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This Patch, Gargamel
Started by Zordicron, Apr 07 2015 08:08 PM
9 replies to this topic
#1
Posted 07 April 2015 - 08:08 PM
Ran all three variants (nope not the store one, don;t own it yet) tonight, first time in a while. Wanted to see the +structure quirks in action mostly.
Results: Well done PGI, well done. The chassis with the significant +structure quirks IMO has raised the tankyness of this mech up. Up enough it feels like it has the durability of a mech ten tons heavier. Considering the speed it has inherent, the chassis felt much more enjoyable.
loadouts, for the curious:
Two variants have a LBX20, one with 5ERML, the other with 4ERML and 2ERSL.
The third has 2x LPL and 2xERML( I do not like this loadout as much as my boomfist ones)
Note- These loadouts were made basically at Wave 2 release, so I was familiar with them.
The minor LBX quirks made a slight range/utility improvment. Otherwise unsurprisingly weapon wise the gargamel didn't feel much different. The real star is it's newfound ability to roll damage on a whole level above what it used to. Yeah, it still a giant ugly Gargamel that stands a mile high, and yeah, structure buffs don't save stuff from crits like armor does. But it's still a very notable improvment IMO. One match in the LPL variant on Frozen City I went toe to toe with a dakka wolf while his Mad Dog pal was trying to Lurm me from a couple hundred meters back. I survived, and all but killed the DWF off(little Urbie pal came and finished it off at orange CT internals, GO URBIES) and had plenty of mech left to stomp down the now panicking Mad Dog LURM boat. In the end I was showing internals everywhere and lost one LPL, but most internals were still yellow. I found this to be notably better then previous outings where the mech just seemed to fold up once a ST went because of the heat penalty and firepower loss.
DAT Prime RT, suffice to say i will be in bad bad shape before I lose my boomfist arm to a ST loss. And it played a world better that way IMO.
Results: Well done PGI, well done. The chassis with the significant +structure quirks IMO has raised the tankyness of this mech up. Up enough it feels like it has the durability of a mech ten tons heavier. Considering the speed it has inherent, the chassis felt much more enjoyable.
loadouts, for the curious:
Two variants have a LBX20, one with 5ERML, the other with 4ERML and 2ERSL.
The third has 2x LPL and 2xERML( I do not like this loadout as much as my boomfist ones)
Note- These loadouts were made basically at Wave 2 release, so I was familiar with them.
The minor LBX quirks made a slight range/utility improvment. Otherwise unsurprisingly weapon wise the gargamel didn't feel much different. The real star is it's newfound ability to roll damage on a whole level above what it used to. Yeah, it still a giant ugly Gargamel that stands a mile high, and yeah, structure buffs don't save stuff from crits like armor does. But it's still a very notable improvment IMO. One match in the LPL variant on Frozen City I went toe to toe with a dakka wolf while his Mad Dog pal was trying to Lurm me from a couple hundred meters back. I survived, and all but killed the DWF off(little Urbie pal came and finished it off at orange CT internals, GO URBIES) and had plenty of mech left to stomp down the now panicking Mad Dog LURM boat. In the end I was showing internals everywhere and lost one LPL, but most internals were still yellow. I found this to be notably better then previous outings where the mech just seemed to fold up once a ST went because of the heat penalty and firepower loss.
DAT Prime RT, suffice to say i will be in bad bad shape before I lose my boomfist arm to a ST loss. And it played a world better that way IMO.
#2
Posted 07 April 2015 - 10:10 PM
Poor Victors cry in the corner.
#3
Posted 07 April 2015 - 10:23 PM
Well, it was acceptable before, now will be even better.
#4
Posted 07 April 2015 - 11:04 PM
kapusta11, on 07 April 2015 - 10:10 PM, said:
Poor Victors cry in the corner.
I wish that they would get the same armor quirks as the Zeus. They won't because of their worthless JJ's. Too many people still have it out against poor old Vic. He'll be in a old mechs home before he get's the armor that the other 80 tonners now have....
#5
Posted 07 April 2015 - 11:26 PM
I have not run it yet.
I'm sure it's actually unimpressive, since I've done all the research on the quirks that I could.
Fortunately, the Gargles-A did get certified by me to keep all 8-omnipods intact. Every other mech... lol no.
I'm sure it's actually unimpressive, since I've done all the research on the quirks that I could.
Fortunately, the Gargles-A did get certified by me to keep all 8-omnipods intact. Every other mech... lol no.
