Koniving, on 07 August 2014 - 05:40 AM, said:
Funny thing on that, the Dire Wolves are easy to deal with. Warhawks can carry it. So can Timber Wolves. Summoner just barely makes it happen.
But the real threat are the Timber Wolves carrying this combination. Jumping + Twin ER PPC + Gauss or 1 ER PPC + twin Gauss.
YAY! But, but, what about IS and an infantry module? o.o;
Also the Elemental module and infantry module should be limited to the respective sides.
Disagree with the Timby thing. Even before the JJ change, in order to load the 2 ERPPC and 1 Gauss build, you had 2-2.5 tons of ammo and pretty much the stock 15 DHS. Now that you need at minimum 4 jump jets to get off the ground (and, ideally, 5 to actually get some air), that is between 2 and 3 additional tons you need that, well... you simply cannot afford. I have been seeing people run the 2/1 build, but without jump jets worth a damn, they are usually ground based, and given the low slung location of the weapons you need to really expose the mech to use the systems. Tickle the right torso and they get stripped too. CTF is retaining its poptart heavy king title, though obviously it is less survivable due to the IS XL Engine and mondo side torsos.
In the case of the Warhawk, most you get is 1 Gauss, 3 tons of ammo, and 2 ERPPC with 5 tons left over. You might be able to squeeze a third ERPPC in there at the cost of armor, but the 30 pinpoint that arm does is not worth the shutdown (or near shutdown) that generates due to ERPPC+Ghost Heat. Weapon locations necessitate ample exposure to the enemy.
A 35 pinpoint alpha hurts, but not much more than double gauss Jagers, and those suckers can go hull down. Way more concerned about Double Gauss Jagers than either the Wolf or the Hawk with the 2/1 loadout. Esp a Firebrand with 2 gauss, 2 mlas in the arms, and 5 tons of gauss ammo. Then you technically exceed the damage of the 2/1 to a given specific location at ~400 meters.
I absolutely do agree about the Dire Wolf, though. I mean, it sucks to be caught in front of a 2/2 or 3/2 Dire Wolf. Drops you stupidly fast with no room for counterplay if you just so happen to be in front of the damned thing.
However I have solo'd enough of those beasties to know they have some serious, and totally exploitable design flaws.
That said, any build that allows no room for *counterplay is broken IMO. It might be technically realistic to build for that intention in a war simulator, but it makes for bad gameplay experiences. How easy it is to use makes it even more horrible. Lots of reward for little risk or effort. :\
*counterplay as defined as a method of moving defensively or offensively that can adequately counter the damage source, such as armor rolling vs lasers or ducking in and out of cover to deal with autocannon streams.
Also, yeah. NGNG made me wince more than once with their suggestions. I hope to god they do not get listened to seriously. It was all very heavy handed, very reactionary, and myopic IMO. Personally? I favor small changes with high frequency. Test a small change, see the results, change again if needed, instead of CHANGE ALL THE THINGS and pick up the pieces later.
Edited by Pariah Devalis, 07 August 2014 - 05:57 AM.