#41
Posted 10 April 2015 - 05:22 AM
#42
Posted 10 April 2015 - 05:24 AM
Keez, on 09 April 2015 - 06:16 PM, said:
12 mans that run all stalkers in cw fyi your not good you mechs are.
I like the quirks system. I understand why bad mechs need quirks but I don't see why mechs w great hit boxes are getting them (stalker, firestarter ect....).
The issue isnt the mech or quirks, its the linear game play of CW.
Edited by mogs01gt, 10 April 2015 - 05:25 AM.
#43
Posted 10 April 2015 - 05:33 AM
Alienized, on 10 April 2015 - 05:16 AM, said:
i said it quite often, boating close range weapons its not that much of a problem since getting in range is already a hard thing.
boating alot of long range energy weapons is something only a very limited number of mechs were able to.
so split up enegry slots into high and low energy hardpoints while high energy are all the weapons that require 2 slots and more.
everything with 1 slot can be fitted there too. dedicated boats like the awesome should use 3 of those high energy hardpoints but stalkers?
no. they can load a wide variety that can be used very well on these maps that we currently have.
you can do that for IS mechs as well as for hellbringers with their 4 large laser loadouts. it doesnt remove any customization just boating ability of some weapons.
You split up the HP according to the Mech. A Stalker carried arm mounted and torso mounted lasers.
#44
Posted 10 April 2015 - 05:42 AM
Widowmaker1981, on 10 April 2015 - 03:11 AM, said:
(DaZur leans back in his rocking chair and adjusts his corn-cob pipe in the grip of his clench..)
There was a time in PC gaming when games were "hard" and challenging and the reward of overcoming a perceived insurmountable obstacle was reward enough to keep a player playing.
You are 100% correct that the present "everyone gets a participation trophy" society norm manifests in a segment of this community and playerbase who when faced with "challenging" game-play their natural reaction is to run to the forum scream that they are being disenfranchised by some OP element and demands for placation are made...
I miss the days when gamers demanded challenging game-play and not "easy-button it makes me feel superior because I dominated" game -play...
#45
Posted 10 April 2015 - 05:44 AM
Keez, on 09 April 2015 - 06:30 PM, said:
you want evidence? ok. Go play a cw match.
You have never piloted that mech. Firing 6 large lasers at once takes you to 75% heat. After that you have to chain fire the lasers which greatly reduces the damage it can deal. It's slow, has no arms so it cant track side to side. The yaw rate is abysmal and the arms are always easy to take off. The problem isn't the Stalker. It's the fact that PGI lets people field 12 of them at the same time in CW. Same goes for any mech.
#46
Posted 10 April 2015 - 05:44 AM
Joseph Mallan, on 10 April 2015 - 05:33 AM, said:
You split up the HP according to the Mech. A Stalker carried arm mounted and torso mounted lasers.
exactly they were desigend that way to be useful wherever they needed to be so you dont need to switch mechs for every environment. since we have to drop whatever map is given to us this would not be the worst thing to follow.
also where these 2 high energy slots are should not be a fix, just a limit.
#47
Posted 10 April 2015 - 05:45 AM
60+ pinpoint instant non DoT alpha = not op apparently.
cry more clanner
#48
Posted 10 April 2015 - 05:46 AM
#49
Posted 10 April 2015 - 05:46 AM
Joseph Mallan, on 10 April 2015 - 05:33 AM, said:
You split up the HP according to the Mech. A Stalker carried arm mounted and torso mounted lasers.
But only the torso ones had large class lasers. Let alone equipping PPCs.
#50
Posted 10 April 2015 - 06:15 AM
Edited by Elizander, 10 April 2015 - 06:15 AM.
#51
Posted 10 April 2015 - 07:23 AM
PGI plz nerf Cheeter zerg Clan too OP is unfair my Stalker cant kill. zerg is cheep plz nerf.
firepower of a medium, jj, and fast is broken
#52
Posted 10 April 2015 - 07:36 AM
Keez, on 09 April 2015 - 06:30 PM, said:
you want evidence? ok. Go play a cw match.
6 x 9 = 54 and take it from someone who runs the 4N and 3F in cw, you don't alpha much. its pairs of 3 or my fav all 6 chainfire on button 1 and alpha on 2. Chainefire you can do the whole never ending beam but it takes face time to do damage. Alpha you do CT damage to yourself after 1-2 in a row. So unless you want to crit your own engine you don't do it.
Im going to guess you have never piloted one.
Edited by Tractor Joe, 10 April 2015 - 07:37 AM.
#53
Posted 10 April 2015 - 07:38 AM
Give some legitimate quirks to Highlanders and Victors to make them competitive and I will never play the Stalker 4N.
Maybe once in a while, but I don't like it that much as it is, it is kind of boring to play.
#54
Posted 10 April 2015 - 07:46 AM
Gas Guzzler, on 10 April 2015 - 07:38 AM, said:
Give some legitimate quirks to Highlanders and Victors to make them competitive and I will never play the Stalker 4N.
Maybe once in a while, but I don't like it that much as it is, it is kind of boring to play.
Sometimes a bit slow and boring but the one time I dropped with a 10 man that ran 7-8 of them 1st drop I just happened to have mine in the deck so ran it 1st, ecm light to compliment and what ensued can best be described as a clan stomp.
#55
Posted 10 April 2015 - 07:50 AM
the person that stands in the open trying to go face-to-face with an assault laser boat and complains about losing.
or
the person who fills every weapon slot on his mech because they think they should and loses because they alpha overheat in front of brawlers.
the only skill in the game is learning not to fall into either of those traps while you point and click your way to victory
#56
Posted 10 April 2015 - 08:06 AM
1. The minimal torso twist makes... twisting... to absorb damage difficult.
2. It's anything but a brawler. I came across one in my Atlas no too long ago and introduced it to the finer points of AC20+SRM6.
3. You want strategies that work against the 4N? Use cover, don't expose yourself and get up to short range. Though it's manoeuvrable for an assault mech it is still an assault mech. Get behind it and its terrible turn rate and torso twist work heavily against it.
It would be very nice if any of the other IS assault mechs (with the notable exception of the Crab and Banshee) were anywhere near as effective. That might produce some mech diversity.
Finally, if PGI gave my Atlas the 15% armour buff that it needs, I'd never use the Stalker again.
Edited by Sir Wulfrick, 10 April 2015 - 08:07 AM.
#58
Posted 10 April 2015 - 08:48 AM
Joseph Mallan, on 10 April 2015 - 08:07 AM, said:
Just saying that Stalker is designed from the start to have such armaments, so I personally think they should not carry anything larger than medium class lasers on those arms. But with current customization system... ..the cheese is real.
Edited by El Bandito, 10 April 2015 - 09:27 AM.
#59
Posted 10 April 2015 - 08:49 AM
El Bandito, on 10 April 2015 - 08:48 AM, said:
Just saying that Stalkers, are designed from the start to have such armaments, so I still think they should not carry anything larger than medium class lasers on those arms. Those are not omni-pods.
I'm not really into that sort of thing. Nerfing customization is no fun.
#60
Posted 10 April 2015 - 08:52 AM
Sandersson Jankins, on 09 April 2015 - 10:14 PM, said:
Its interesting how MWO, in this way, parallels the TT game. At least for me, energy build mechs were always worth more than ammo based mechs. Same too for MWO. We get more bang for our buck with energy weapons and supporting heat sinks than we do with ballistics and missiles with ammo.
16 user(s) are reading this topic
0 members, 16 guests, 0 anonymous users