#6
Posted 08 April 2015 - 08:00 AM
Call me crazy, since I haven't been doing so well in the Gargles, I tried running 2 LBx5 and 1 ERML (Told you I am crazy), and for my complete surprise it actually worked. It takes a lot of face time, but the recent buffs to survivability made it work.
That being said, it is still a very wonky and derpy mech to drive, with the arms weapons hitting most things but the target.
I still think it needs a model revision to either lower the cockpit or raise the arms, since most times it is just frustrating to aim. Maybe add a special quirk that allows lower arm actuator with ballistics to facilitate the aiming in the Prime variant.
Oh , and add at least 1 hardpoint on the CT for all variants, since that hardpoint can be game-changing if you loose your gorilla arms.
That being said, it is still a very wonky and derpy mech to drive, with the arms weapons hitting most things but the target.
I still think it needs a model revision to either lower the cockpit or raise the arms, since most times it is just frustrating to aim. Maybe add a special quirk that allows lower arm actuator with ballistics to facilitate the aiming in the Prime variant.
Oh , and add at least 1 hardpoint on the CT for all variants, since that hardpoint can be game-changing if you loose your gorilla arms.
#7
Posted 08 April 2015 - 08:10 AM
Ya its a huge improvement, not that it wasnt good to begin with though.
If you utilize every omni pod with the maximum armor / structure bonus, you get an additional 87 HP which is noticeable. Especially over a TBR, gives some people a little bit more of a reason to take one.
If you utilize every omni pod with the maximum armor / structure bonus, you get an additional 87 HP which is noticeable. Especially over a TBR, gives some people a little bit more of a reason to take one.
Edited by DONTOR, 08 April 2015 - 08:11 AM.
#8
Posted 08 April 2015 - 02:53 PM
TheCobra, on 08 April 2015 - 08:00 AM, said:
Call me crazy, since I haven't been doing so well in the Gargles, I tried running 2 LBx5 and 1 ERML (Told you I am crazy), and for my complete surprise it actually worked. It takes a lot of face time, but the recent buffs to survivability made it work.
That being said, it is still a very wonky and derpy mech to drive, with the arms weapons hitting most things but the target.
I still think it needs a model revision to either lower the cockpit or raise the arms, since most times it is just frustrating to aim. Maybe add a special quirk that allows lower arm actuator with ballistics to facilitate the aiming in the Prime variant.
Oh , and add at least 1 hardpoint on the CT for all variants, since that hardpoint can be game-changing if you loose your gorilla arms.
That being said, it is still a very wonky and derpy mech to drive, with the arms weapons hitting most things but the target.
I still think it needs a model revision to either lower the cockpit or raise the arms, since most times it is just frustrating to aim. Maybe add a special quirk that allows lower arm actuator with ballistics to facilitate the aiming in the Prime variant.
Oh , and add at least 1 hardpoint on the CT for all variants, since that hardpoint can be game-changing if you loose your gorilla arms.
If you are going to run twin LBX5's, why not put some SRM on those arms too then for more punch? IMO, I prefer one big LBX and several ERML for the mix of range and close up punch(plus the LBX run cooler then a gang mount of ERML)
My favorite loadout has been an LBX20, and 4 ERML in arms, and then whatever CT points allow, 2 ERSL in one and a ERMl in another.
PGI hit the nail on the head, this chassis needs to expose to work, and it makes a bad sniper mech. Giving it bonus health so to speak allows it to be a point man on a fast flanking group(like a couple mediums and an ECM raven for example) which is where this mech fits into the game IMO- "speedy" support fire response mech for force multiplyer style play. Basically, a 300 foot tall medium but with some real guts now to take a pounding, at least IMO a good bit more then before. It was a solid step in the right direction for this chassis.
#9
Posted 08 April 2015 - 03:20 PM
Eldagore, on 07 April 2015 - 08:08 PM, said:
Ran all three variants (nope not the store one, don;t own it yet) tonight, first time in a while. Wanted to see the +structure quirks in action mostly.
Results: Well done PGI, well done. The chassis with the significant +structure quirks IMO has raised the tankyness of this mech up. Up enough it feels like it has the durability of a mech ten tons heavier. Considering the speed it has inherent, the chassis felt much more enjoyable.
loadouts, for the curious:
Two variants have a LBX20, one with 5ERML, the other with 4ERML and 2ERSL.
The third has 2x LPL and 2xERML( I do not like this loadout as much as my boomfist ones)
Note- These loadouts were made basically at Wave 2 release, so I was familiar with them.
