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Atlas Should Have Big Armor Quirks.


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#61 Bloodweaver

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Posted 10 May 2015 - 08:46 PM

View PostKoniving, on 10 May 2015 - 04:44 AM, said:

The Zeus isn't very popular and with good reason. Compared to all the mechs above, the Zeus only has 6 or 7 hardpoints and that is after inflation!

Wait, what? I was with you entirely until you said this. I see Zeus' all the time. It's easily the most well-received chassis of all four in the Resistance pack. Hell, I'm pretty sure it's the best 80-ton 'Mech in the game - and not by a narrow margin, either.

As for the OP, yes and no. Like Koniving pointed out, power creep's never good. But the Atlas doesn't really have a place anymore. So, the PGI method is either to let it become part of the power creep, or do nothing :/

Edited by Bloodweaver, 10 May 2015 - 08:47 PM.


#62 Koniks

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Posted 10 May 2015 - 08:47 PM

View PostKoniving, on 10 May 2015 - 04:44 AM, said:

You're talking sense and logic! Bad! These people don't have common sense or logic (PGI especially considering that they are the ones that are using bandaids to patch over old problems while creating new ones).


Clan-induced powercreep makes all of the hardpoint and armor inflation seems reasonable by comparison. And they clearly felt they couldn't justify a higher price for the product without it. So if they weren't going to condemn IS mechs to uselessness and CW to a wasteland, some ground had to be given.

A total rebalancing of the game seems highly unlikely. So band-**** are better than scars.

#63 Bloodweaver

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Posted 10 May 2015 - 09:07 PM

View PostElizander, on 10 May 2015 - 07:44 AM, said:

Adding a head energy hard point to the Atlas would also be a small step in the right direction. Atlas builds benefit from artemis so putting a missile slot in the head won't be much use.

Give the RS and the D-DC 1 energy in the CT as well.

Eye lasers would be cool. The last thing the D-DC needs is more weapon hardpoints, though. It's fine as it is - in fact, it could stand to lose its second ballistic hardpoint or its third missile hardpoint. The -RS is underwhelming, but only because the Boar's Head is a better version of the same concept. Were it not for the introduction of that Hero 'Mech, the -RS would really be fine. The real outlier among the Atlas variants is the -K, which only gets a second AMS instead of multiple ballistics or missiles. Shameful.

#64 Nocifer Deathblade

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Posted 11 May 2015 - 12:06 PM

View PostMar X maN, on 09 May 2015 - 05:47 PM, said:


Your fault for going all close range brawler and not bringing an XL engine. I f the Atlas should get buffs they should be ballistics, laser, missiles but not specific to AC20 or SRMS. Armor I might agree on though. Though I do ok with my XL engine.



Yep, I have 3 Atlas and I do best with Atlas Boar's Head that it's simply a true monster brawler of all mechs I played so far. I do best stats with Boar's Head dishing out lot of dps usually top 3 scores in each match. The key to success of Atlas due to Boar's Head is 6 pulse med lasers (3 in each arm) as well as crazy speed it got. 71 kph that allows me to close in to brawl fast and also moves in to ambush their back fast as element of surprise as well as move myself around fast to dodge LRMs decent. I am able to torso twist pretty fast to brawl those lights and take them out bad. I can't do well with any other Atlas types compared to Boar's head.. One thing that really stands out is XL engine but makes Boar's head bit less durable however that I would love to have extra armor on CT and side torsos to protect my beloved XL 400 engine..

I actually perform better in Boar's head than 2 KCs that I have with dual AC/20s that they move slower and dps is lower than Boar's Head.. (6 pulse med lasers+1 ac10+1 srm6+ams)

Edited by Nocifer Deathblade, 11 May 2015 - 12:08 PM.


#65 Moldur

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Posted 16 June 2015 - 02:53 AM

The Atlas is kind of hard to play sometimes. It's just a fact of life. Sometimes you get caught in the (lrm) rain, sometimes you're just too slow. There aren't many second chances when your top speed is in the 50s and their entire team is on the other side of the corner. It takes some learning and I think that's fine.

#66 Tombstoner

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Posted 16 June 2015 - 03:56 AM

View PostMoldur, on 16 June 2015 - 02:53 AM, said:

The Atlas is kind of hard to play sometimes. It's just a fact of life. Sometimes you get caught in the (lrm) rain, sometimes you're just too slow. There aren't many second chances when your top speed is in the 50s and their entire team is on the other side of the corner. It takes some learning and I think that's fine.

