Which Mech Is The Hardest To Kill?
#41
Posted 18 August 2015 - 10:19 AM
Medium: Hunchback (once upon a time it was the Stormcrow)
Heavy: Thunderbolt
Assault: Stalker
I don't usually fight against clans as you can see
#42
Posted 18 August 2015 - 10:47 AM
InspectorG, on 02 August 2015 - 07:08 AM, said:
Yeah. The only way 8 points of armor is gonna make a difference is if PGI calculated and had a system for just how many Alphas of X damage each mech should be able to withstand. The difference between 3 to 4 alphas to a ST, hypothetically to the Victor.
I dont think PGI figured this out or implemented anything like this.
Its actually 2-3 alphas from a single mech. And then add in several all shooting at you at the same time and POP.
#43
Posted 23 August 2015 - 11:48 AM
The mech that is hardest to kill is the fast slippery one that shoots you from an angle where you cannot see him at medium range for example.
Then he runs into cover before you can return fire.
Maybe you saw him run to westwards in the direction of another spot where there is an excellent spot for him to fire at you again from medium range.
Then he uses his trumphcard while he is out of your line of sight. He turns around and go through a route where you have no line of sight to him whatsoever and pop out from cover not to the west like you expected.
Nope instead he pops out of cover in to the northeast at much longer range and shoots you again with a longrange weapon you had no idea he had.
Why didn't you know he had a longrange weapon? Because he shoot you from an angle where you could not see him at first and he didn't allow you to scan his mech either.
Once again you try to return fire but he is gone before you can do it......and this just keeps repeating itself.
He tricks you to look one way so he can shoot you in the arse.
#44
Posted 23 August 2015 - 12:00 PM
atlas can be good if you manage the armor correctly
stalkers are very tough to kill.
king crab also can be tanky, depending.
the zeus can take amazing ammounts of damage for 80 tons, more than the awesome and far more than the victor.
that's it.
whk, dire, aws, and in particular the mech you bought, the hitboxes are big.
try and make up for it with a really strong punch, or sell it
#45
Posted 24 August 2015 - 06:28 AM
#46
Posted 24 August 2015 - 06:41 AM
NUJRSYDEVIL, on 18 August 2015 - 10:19 AM, said:
i just met a pretty good spider (not sure if it was one pilot or not) in a couple of recent games... in the first one it attacked me (a streakcrow) from impossible angles with large lasers and eventually died only because he tried to help his last teammate and let me catch him; the next spider was more careful, it was simply impossible to catch... ~8 or so our mechs looked for it and it shot somebody, disappeared, appeared, disappeared, decapped a point and disappeared again... eventually it survived
Edited by bad arcade kitty, 24 August 2015 - 06:42 AM.
#47
Posted 24 August 2015 - 07:26 AM
#48
Posted 24 August 2015 - 07:54 AM
#49
Posted 24 August 2015 - 08:27 AM
Nightmare1, on 24 August 2015 - 07:26 AM, said:
And the more unpredictable that competent pilot is the more likely it is that they will shoot their enemies in the arse.
Hyperactivity in a light mech pilot is also a nasty sign. The more speed/caffeine such a pilot has in them the harder they're to kill.
The lacklustre light mech that stands still is easy.
#50
Posted 29 August 2015 - 10:45 PM
#51
Posted 31 August 2015 - 12:32 AM
Edited by Vetal, 31 August 2015 - 01:35 AM.
#52
Posted 31 August 2015 - 12:42 AM
#53
Posted 31 August 2015 - 01:19 AM
Locked arms work great ONLY with lights, with heavies and assaults in cause of inertia that is unappropriate.
Edited by Vetal, 31 August 2015 - 02:02 AM.
#54
Posted 31 August 2015 - 01:23 AM
#55
Posted 06 September 2015 - 05:33 PM
#56
Posted 07 September 2015 - 04:56 AM
As far as tankiness goes, my top 4 are the StormCrow, Arctic Cheetah (prob #1), Stalker, and Banshee.
