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A Tale Of Two Assaults


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#1 Zordicron

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Posted 17 September 2015 - 08:30 PM

Highlander
Mauler

90 Tons
No overwhelming uber quirks*
Mixed type hardpoints
Same engine cap
Similar, decent hitboxes




*The one HGN does have some substantial durability quirks


Recently I aquired Maulers. I immediatly jumped into them, experimenting with loadouts and leveling them through basics. Good fun. Some drawbacks, but playstyle adjustments(mostly positioning) can overcome. I ran all 4 to 8/8 basic, and got two of them up to full elite. I used no missiles, but the Mauler allows for that easily. Outside of that, I used anything from small to big ballistics, and anything from ML to ERPPC on them in varying combinations. Some loadouts clicked better then others, but in general, anything i slapped on there was good for a minimum of 300 dmg even in a stomp loss.

I then went back and looked at my dusty Highlanders. See, this one forumite is putting on a give-away, and I thought "hey, sounds like an excuse to at least get the two through basics". See, WAAAAAAAYYYYY back when, in that one sale where Heavy Metal and Pretty baby were on sale, with Purple and White colors(I forget the name of sale, something about lighting or thunder) I bought HM. I ran it a lot, then sporadically(like once every 3 months) but in the end, it was sitting in it's bay with 8/8 basics and 30,000XP. So hey, I bought two other ones when they went on c-bill sale a while ago, lets do some basics!

This is where the comparison goes wrong. I picked the HGN that could mount AC20 in right arm, and the newer durability quirked one. I have finally gotten them through 8/8 basics, after a few nights of play. Exercise in frustration. Even when I knew, going in, the HGN was not in best form, when I knew it was going to be challenging, when I knew it had been leftin the cold for a long time now.


These two 90 tonners, they have been released a loooooong time apart. Despite the similarity of the chassis, it is ******* obvious the HGN was put together during a different era of the game. The loadouts, at no time, were intuitive to put on the mech. Even though the two have similar pod space, the Mauler was pretty easy to pick some stuff and go, while every loadout I started on on the HGN left me scratching my head as to what to do with like 5 extra tons, or how to find 6 more. They either were too wimpy for the modern game, or hot enough to thaw out frozen city, or range limited/pigeon holed into a role the chassis is mediocre at.

I had tonight(after event start so I guess I should have known) a 37 dmg game in my brawl loadout HGN. Sure the team folded like paper around me, but....37? I havent had one of those since the first month I played. I had a potent close range loadout on the AC20 arm variant, but got insta ganked in the middle of fireing an alpha strike, happened so fast my SRM didnt even register because I was dead before they hit.


See, even though these two mechs share so much stats on paper, the Mauler can build around it's limitations. The HGN, well if you run an XL, you are made of paper, and if you run a STD, half the mechs in the match will have more firepower then you, and run at the same temps.

The Mauler, can run multiple ballistics for a cool running loadout with little range limitation. Sure, the facetime is there, but you can adjust for that. It can run multiple lasers, one variant has enough hardpoints for laserbarf. The loadouts are symetrical if you want, hardpoints are not split between arms and torsos by type, and it is easy to make a loadout with different weapons with complimentary ranges and still maintain a passable heat rating.

The Highlander, can not run any symetrical loadout, has missile points split between arms and torso, has enough ballistic room to run 2 small or one big ballistic. If you run torso lasers to go with the ballistic, you almost are forced to run arm lock to maintain decent convergence to fire while you move as the arms tend to move at three times the speed of the torso. Same with the missiles, SRM? If you want them to hit in a nice cluster, you have to lock the arms, and then you limit mobility of your ballistic arm(possibly an AC20) to do it.

Highlander, one would think the one with durability quirks would make a solid brawler. But you can't run the AC20 in the arm. That perk goes to the variant with much less durability, and limited energy points and split arm/torso missiles.

Truth is, Highlander in what would have been a scary as hell brawling loadout 2 years ago, gets vaporized by laser puke pinpoint dmg nowdays. Adding a long range loadout either means a single gauss with some lasers for paltry damage output and hilariously underwhelming close range performance, or uberhot running multiple PPC's, with similar bad close range performance, as the only self defense hardpoints available are limited missile hardpoints if you use the single ballistic in the arm and laser points to compliment it for range. Alternatively, LRMs, with an AC20 backup arm leaves you with...LRm's, and a single AC20(and maybe 2 ML) OR, a single AC10 even.


So, whats the point of this text wall of HGN bashing? Our new balance pass, the imbalance of the weapons in game, and even the chassis.

