Arctic Cheetah Craze Dead Already?
#101
Posted 27 July 2015 - 12:46 PM
#102
Posted 27 July 2015 - 01:17 PM
R Razor, on 27 July 2015 - 07:27 AM, said:
So then all other clan lights also live as long correct?
*Hint: No, they do not, and as usual, you a WRONG.
other clan lights have worse hitboxes and a few other problems like kfx and adder are too big (and too slow) and mlx has all her weapon in the huge arms
mlx is relatively tough for a 25 ton mech btw
#103
Posted 27 July 2015 - 03:43 PM
The best tournament we ever had was the one that to maximize the prizes you had to play each weight class. I think those were still some of the best games ever because they were more weight balanced than normal.
Edited by CapperDeluxe, 27 July 2015 - 03:44 PM.
#104
Posted 27 July 2015 - 03:55 PM
Greenjulius, on 27 July 2015 - 08:26 AM, said:
I've been murdering SCats with the cheetah all weekend. It's sad, really.
To be fair, practically any of the faster IS light mechs can take on a CIcada on equal or better terms, too. Hell, I used to hunt them with my SDR for crying out loud. I just view the Shadow Cat as a Clan Cicada with slightly more armor. If it packs streaks, I keep some distance, but if it uses anything else it is practically open season - regardless of the light mech I am in. I'm reasonably certain I could bring down a Shadow Cat fairly easily in a MLX, for example.
Also, maybe it is my lack of recent participation in league play, but the range difference between the 6 SPLas ACH and the 8 SPLas FS9 seems like such a minimal issue. It is a small enough distance that, if the FS9 wanted to actually grow a pair and engage, the range gap could be covered in literally about a second. IS SPLas do have the higher DPS and burn duration relative to the Clan SPLas, so theoretically they should have the edge in a knife fight with an ACH.
Practically speaking, however, I'm noticing an awful lot of lights either shooting at my torsos or losing their cool when I give them a hot foot. However, when I run across a more collected FS9 pilot, it ends up a pretty fair fight. Who gets the jump on who might help in indicating who the survivor will be, but surviving doesn't mean you will be in any condition to be useful for the rest of the game. I for one love that they make good foils for one another. While I still think it crazy a light can hit that hard, having relatively equally matched mechs makes things interesting in a fight.
Sadly, I have almost no experience piloting an FS9 myself, so I cannot compare post-quirkening 8-SPLas heat to the ACH 6-SPlas ECM heat. What I can say is that with 6, the heat seems to build slowly, but once it gets hot it stays hot. Usually you get enough endurance to deal with an enemy light's legs, but you either need to pop a 9x9 or disengage to cool down.
#105
Posted 27 July 2015 - 06:22 PM
Mcgral18, on 27 July 2015 - 10:46 AM, said:
2*8*.925
=14.8 (32 damage at 132M)
6*3*.875
=15.75 (36 damage at 182M)
5 being 13.125 heat (30 damage at 182M). I'll assume no ECM for a duel? If ECM, only 7.25% less heat.
You know what's ironic in all of this...
The Hellbringer has that infamous 3E+ECM LT, while its other LT options have zero quirks (essentially, a laughable 1E or 1M for the missile boat that thinks it's a great idea to sacrifice ECM for that missile hardpoint).
PGI PLZ.
#106
Posted 27 July 2015 - 06:31 PM
Lugh, on 27 July 2015 - 09:42 AM, said:
*sigh*
55m optimal really not that big a difference for you? You must play a lot of gauss/erppc stuff.
When you play a lot of lights with short range weaponry, you really appreciate what 50 more meters can do for you. Also, that makes max range another 100m advantage. I can't understand you not understanding this unless you aren't playing these mechs.
#107
Posted 27 July 2015 - 07:47 PM
My 2 cents- the ACH feels more maneuverable to me- I like it better. Granted, it has been some time since I ran some Firestarters since messing with heavies, but I never achieved some of the higher damage scores on the Firestarter as I have with the Cheetah. It's a blast, and I have only been running the 5 spl because I missed the early purchase....
Edit- maybe the targeting computer (MK I) has a bit to do with it as well.....
Edited by Vraptori, 27 July 2015 - 07:48 PM.
#108
Posted 28 July 2015 - 04:10 AM
Edited by Idealsuspect, 28 July 2015 - 04:28 AM.
#110
Posted 28 July 2015 - 04:20 AM
bad arcade kitty, on 27 July 2015 - 01:17 PM, said:
other clan lights have worse hitboxes and a few other problems like kfx and adder are too big (and too slow) and mlx has all her weapon in the huge arms
mlx is relatively tough for a 25 ton mech btw
adr is fine and not too big, ADR is just to be played different than the usual lights, why do people not understand that?
#111
Posted 28 July 2015 - 04:42 AM
CapperDeluxe, on 27 July 2015 - 03:43 PM, said:
The best tournament we ever had was the one that to maximize the prizes you had to play each weight class. I think those were still some of the best games ever because they were more weight balanced than normal.
My Artic Cheetah would like a word with you. Any time you are in a light you can acheive 30 points with a UAV deployed at the right time. 30 points is 195 and few assists in a win 250 damage and the same level of assists in a loss.
Dino Might, on 27 July 2015 - 06:31 PM, said:
55m optimal really not that big a difference for you? You must play a lot of gauss/erppc stuff.
When you play a lot of lights with short range weaponry, you really appreciate what 50 more meters can do for you. Also, that makes max range another 100m advantage. I can't understand you not understanding this unless you aren't playing these mechs.
I've only just started playing lights. And the number of times I've fussed about 55m to 110m closing distance has been minimal.
*shrug*
#112
Posted 28 July 2015 - 04:53 AM
New toy syndrome at it's strongest.
#113
Posted 28 July 2015 - 05:07 AM
It has everything: speed, great hitboxes. great hardpoints, clan XL, clan weapons, JJs, ECM (1 ton ECM, BTW).
It has no weakness (outside being a light mech).
I was expecting it to be strong, but i wasn't expecting those stormcrow level hitboxes.
They are better than any other light in the game.
Does that make them OP? I don't know... but if you created a game mode with only lights, i can assure you that the team with the most ACHs would have a very big advantage.
#114
Posted 28 July 2015 - 05:12 AM
#2. A clan light with epic lagshield & very well distributed hitboxes
#3. Small profile
#4. Equivalent or better firepower & Speed than the Firestarter.
#5. ECM
#6. Most affordable mech in the wave pack.
Anyone that liked playing a firestarter is going to jump all over this thing..
#115
Posted 28 July 2015 - 05:17 AM
El Bandito, on 28 July 2015 - 04:19 AM, said:
Let's laugh at this guy, cause he clearly does not pilot Lights.

