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Scat Needs Moar Energy


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#21 Lugh

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Posted 07 August 2015 - 11:51 AM

View PostBishop Steiner, on 07 August 2015 - 11:41 AM, said:

not convinced 12MGs would crit anything currently.

I have no trouble killing things with MGs in my Novas and other mechs why would this one be different?

#22 Bishop Steiner

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Posted 07 August 2015 - 11:55 AM

View PostLugh, on 07 August 2015 - 11:51 AM, said:

I have no trouble killing things with MGs in my Novas and other mechs why would this one be different?

http://www.webmd.com...-placebo-effect

it's all in your head, man, all in your head.

#23 Deathlike

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Posted 07 August 2015 - 12:01 PM

I like when people try to compare MGs to Small Lasers, forgetting the 100% facetime required for the full MG DPS.

#24 Greenjulius

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Posted 07 August 2015 - 12:15 PM

View PostDeathlike, on 07 August 2015 - 12:01 PM, said:

I like when people try to compare MGs to Small Lasers, forgetting the 100% facetime required for the full MG DPS.

Buh but but it makes cooler sounds!

EXTRA Kritical damage!

#25 STEF_

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Posted 07 August 2015 - 12:20 PM

View PostBishop Steiner, on 07 August 2015 - 11:41 AM, said:

not convinced 12MGs would crit anything currently.

I don't think the SHC is the right mech for mg boat.

The right mech for that must have more speed to get the right distance at the right time, better hitboxes.

The Piranha.... ! Oh, look,... that name:)

#26 Ryokens leap

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Posted 07 August 2015 - 12:27 PM

Cool down, anti-jam, ect omni pod quirks would be nice.

Edited by Ryokens leap, 07 August 2015 - 12:28 PM.


#27 Sarlic

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Posted 07 August 2015 - 12:30 PM

View PostDeathlike, on 07 August 2015 - 12:01 PM, said:

I like when people try to compare MGs to Small Lasers, forgetting the 100% facetime required for the full MG DPS.


Did you know that there are some people out there trying to make the MGs work beyond the maximal range? So much fun when spectating them, you may even facepalm in real life behind your desk.

On a sidenote: 500 matches is nothing..

Edited by Sarlic, 07 August 2015 - 12:31 PM.


#28 Wingbreaker

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Posted 07 August 2015 - 12:32 PM

View PostSarlic, on 07 August 2015 - 12:30 PM, said:

On a sidenote: 500 matches is nothing..



Wut? You get a fairly consistent idea of how a mech will do around 50-100 games. 500 games is far more than required.

#29 Sarlic

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Posted 07 August 2015 - 12:38 PM

View PostWingbreaker, on 07 August 2015 - 12:32 PM, said:



Wut? You get a fairly consistent idea of how a mech will do around 50-100 games. 500 games is far more than required.


50-100 matches? Are you even serious?

#30 Wingbreaker

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Posted 07 August 2015 - 12:39 PM

View PostSarlic, on 07 August 2015 - 12:38 PM, said:

50-100 matches? Are you even serious?


Completely. It should not take very long beyond your doubles to understand a Mech's capabilities.

#31 RoboPatton

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Posted 07 August 2015 - 12:45 PM

I wonder if the SCat can even be quirked out of mediocrity. I'm not sure that would be enough. I agree with others here, masc is underwhelming on scat (especially vs executioner). Loadout options are mediocre. Yes it can be a high flying sniper, but that's about it. Would be nice to have other options that are worth while.

#32 Sarlic

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Posted 07 August 2015 - 12:46 PM

View PostWingbreaker, on 07 August 2015 - 12:39 PM, said:


Completely. It should not take very long beyond your doubles to understand a Mech's capabilities.


Right-o. In my opinion you are wrong. 50-100 matches up to 500 matches is perhaps suffience enough to know the mechs capabilities. But you are forgetting experience. 50-100 matches is in no way enough to fullfill the whole mech at a effective role. Beyond 500 you are getting there. Build experience, then complain all you want.

Usage of terrain, use of weapons and get to know what makes the mech efffective.

Explains alot why do we have these people failing at mechs when they come out and then complain for it's (appparently) shortcommings. Each mech is different.

But this is how i see things.

Edited by Sarlic, 07 August 2015 - 12:59 PM.


#33 Wingbreaker

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Posted 07 August 2015 - 12:47 PM

View PostRoboPatton, on 07 August 2015 - 12:45 PM, said:

I wonder if the SCat can even be quirked out of mediocrity. I'm not sure that would be enough. I agree with others here, masc is underwhelming on scat (especially vs executioner). Loadout options are mediocre. Yes it can be a high flying sniper, but that's about it. Would be nice to have other options that are worth while.