Lasers are, without a doubt, the easiest to use, most potent weapons in the game once you stack some up. Chassis like the HGN, can;t mount cool running weapons to at least "outlast" laser barf mechs, and can;t mount their own lasers power to fight back. You are left with a Jack of all mech that has a limited engine cap and relies more heavily on it's team then any assault I have run in a long time. No matter what loadout you run on a HGN, there will be a weak spot, in range, in heat, or in durability, that will force you to rely on the team to cover. For a chassis such as this, no amount of info or structure quirks is going to overcome the fact it's hardpoints are just inferior in everyway to it's class-mates. Because, despite the apparent developer response that weapons are balanced and done, there is an obvious dispariy in weapon systems and how they can be leveraged.

Yeah, that's old news, but my experiance running these two HGN's through basics has made it so apparent, so overwhelmingly obvious, it drove me to come here and make this. When you can take a Mauler, with such similarity, and the hardpoint location and count alone allows it to outperform the Highlander 2:1, you can't tell me weapons are balanced outside of anything besides a 1 to 1 comparison on some spreadsheet. Real application in game of the weapons screams otherwise. I mean, one can look at a gauss. Single unquirked gauss? LULZ. Twin gauss? Creates enough nerdrage to spawn threads here.

And that is how the Mauler and Highlander differ: similar chassis that can mount the same weapons, but not apply them the same. gauss is a perfect example for it, but lasers and even missiles show it too.

Edited by Eldagore, 17 September 2015 - 08:32 PM.


#2 El Bandito

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Posted 17 September 2015 - 08:49 PM

The JJ nerf had hit the Hoverlander hard. PGI was not smart enough to implement useful JJs without having them exploited by poptarts. Yet, despite the now bad JJs, PGI still took it to account and gave the Hoverlanders relatively minor quirks compared to other Assaults--Poor Victor got hit the same way.

If I face-desk every time PGI goofs up in a major way, I would have a nickname of "Clothes Iron", by now.

Edited by El Bandito, 17 September 2015 - 08:50 PM.


#3 FupDup

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Posted 17 September 2015 - 08:50 PM

View PostEl Bandito, on 17 September 2015 - 08:49 PM, said:

The JJ nerf had hit the Hoverlander hard. PGI was not smart enough to implement useful JJs without having them exploited by poptarts. Yet, despite the now bad JJs, PGI still took it to account and gave the Hoverlanders relatively minor quirks compared to other Assaults--Poor Victor got hit the same way.

And Catapult, and Shadow Hawk, and Cataphract, and Jenner...I heard word on the street that PGI actually (as in, confirmed) deliberately underquirked previous meta mechs.

#4 El Bandito

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Posted 17 September 2015 - 08:52 PM

View PostFupDup, on 17 September 2015 - 08:50 PM, said:

And Catapult, and Shadow Hawk, and Cataphract, and Jenner...I heard word on the street that PGI actually (as in, confirmed) deliberately underquirked previous meta mechs.


Right when the WTFFBBQ Clan Wave I happened. <_<

#5 Troutmonkey

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Posted 18 September 2015 - 12:11 AM

View PostFupDup, on 17 September 2015 - 08:50 PM, said:

And Catapult, and Shadow Hawk, and Cataphract, and Jenner...I heard word on the street that PGI actually (as in, confirmed) deliberately underquirked previous meta mechs.

And yet, I still do just as well in these mechs as I do in others.

#6 Satan n stuff

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Posted 18 September 2015 - 12:48 AM

View PostTroutmonkey, on 18 September 2015 - 12:11 AM, said:

And yet, I still do just as well in these mechs as I do in others.

I do well in all mechs, that doesn't mean they're all equally good.

#7 Gattsus

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Posted 18 September 2015 - 01:01 AM

Highlander, elite or go home.
It got hit hard, and without the elite, it sucks because of the reasons listed by op.

#8 Vellron2005

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Posted 18 September 2015 - 01:22 AM

Toooo.... much... readiiiiing..... arrrgh! :wacko:

#9 Hit the Deck

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Posted 18 September 2015 - 03:26 AM

HGN 732, 732B, or HM: HGN 733C:
Edit: smurfies

Edited by Hit the Deck, 18 September 2015 - 03:39 AM.


#10 Vlad Ward

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Posted 18 September 2015 - 03:45 AM

Awesome Flow Chart for Mech Goodness.

Question: Was this Mech ever used in a Run Hot or Die final or semifinal competition between 2012 and 2013?

If Yes: PGI made it junk. It's going to stay junk permanently because it used to be good 3 years ago. This is what the Timber Wolf will look like in 2017.