Seriously if you pilot a 142kph light mech and you think 50 - 100m makes or breaks you, there's something wrong in your head.

.5 seconds it will take to close that distance.
Edited by Lugh, 28 July 2015 - 05:17 AM.
#116
Posted 28 July 2015 - 06:53 AM
Lugh, on 28 July 2015 - 05:17 AM, said:
Seriously if you pilot a 142kph light mech and you think 50 - 100m makes or breaks you, there's something wrong in your head.

.5 seconds it will take to close that distance.
Real game example: center of Terra Therma. There is basically no cover and pretty set engagement distances. Low range weapons get you killed.
50m-100m is often the difference between life and death, winning and losing. Why do you think IS MLs are so bad when not quirked? They are about 50m too short of range. You can't always "close distance". This game is 12v12 not 1v1.
#117
Posted 28 July 2015 - 07:29 AM
Fate 6, on 28 July 2015 - 06:53 AM, said:
Real game example: center of Terra Therma. There is basically no cover and pretty set engagement distances. Low range weapons get you killed.
50m-100m is often the difference between life and death, winning and losing. Why do you think IS MLs are so bad when not quirked? They are about 50m too short of range. You can't always "close distance". This game is 12v12 not 1v1.
As a light pilot. let me say something about this: range is important to peek-a-boo, much less if you brawl.
If you want to brawl with a light, you can use anything, even flamers.
But if you want to peek-a-boo (and do damage) range is usefull, but not vital: the range of your weapons helps you since you can not choose the distance cover will be from your enemies, but at the end of the day your role is to be a PITA, not to kill stuff (unless someone really what's you to kill him by not turning around).
#118
Posted 28 July 2015 - 07:54 AM
TheCharlatan, on 28 July 2015 - 07:29 AM, said:
As a light pilot. let me say something about this: range is important to peek-a-boo, much less if you brawl.
If you want to brawl with a light, you can use anything, even flamers.
But if you want to peek-a-boo (and do damage) range is usefull, but not vital: the range of your weapons helps you since you can not choose the distance cover will be from your enemies, but at the end of the day your role is to be a PITA, not to kill stuff (unless someone really what's you to kill him by not turning around).
You can brawl at 350m while also playing peekaboo. The Caustic caldera is the perfect example of this for a light mech. You constantly run in and out of the caldera over the rim taking shots at mechs, constant harassment. You want to constantly engage the enemy (brawl) but minimize damage (peekaboo). The range on the Firestarter is almost perfect for this area of the map as well.
River City is another map where that range can be important. The different city sections are often separated by 300-400m. You can constantly be running around different areas drawing attention but minimizing damage while still dealing damage.
Even Mining Collective shows how important that range is. Every time you lose range on your weapons you have fewer and fewer avenues of engagement. Players who brawl in mediums and heavies know that the first half of a game is a compete crap shoot because they can't do much.
#119
Posted 28 July 2015 - 08:08 AM
Fate 6, on 28 July 2015 - 07:54 AM, said:
River City is another map where that range can be important. The different city sections are often separated by 300-400m. You can constantly be running around different areas drawing attention but minimizing damage while still dealing damage.
Even Mining Collective shows how important that range is. Every time you lose range on your weapons you have fewer and fewer avenues of engagement. Players who brawl in mediums and heavies know that the first half of a game is a compete crap shoot because they can't do much.
I agree. We just mean different things by "brawl" and "peekaboo". What you are describing is what i'd call "peekaboo", while you consider it partly "brawl".
We don't have a "Mechwarrior dictionary" so this things happen
#120
Posted 28 July 2015 - 08:19 AM
TheCharlatan, on 28 July 2015 - 08:08 AM, said:
I agree. We just mean different things by "brawl" and "peekaboo". What you are describing is what i'd call "peekaboo", while you consider it partly "brawl".
We don't have a "Mechwarrior dictionary" so this things happen
Well, at that range MWO will give him points for "Brawling" so... The gods have spoken
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