The minor LBX quirks made a slight range/utility improvment. Otherwise unsurprisingly weapon wise the gargamel didn't feel much different. The real star is it's newfound ability to roll damage on a whole level above what it used to. Yeah, it still a giant ugly Gargamel that stands a mile high, and yeah, structure buffs don't save stuff from crits like armor does. But it's still a very notable improvment IMO. One match in the LPL variant on Frozen City I went toe to toe with a dakka wolf while his Mad Dog pal was trying to Lurm me from a couple hundred meters back. I survived, and all but killed the DWF off(little Urbie pal came and finished it off at orange CT internals, GO URBIES) and had plenty of mech left to stomp down the now panicking Mad Dog LURM boat. In the end I was showing internals everywhere and lost one LPL, but most internals were still yellow. I found this to be notably better then previous outings where the mech just seemed to fold up once a ST went because of the heat penalty and firepower loss.
DAT Prime RT, suffice to say i will be in bad bad shape before I lose my boomfist arm to a ST loss. And it played a world better that way IMO.
Results: Well done PGI, well done. The chassis with the significant +structure quirks IMO has raised the tankyness of this mech up. Up enough it feels like it has the durability of a mech ten tons heavier. Considering the speed it has inherent, the chassis felt much more enjoyable.
loadouts, for the curious:
Two variants have a LBX20, one with 5ERML, the other with 4ERML and 2ERSL.
The third has 2x LPL and 2xERML( I do not like this loadout as much as my boomfist ones)
Note- These loadouts were made basically at Wave 2 release, so I was familiar with them.
The minor LBX quirks made a slight range/utility improvment. Otherwise unsurprisingly weapon wise the gargamel didn't feel much different. The real star is it's newfound ability to roll damage on a whole level above what it used to. Yeah, it still a giant ugly Gargamel that stands a mile high, and yeah, structure buffs don't save stuff from crits like armor does. But it's still a very notable improvment IMO. One match in the LPL variant on Frozen City I went toe to toe with a dakka wolf while his Mad Dog pal was trying to Lurm me from a couple hundred meters back. I survived, and all but killed the DWF off(little Urbie pal came and finished it off at orange CT internals, GO URBIES) and had plenty of mech left to stomp down the now panicking Mad Dog LURM boat. In the end I was showing internals everywhere and lost one LPL, but most internals were still yellow. I found this to be notably better then previous outings where the mech just seemed to fold up once a ST went because of the heat penalty and firepower loss.
DAT Prime RT, suffice to say i will be in bad bad shape before I lose my boomfist arm to a ST loss. And it played a world better that way IMO.
The gargamel did need some love, I am glad that it feels tankier now, and I hope this encourages some more diverse loadouts. The SPL gargamel seems to be gaining popularity, and the LBX20 gargamel was always an obvious brawler candidate. Maybe we see more interesting stuff come out of this.
#10
Posted 09 April 2015 - 05:29 AM
Eldagore, on 08 April 2015 - 02:53 PM, said:
If you are going to run twin LBX5's, why not put some SRM on those arms too then for more punch? IMO, I prefer one big LBX and several ERML for the mix of range and close up punch(plus the LBX run cooler then a gang mount of ERML)
My favorite loadout has been an LBX20, and 4 ERML in arms, and then whatever CT points allow, 2 ERSL in one and a ERMl in another.
PGI hit the nail on the head, this chassis needs to expose to work, and it makes a bad sniper mech. Giving it bonus health so to speak allows it to be a point man on a fast flanking group(like a couple mediums and an ECM raven for example) which is where this mech fits into the game IMO- "speedy" support fire response mech for force multiplyer style play. Basically, a 300 foot tall medium but with some real guts now to take a pounding, at least IMO a good bit more then before. It was a solid step in the right direction for this chassis.
My favorite loadout has been an LBX20, and 4 ERML in arms, and then whatever CT points allow, 2 ERSL in one and a ERMl in another.
PGI hit the nail on the head, this chassis needs to expose to work, and it makes a bad sniper mech. Giving it bonus health so to speak allows it to be a point man on a fast flanking group(like a couple mediums and an ECM raven for example) which is where this mech fits into the game IMO- "speedy" support fire response mech for force multiplyer style play. Basically, a 300 foot tall medium but with some real guts now to take a pounding, at least IMO a good bit more then before. It was a solid step in the right direction for this chassis.
My usual build was LB20X + 5 ML, but I decided to try that one. I didn't put SRM because I would have to give up LB5x ammo that goes down VERY fast. With 180 shots it means 90 trigger pulls with both, and I still find myself running out in most matches, although they run out when we are picking off the last mechs.
2 Large pulse + 2 Medium pulse is also very nice, although the low alphas are going to haunt you in this mech unless you go big ballistic+laser arm, but with the survivability buffs the DPS builds can work now.
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