If No: It was probably already junk to begin with.

If Mech didn't exist in the game in 2012/2013: idk man shake an 8-ball.

#11 Zordicron

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Posted 18 September 2015 - 03:07 PM

View PostHit the Deck, on 18 September 2015 - 03:26 AM, said:

HGN 732, 732B, or HM: HGN 733C: Edit: smurfies

Yeah I ran goose+ 3x LPL on the one with durability quirks. It does OK. Single goose is uh, not worth the exposure to trade with we will say when there are so many multi-goose mechs out there, or even clammer range lasers. It is ok for eraly match pot shots at people moving, like on canyon. Otherwise that loadout you MUST stay outside of AC20/SRM/Streakboat range to stay standing. If you can do that, it handles OK.

I still think it's clunky to run, if you want to nail someone with a nice perfect convergence shot at say, 300M, you need to arm lock. I hate that, it flies in the face of having the goose on the arm, where there should be a snapshot/aim advantage to arm speed. I ended up using the arm lock toggle as much as zoom mode lol.

Then you compare to the Mauler, and it's just no contest. And I feel that is just wrong given the two mechs are so similar.

#12 Zordicron

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Posted 18 September 2015 - 03:15 PM

View PostEl Bandito, on 17 September 2015 - 08:49 PM, said:

The JJ nerf had hit the Hoverlander hard. PGI was not smart enough to implement useful JJs without having them exploited by poptarts. Yet, despite the now bad JJs, PGI still took it to account and gave the Hoverlanders relatively minor quirks compared to other Assaults--Poor Victor got hit the same way.

If I face-desk every time PGI goofs up in a major way, I would have a nickname of "Clothes Iron", by now.


You know, I don't even think it is all quirks, I mean the Mauler certainly didn't hit the quirk jackpot. I honestly think it is all about the hardpoints, the count and location. The Mauler is a breeze to loadout and run, the HGN is a head scratcher to get functional loadouts on and it still has "special needs" like cray cray arm lock toggle madness and (usually) relatively hard time synching up range on the different weapon types if you don;t just ignore half of them, like the missile half of the mech.

#13 Zordicron

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Posted 18 September 2015 - 03:30 PM

View PostFupDup, on 17 September 2015 - 08:50 PM, said:

And Catapult, and Shadow Hawk, and Cataphract, and Jenner...I heard word on the street that PGI actually (as in, confirmed) deliberately underquirked previous meta mechs.

This is very true.

However, unlike the Highlander, I was able to simply alter my loadout theory on those mechs and got them to perform very well after the fact anyway. Even the Victor, much as I despised grinding that through master, I was able to manage fairly normal scores 2/3 to maybe 3/4 the time, and IMO that one has hitbox issues.

highlander, so far, man, all i can manage is mediocre on a good match, and the average has been like 190 or so match scores with these two through basics. Granted, stuff like goose+ 3x LPL isnt going to show super high dmg do to the nature of pinpoint delivery, but still, even when I take that into consideration, the mech just is a big clod, plodding around hoping to keep up with it's team and stay in it's favorable position and not be noticed. Arent to many other mechs in the game that need to play so non-aggressive, and this is a 90 ton assault!

#14 AlphaToaster

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Posted 18 September 2015 - 04:08 PM

HM was my favorite mech during the whole poptart meta, and even shortly after it was nerfed the mech was still playable to me.

Lately I just can't pilot it. It handles like a school bus full of cement. Not an enjoyable experience to pilot it.

R.I.P. Heavy Metal, your time has ended.


#15 Mazzyplz

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Posted 18 September 2015 - 04:13 PM

they should make jumpjets add mobility to legged mechs;
that way you can lowball leg armor somewhat

and get like 1.5 extra tons for something useful

#16 oldradagast

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Posted 18 September 2015 - 04:16 PM

Highlander was wrecked when jump-jets became Hover Jets for larger mechs.

For more lolz, compare the Atlas to the King Crab.

Atlas has in its favor:
- Fully movable arms

King Crab has in its favor:
- More ballistics mounts
- High mounted energy hardpoints
- More boatable weapons in general, and arranged in nice groups where they can focus damage
- Possibly better hitboxes.

No comparison. The Atlas, like the Highlander, is junk these days. I get that they want to sell new mechs ,and power creep is one way to do that, but it is still a lame method... well, that and I have no desire to spend the time and money grind up another set of mechs that may be rendered pointless with the next mech pack, Quirkening, Unbalancing, etc.

Edited by oldradagast, 18 September 2015 - 04:20 PM.