Its far more fundamental then that. all the stats are from a TT game with a 2d6 RNG hit location. A game where size was irrelevant. When ported into a FPS that lets you place your shots, size and speed become incredibly important. The end result is the atlas/ all mechs received a massive cluster #(%&$#& to TTK / ton due to bad game design. in short the tonnage invested in moving your 100 tones of stuff is incredibly inefficient because engine tonnage is designed for a TT game......

#67 Elizander

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Posted 16 June 2015 - 04:03 AM

View PostVoid Angel, on 09 May 2015 - 12:44 PM, said:

I'd like the Atlas to work out more - by which I mean making its arms bigger. Currently it's too hard to shield with the Atlas's arms, which contributes a lot to its perceived lack of durability. I can still do well with it, but I do feel that it's fallen slightly behind. Some small buffs are probably in order.


It's very rare that I get an arm to blow off first. This usually requires me facing sideways on approach and wiggling my mech left and right. The upper arm is too thin and the protrusion of the side torso is quite vulnerable to incoming fire.

Atlas needs some heavy Medium Laser head reduction quirks as well or some AC20/SRM6 heat reduction quirks. SRM6 range/velocity quirks would be nice too.

Edited by Elizander, 16 June 2015 - 04:10 AM.


#68 Khobai

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Posted 16 June 2015 - 04:28 AM

Quote

Its far more fundamental then that. all the stats are from a TT game with a 2d6 RNG hit location. A game where size was irrelevant. When ported into a FPS that lets you place your shots, size and speed become incredibly important. The end result is the atlas/ all mechs received a massive cluster #(%&$#& to TTK / ton due to bad game design. in short the tonnage invested in moving your 100 tones of stuff is incredibly inefficient because engine tonnage is designed for a TT game......


Exactly. The sheer size of the Atlas' hit locations completely cancel out its increased armor. Having a lot of armor is meaningless if you cant spread the damage around.

Quote

Atlas needs some heavy Medium Laser head reduction quirks as well or some AC20/SRM6 heat reduction quirks. SRM6 range/velocity quirks would be nice too.


Im not a big fan of throwing weapon quirks at mechs to fix them. Thats just a lazy solution and it doesnt really reinforce the role of the Atlas either, which is to be a tank.

I think the Atlas could be made viable with torso armor quirks and the addition of the LFE to the game. The LFE would give the Atlas a faster max speed without reducing its survivability by much. More armor and more speed fixes most of the Atlas' problems.

Edited by Khobai, 16 June 2015 - 04:42 AM.


#69 Joseph Mallan

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Posted 16 June 2015 - 04:30 AM

View PostThe Mechromancer, on 09 May 2015 - 11:23 AM, said:

In the category of 100-tonners, the Atlas is just so under-gunned compared to the KC and DW. Even Banshees have substantially more firepower for a barely noticeable armor difference, and better hit boxes.

The thing is supposed to be a walking fortress right?

PGI plz.

Stop please. I get so annoyed when folks want to make the Atlas "Better". It doesn't need it.

#70 Khobai

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Posted 16 June 2015 - 04:41 AM

Quote

Stop please. I get so annoyed when folks want to make the Atlas "Better". It doesn't need it.


It really does need to be better though. Its hardpoints and hitboxes are absolutely atrocious compared to other assaults. The worst part is youre paying a huge tonnage tax in CW to bring an Atlas, when a Stalker is not only outright better, but weighs less.

#71 Speedy Plysitkos

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Posted 16 June 2015 - 04:45 AM

double armor for atlases. yeeeee

#72 Kotzi

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Posted 16 June 2015 - 04:47 AM

Getting focused fire or having the wrong armament or just beeing unlucky does not mean a mech is bad.

#73 Joseph Mallan

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Posted 16 June 2015 - 04:50 AM

View PostKhobai, on 16 June 2015 - 04:41 AM, said:


It really does need to be better though. Its hardpoints and hitboxes are absolutely atrocious compared to other assaults. The worst part is youre paying a huge tonnage tax in CW to bring an Atlas, when a Stalker is not only outright better, but weighs less.

No. It really doesn't. and the Stalker is not better depending on the pilot. If the Atlas suck it's not the ride its the driver.

#74 Sarlic

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Posted 16 June 2015 - 05:09 AM

View PostKotzi, on 16 June 2015 - 04:47 AM, said:

Getting focused fire or having the wrong armament or just beeing unlucky does not mean a mech is bad.