A 15% Energy heat generation quirk would make it into a fairly strong poke/jump. Maybe a bit stronger, but it certainly isn't impossible. The 'Mech has tons of potential due to its raw maneuverability.

#34 0bsidion

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Posted 07 August 2015 - 12:55 PM

View PostBishop Steiner, on 07 August 2015 - 11:41 AM, said:

not convinced 12MGs would crit anything currently.

I think the damage nerf MGs got to compensate for the alleged MG hitreg fix was incredibly unnecessary. I still like to use MGs though, it makes me feel like I'm still contributing when I can't fire other weapons due to heat buildup. All that noise and fire and plinking? It means something is happening, right?

#35 Lugh

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Posted 07 August 2015 - 12:57 PM

View PostWingbreaker, on 07 August 2015 - 12:39 PM, said:


Completely. It should not take very long beyond your doubles to understand a Mech's capabilities.

I usually have it figure by the 30s... usually...

#36 Mcgral18

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Posted 07 August 2015 - 12:58 PM

View PostRoboPatton, on 07 August 2015 - 12:45 PM, said:

I wonder if the SCat can even be quirked out of mediocrity. I'm not sure that would be enough. I agree with others here, masc is underwhelming on scat (especially vs executioner). Loadout options are mediocre. Yes it can be a high flying sniper, but that's about it. Would be nice to have other options that are worth while.


ER beam duration to the tune of 20% gives cERLLs a 1.2s burn...still long, but to a more reasonable level.
Allows for 4 more heatsinks over the LPL build.

Quirks can do big things; they just need to the the right type to the right degree.

#37 Greyboots

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Posted 07 August 2015 - 01:00 PM

View PostNarcissistic Martyr, on 07 August 2015 - 10:37 AM, said:

What's wrong with having it be a sneaky sniper/harrasser?

Do all mechs have to have the same role and abilities? That sounds rather dull.

Also... the BJ1x is an over quirked monster that probably needs it's quirks toned town.


Don't stress. People will always compare whatever they want improved to the highest performer on offer, pretending it's "normal". When Shadowcats become available for cBills I'm sure it will outperform my BJ1-X in terms of kills and component destructions.

View Post0Carbon0, on 07 August 2015 - 10:14 AM, said:

After 500 games with this mech, mostly played alongside other mediums, I can definitely say this is an underperformer. With the splattiest builds I can manage, this thing is still only capable of 800ish. The same game in a BJ1x would be 1100-1400 (double coolshots for dayz).


Honestly speaking if I got 1400 points of damage in a BJ-1x I'd be asking myself why my aim is so terrible today (unless I was trying to scrawl rude words across every enemy's torso anyway).

Edited by Greyboots, 07 August 2015 - 01:01 PM.


#38 M4rtyr

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Posted 07 August 2015 - 01:07 PM

Hmm, let me guess... the Timber Wolves aren't quite fast enough and need more armor too yes?

Yeah more energy for more laser spasms. Yippie!

#39 DAYLEET

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Posted 07 August 2015 - 01:15 PM

View PostNarcissistic Martyr, on 07 August 2015 - 10:37 AM, said:

What's wrong with having it be a sneaky sniper/harrasser?

Do all mechs have to have the same role and abilities? That sounds rather dull.

Also... the BJ1x is an over quirked monster that probably needs it's quirks toned town.


I wish more mech had specialised jobs. But with Clan it's near impossible because they can make the mech they want with the pod they have. So i guess this is the limitation we've hit with the Clan mech. You need to lock jj and dhs and other stuff to keep them in check but at the same time, if you don't give them good pods they feel very limited and it totally makes 2 of the 3 variant you need useless because of the locked limitation that are the same accross the variant and the lack of pods makes it hard to have different loadout that are good.

It's the Cicada of the clanners except it's slow but has awesome jj capability. I like that on paper but i don't own one. I like that mech do stuff better than other mech. Clanners make that balance hard to achieve. It all comes down to where you are in the mwo development, Last year a med with ecm 2erppcs and 1 S-SRM6+1ton would have been the end of the world. Right now people dont want that, they want more firepower.

#40 Kain Demos

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Posted 07 August 2015 - 02:13 PM

I enjoy the challenge of min-maxing a 'mech that doesn't win the hardpoint/pod space lottery.

I find QQing on the forums to be quite distasteful as well.





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