#17 xMintaka

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Posted 18 September 2015 - 04:31 PM

View PostVlad Ward, on 18 September 2015 - 03:45 AM, said:

Awesome Flow Chart for Mech Goodness.

Question: Was this Mech ever used in a Run Hot or Die final or semifinal competition between 2012 and 2013?

If Yes: PGI made it junk. It's going to stay junk permanently because it used to be good 3 years ago. This is what the Timber Wolf will look like in 2017.

If No: It was probably already junk to begin with.

If Mech didn't exist in the game in 2012/2013: idk man shake an 8-ball.


This is worryingly accurate.

#18 El Bandito

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Posted 18 September 2015 - 04:51 PM

View Postoldradagast, on 18 September 2015 - 04:16 PM, said:

Highlander was wrecked when jump-jets became Hover Jets for larger mechs.

For more lolz, compare the Atlas to the King Crab.

Atlas has in its favor:
- Fully movable arms

King Crab has in its favor:
- More ballistics mounts
- High mounted energy hardpoints
- More boatable weapons in general, and arranged in nice groups where they can focus damage
- Possibly better hitboxes.

No comparison. The Atlas, like the Highlander, is junk these days. I get that they want to sell new mechs ,and power creep is one way to do that, but it is still a lame method... well, that and I have no desire to spend the time and money grind up another set of mechs that may be rendered pointless with the next mech pack, Quirkening, Unbalancing, etc.



You forgot KGC's 100 degrees torso twist range, compared to only 80 degree on the Atlas, making the KGC twist 20% faster than the Atlas by default, IN ADDITION to the 25% torso twist quirk. PGI, how the hell does that compute?!

Edited by El Bandito, 18 September 2015 - 04:52 PM.


#19 Zordicron

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Posted 18 September 2015 - 07:05 PM

About the JJ....

You know, I tried to do a somewhat "equal" comparison on the one AC20 arm variant by removing all JJ. I mean, JJ ability is one thing HGN has over Mauler. By removing them, it freed up the tonnage so theoretically, the HGN and Mauler would have very similar tonnage to work with in armor, engine, and weapons.

It made no difference whatsoever. Something about the hardpoints on HGN made it so the free tonnage wasn;t quite enough for me to consider a STD 325, but also made it impossible to use the tonnage for weapons as the loadouts got to hot, it basically ran out of crit space if I tried to make some use of the tonnage for weapons and the extra DHS needed to cool them. IMO, it is because the limited hardpoints and location of them makes it so you end up with "one big" weapon and you back it up with another "big" weapon. On the Mauler, you can put some "big" weapons on, and use some of the other hardpoints for a mini-boat style for smaller weapons for back up. Because in general you won't be mixing big and small on the arms/torso, there is no weird armlock situations created. Basically, it was 10 times easier mechlabbing the Mauler vs the HGN, just based on hardpoint location alone.

#20 Hit the Deck

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Posted 18 September 2015 - 07:56 PM

View PostEldagore, on 18 September 2015 - 07:05 PM, said:

About the JJ....

You know, I tried to do a somewhat "equal" comparison on the one AC20 arm variant by removing all JJ. I mean, JJ ability is one thing HGN has over Mauler. By removing them, it freed up the tonnage so theoretically, the HGN and Mauler would have very similar tonnage to work with in armor, engine, and weapons.

It made no difference whatsoever. Something about the hardpoints on HGN made it so the free tonnage wasn;t quite enough for me to consider a STD 325, but also made it impossible to use the tonnage for weapons as the loadouts got to hot, it basically ran out of crit space if I tried to make some use of the tonnage for weapons and the extra DHS needed to cool them. IMO, it is because the limited hardpoints and location of them makes it so you end up with "one big" weapon and you back it up with another "big" weapon. On the Mauler, you can put some "big" weapons on, and use some of the other hardpoints for a mini-boat style for smaller weapons for back up. Because in general you won't be mixing big and small on the arms/torso, there is no weird armlock situations created. Basically, it was 10 times easier mechlabbing the Mauler vs the HGN, just based on hardpoint location alone.

That's the dilemma IS 'Mechs face (instead of cramming everything, you need to choose) and of Highlander in particular. One good thing about HGN is that her (heavy) ballistic is located on the arm. Some people think that it's a disadvantage of IS 'Mechs because you can't remove the lower arm actuator but oftentimes, that flexibility allows you to take the shot.

The Clanners have "fixed" this issue and the improved versions will arrive in December. Clan engineers who worked on the project have relocated some of the hardpoints though, some may not like it.

Edited by Hit the Deck, 18 September 2015 - 08:02 PM.






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