I'm not asking for myself, but for others when i see them struggling with the Atlas. I have even made a guide on how to help Assault pilots. The mech is already hard to pilot (opinions may agree or disagree) but i see new players getting wrecked in seconds because the Atlas has a big learning curve. Then they rage quit. Thinking of a wasted mech. I feel bad for them. For it's scale size it looks like a 200 ton mech! But the armor is practically lower than the Zeus..

I have been in plenty of bad games myself where i did mis position and got myself killed. I have been in bad games where i do about 200 dmg sub par. Even veterans (i am no superman but i know how to pilot it) as myself i make mistakes. New players adapt and move on but it takes alot of time taming it. The CT/ST is the most heard complaint. The AC/20 for example is so huge, a few slaps on it and you got it stripped. It's a teamplayer. It needs walking support to role effectively.

But the reasons i am bringing this up is to bring the Atlas more in line with other mechs. With just after 3 clan packages and all the LL meta and after the Direwolf the Atlas is oldtech. It's a big target, it should move like a wall, it should stand like a wall and it should be a rough teardown because of it's size and scale comparison.

With all respect, I did it more for the new players then for others. The Atlas is still a pilot indepedence mech.

Edited by Sarlic, 16 June 2015 - 05:15 AM.


#75 Khobai

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Posted 16 June 2015 - 05:15 AM

Quote

But the armor is practically lower than the Zeus.


Embarrassingly enough, I think the Battlemaster 2C actually has more armor than the Atlas.

Quote

No. It really doesn't. and the Stalker is not better depending on the pilot. If the Atlas suck it's not the ride its the driver.


Yes. The Stalker is outright better.

1) weighs considerably less
2) higher mounted hardpoints means less exposure
3) smaller frontal profile means less exposure
4) center torso is harder to blow out because of the wraparound side torsos
5) better quirks and better suited for running meta laser loadouts
6) better speed and movement archetype
7) misery is actually a competitive hero mech unlike the boars head which is quite literally a joke mech

You are literally the only person trying to argue that the Atlas is fine and your arguments are little more than "the atlas is fine. it depends on the pilot". There is no substance or reasoning behind your arguments.

Edited by Khobai, 16 June 2015 - 05:29 AM.


#76 Shadow Magnet

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Posted 16 June 2015 - 05:35 AM

View PostTitannium, on 16 June 2015 - 04:45 AM, said:

double armor for atlases. yeeeee


You know, I would love if PGI just tried this for one patch iteration (2 weeks), double the armor of the Atlas and see how it goes.

#77 Khobai

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Posted 16 June 2015 - 05:38 AM

doubling the armor is excessive

10% more armor would be more reasonable

#78 Kiiyor

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Posted 16 June 2015 - 05:40 AM

View PostKhobai, on 16 June 2015 - 05:15 AM, said:


Embarrassingly enough, I think the Battlemaster 2C actually has more armor than the Atlas.



Yes. The Stalker is outright better.

1) weighs considerably less
2) higher mounted hardpoints means less exposure
3) smaller frontal profile means less exposure
4) center torso is harder to blow out because of the wraparound side torsos
5) better quirks and better suited for running meta laser loadouts
6) better speed and movement archetype
7) misery is actually a competitive hero mech unlike the boars head which is quite literally a joke mech

You are literally the only person trying to argue that the Atlas is fine and your arguments are little more than "the atlas is fine. it depends on the pilot". There is no substance or reasoning behind your arguments.


Plus, in my experience, the Stalker tanks far better than the Atlas, even with pilots that do it unintentionally when they over correct their aim or panic twist.

I'll take a Misery over an Atlas any day.

#79 Speedy Plysitkos

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Posted 16 June 2015 - 05:43 AM

View PostKhobai, on 16 June 2015 - 05:38 AM, said:

doubling the armor is excessive

10% more armor would be more reasonable


it was a joke ofc. but adding lets say 15-20% armor , and you have a FORTRESS.

#80 Khobai

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Posted 16 June 2015 - 05:44 AM

Quote

Plus, in my experience, the Stalker tanks far better than the Atlas, even with pilots that do it unintentionally when they over correct their aim or panic twist.


It does. Because in order to destroy the center torso of a Stalker you often have to destroy at least one if not both side torsos. The Stalker is arguably the hardest assault to kill in the game.





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