The Crow has the advantage of great speed and maneuverability, and great hitboxes. As long as you're mobile, you're a hard nut to crack.
The Cheetah is an amazing tank. Midget hitboxes, clan XL survivability, and barely anyone ever aims for it's legs. It's only real weakness is streakboats, and even then, it can gut them before they can get out a second salvo if the Cheetah pilot knows what they are doing. It's getting a (much needed) balance change soon, but even if they remove structure quirks, it will still be good, because in essence, it is just a well designed mech (I don't think it's broken per se, I think it's quirks are unnecessary). You won't see any other mech merrily weave it's way through an entire team like the ACH does.
The Stalker is a behemoth, and it's odd hitbox design means it can soak ungodly amounts of damage though it's ST's with just a twitch of the wrist in between huge laser vomit strikes. I've seen innumerable matches where half a team will be focusing on a Stalker, pouring damage into it, frothing at the mouth for a kill they are working far too hard for, while the rest of the enemy team eats them alive.
The Banshee has great armour and OK hitboxes, but if you know how to roll damage, you can use every scrap of that armour to soak incoming fire before you finally succumb. It's arms protect a large portion of it's silhouette from the sides, so if you twist and twist hard between alphas, you can be a really, really hard nut to crack - even with an XL (though i'd recommend that you really, really get to know the chassis before you try that).
Just my 2c, all anecdodal, all IMHO
#57
Posted 08 September 2015 - 04:47 AM
The fact that weapons are stored in the STs makes it even tankier. Like the Banshee, if you get both arms blown off it does nothing to you other than maybe destroying some ammo.
#58
Posted 10 September 2015 - 12:52 PM
Just got a Stalker, I'm not use to something that slow so I'm a big target and get the snot kicked out of me every PUG.
My Thunderbolt on the other hand: Creeping Death, but it wasn't always that way. You can use the Thuds arms as sheilds with most builts but the mech is still wide so your going to soak up LRM damage no mater wht (god, I hate LRMS)
Griffin: Almost traded it in for another medium but now, right up their with my Thunderbolt. I just needed to practice Hit and Run vs FACE TOWARDS ENEMY like with my Thud.
I've played the trial Victor (WTH with the weapon grouping PGI!) while it's not a tank, it moves like a heavy while carring a little more fire power than most. The Zues can tank more thanks to those armor buffs, might be up you ally but I haven't played with one yet.
#59
Posted 11 September 2015 - 01:07 AM
Steel Raven, on 10 September 2015 - 12:52 PM, said:
You know you can change the weapon groupings in trial mechs, right? The button's enabled in the Mech Lab.
#60
Posted 11 September 2015 - 06:07 PM
Ascaloth, on 03 August 2015 - 04:53 AM, said:
Lights:
Firestarter
Spider
Arctic Cheetah
These 3 have
Mediums:
Centurion with STD engine
Stormcrow
Hunchback 4G
Enforcer with STD engine
Heavies:
Timberwolf
Thunderbolt (specially with STD engine)
Hellbringer and Cataphrac are pretty tough too, but not so tough as the two mentioned above.
Assaults:
Dire Wolf (sustain tons of damage, but can be easily killed by a skilled pilot in a fast mech)
Banshee with STD engine
Stalker with STD engine (hard to kill, but can be "easily" unarmed by taking out both side torsos)
King Crab can also be pretty hard to kill if the pilot knows how to spread damage
Easiest to kill
Lights:
Kit Fox
Locust
Mist Lynx
Any light that likes to stand still in front of the enemy...
Mediums:
Cicada, specially if it stands still
Nova
Black Jack
Heavies:
Catapult
Dragon
Quickdraw
Jagermech (unless using STD engine, which is pretty rare)
Mad Dog
Assaults:
Victor
Awesome
Highlander (unless using STD engine, but it's uncommon)
Any Inner Sphere mech above the light category using XL become much easier to kill, but they also become more dangerous in terms of weaponry. And remember: one does not put an XL on the Atlas.
time to run an XL LRM atlas, the paper says good!
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