difficult to kill, it's not as difficult to take out half of the Stalker's arsenal. If a side torso goes, then so does the arm adjacent to it, along with all the equipment on there. And from what I've seen, only the Stalker 5M and Misery can "zombie", since only they can mount weapons in their center torso. Even then, the most powerful weapon that they can mount in the center torso is a single Large Pulse Laser, which, while dealing up to 10.6 damage, has a mere 2.75 dps compared to the rest of the Stalker's arsenal, which could easily exceed 20, or even 24 dps. Moreover, I've seen builds that, while not matching the Stalker's alpha strike damage, can match or even exceed its dps potential at a longer range, usually by boating Ultra Autocannons such as the triple UAC5 Ilya Muromets.

#27 Harlock Fredrick

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Posted 27 June 2014 - 08:44 AM

learn the weakness of the clan mechs and go to smurfy and look up builds and see where the ammo is stored. Timber wolfs just shoot the missile packs and blow both off you win. low armor and fast kills. like a old saying goes. Information is ammunition

#28 jaxjace

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Posted 27 June 2014 - 01:34 PM

View PostShadow Wolf TJC, on 26 June 2014 - 02:46 PM, said:

While I won't argue about a fast SRM boat being viable, since it can quickly close distances with enemy mechs, I have to question the overall viability of an SRM-loaded Stalker (along with slow, short-ranged assault mechs in general). From what I've played so far, it's very situational and rare for an assault mech as slow as the Stalker to get within 100 meters of its intended target (unless said target was a speedy mech armed with SRMs and/or Machineguns), since the vast majority of fights that I've witnessed between heavies and assaults happen within the 250-750 meter range. If playing on a map as open-ended as Crimson Strait or Caustic Valley, then chances are that you'll take a beating before getting within 100 meters of your target, even if using some cover. If playing on a very open-ended map like Alpine Peaks, Terra Therma, or Tourmaline Desert, then you can just forget about closing within even the SRM's range of 270 meters, let alone 100 meters.

By the way, even if Stalkers are difficult to kill, it's not as difficult to take out half of the Stalker's arsenal. If a side torso goes, then so does the arm adjacent to it, along with all the equipment on there. And from what I've seen, only the Stalker 5M and Misery can "zombie", since only they can mount weapons in their center torso. Even then, the most powerful weapon that they can mount in the center torso is a single Large Pulse Laser, which, while dealing up to 10.6 damage, has a mere 2.75 dps compared to the rest of the Stalker's arsenal, which could easily exceed 20, or even 24 dps. Moreover, I've seen builds that, while not matching the Stalker's alpha strike damage, can match or even exceed its dps potential at a longer range, usually by boating Ultra Autocannons such as the triple UAC5 Ilya Muromets.

DPS is not everything, high damage helps as well. being able to kill FAST is sometimes better than dealing a lot over time, (not always though, see arrow, JRF etc)

Also stalkers are by no means slow, they kick almost 70 with the good engines and the speed tweak. more than enough to maul anything smaller than it, (especially the misery- even faster acceleration and the 1 shot light killing big gun to boot). Their high armor lets them take atlas apart with better weapon focusing. hell they can even circle **** a dire wolf.

with the srms' its not like you rush out into the open on alpine or caustic, you move with the team, and annihilate anything that moves through the ranks. In any map with cover, it becomes a whole different story.
Its viable, believe me. Especially with supporting group drops, but in pugs you can still do more than your fair share of damage if you play correctly.

The Misery with the ac20 lrg pulse 3 m las and 2 l las is a demigod. If you dont fear it, you should.

Edited by jaxjace, 27 June 2014 - 01:39 PM.






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