Jump to content

For Pgi: Atlas Feedback (One Thread, To Keep The Rest Clean, Please Write Them Here)


11 replies to this topic

#1 Sarlic

    Member

  • PipPipPipPipPipPipPipPipPip
  • Hearing Impaired
  • Hearing Impaired
  • 4,519 posts
  • LocationEurope

Posted 11 September 2015 - 03:57 PM

I think we should divide this sub forum as clear as possible instead of having seperate threads. So PGI can grab data and analyse it quickly as possible without having to scroll each thread.

I have put some basic fill in form which you may use.

Atlas feedback

1.) What Atlas (variant?)
Variant of the Atlas.

2.) My thoughts and experiences so far.
Describe here your first thoughts and experiences so far.

3.) Pro's and con's.
What did you like? What did you not like? Describe them here.

4.) What would i change?
What quirks / balance / values would you change and how?

5) Final feedback / opinion.
Form your final words here.


I will be putting my own feedback here. But i think it's crucial to put the information in one thread to make it better viewable by the staff.

Much appreciated and thank you for your time and understanding.

--
Updated:
Very short version of my vision on the structure and armor regarding the Atlas.
I wanted to test the PTS more before i write my butt off for Atlas feedback. I had too little time.
But so far in short this is my opinion: (all very reasonable and logical)

(Now specific writing about armor/structure)

AS7-D - Should get both structure and armor, but more structure. It should stand in any situation you can think of: close/mid/long- range. Such a great allround Atlas. It needs to be a wall.

AS7-D-DC - Mix of structure and armor; but more armor. It has ECM already, but it loses two CT laser hps. Thus more armor. It's a stealth/ambush Atlas after all for brawling. King of brawls.

AS7-S - Both structure and armor. It should be neutral so you can decide to outfit as a pure juggernaut, support or w/e. 4 M hps.

AS7-K - Mix of structure and armor, but more armor. Typically longer range / walk with the team Atlas. Can be build as a brawler as you focus fire on medium/longer range with your team who are fighting at the very same time against streakers, boaters and SRMs mechs. But i prefer to be a teamwalker and have a optimal mix of long and medium range.

AS7-RS - Both structure and armor, but more armor in the arms. Its the typically peek and shoot Atlas due stacked 2 laser hps in both arms but no CT. Can be outfitted as a brawler, but i personally prefer more to medium range. Any cover is good cover. Losing your arms=half of your fp.

AS-BH - Same as above but then neutral quirks. Stacked laser hps both arms. (Do not own one but its sbout the same as RS, but then brawling range).

Thats how i think of it. In the Atlas guide i have illustrated the playstles and about each variant in a table.

Edited by Sarlic, 25 September 2015 - 06:46 AM.


#2 Sarlic

    Member

  • PipPipPipPipPipPipPipPipPip
  • Hearing Impaired
  • Hearing Impaired
  • 4,519 posts
  • LocationEurope

Posted 11 September 2015 - 04:00 PM

[Reserved]

#3 Jithrandix

    Rookie

  • Liquid Metal
  • 7 posts

Posted 11 September 2015 - 06:35 PM

Background: I have played this game for a very long time, since July 2012. I love the atlas and have stuck through with it that whole time.

1.) What Atlas Variant?
AS7-D-DC
2.) My Thoughts and Experiences So Far
It feels a bit like it always has. I think since it didn't get much quirks originally it was not too different. Still can brawl, some mechs are harder to take down now. I think that it really needs some armor/structure buffs. Looking at the other variants makes them seem so much better. In my opinion, the ECM isn't worth that much, especially with the nerf coming. The long and medium range stuff is kind of useless, as I always try to be within 200 meters of enemies to fight.
3.) Pro's and Con's
+It is still an atlas, so it brawls well.
+ECM
+Fun to Play
-Easily disarmed. Unless shielding really well, side torsos go away, especially compared to other atlases.
-Slow, especially with acceleration nerfs and turn nerfs.
-Low weapon mounts.
4.) What Would I Change?
PLEASE BUFF ARMOR/STRUCTURE!
I know it has ecm, and should be a command mech, but honestly it needs its quirks to be for close range. I think it should be a tough, agile (for 100 tons) mech. It is outclassed by pretty much anything at long range, so it needs those abilities to close in. It also really needs an armor buff or structure buff. I know they are trying to differentiate variants, but it needs to do the brawl thing to be any good, especially compared to better assaults at range. Similar quirks as the D variant would be perfect.
​5.) Final Thoughts
The atlas should be scary at short range and very hard to take down, and the D-DC is no different. I think it needs to be the center around which a team comes, like a front line commander. Make it very tough and agile, because it can't really do much other than brawl. Maybe reduce some motion quirks to exchange for sensor quirks compared to the other atlases, but definitely buff the armor/structure and movement. If this sounds like too much, it is already mitigated by hardpoint location and amount.

TLDR: Needs to be much tougher and more agile, like an atlas should be- terrifying at close range, and able to get there alive.

Edited by Jithrandix, 11 September 2015 - 09:36 PM.


#4 zaku potion

    Member

  • PipPipPip
  • Elite Founder
  • Elite Founder
  • 53 posts
  • LocationSOUTH TX

Posted 11 September 2015 - 08:44 PM

Heres my day 1 opinion after playing a few matches. Keep in mind I am not an assault pilot, I use mediums and heavies mostly in pug matches.

1.) What Atlas (variant?)
D-Founders

2.) My thoughts and experiences so far.
Extremely tanky, my first match I lead a push towards a hill with 2 enemy heavies 3ish lights and a medium firing at me. I was able to do some damage but quickly lost side torso armor and started to lose weapons. I soaked alot of damage that would have gone to my teammates and my team did a lot of damage that they wouldn't have been able to do without a bullet magnet. If you are fighting one you need to get away because its going to bring the firing line along with it, and it has enough structure and firepower to facetank you and core you by itself unless you're another 100 tonner. Do not charge an Atlas-D. [/color]

3.) Pro's and con's.
Pros
-Its what an Atlas should be, a tough shield for his buddies.

-Can lead a push effectively unless its against 6+ mechs trying to core it ASAP.

-Bullet magnet

-If they're not shooting you, you're wrecking them and heading right for their face to tank.

Cons
-Slow. Larger engines = less firepower and running an XL is a bad idea with the structure quirks.

-Bullet magnet.

-Buffed structure and not armor means you will lose weapons fast, and gauss might be a bad idea.

-Your team has to know how to work around you and vice versa. A lone Atlas push is not effective.

-Only 1 mech and 1 weapon module slot for a total of 3 with the master slot.

-Only 1 consumable slot.

-Sensors are really bad/useless, and detection starts at 500m.


4.) What would i change?
Nothing. (May add things in as I go, this is day 1)

5) Final feedback / opinion.
The Atlas D is a great example of a defined role on the team. It's the standard that other roles should be brought up to because it feels important and different. Not just another mech with quirked lasers to kill the enemy with, it's a tool with a purpose. I think the problem is going to be that an effective tank role is easy to create, and defining other roles is going to be harder. The roles need to be team oriented instead of only damage oriented with ballistic/laser choices like the old system. The D has its drawbacks but can't do everything, and seems pretty balanced in its current state. 5/5 go buy it on PTS and atleast try it out in case they change how it works.

#5 Skarlock

    Member

  • PipPipPipPipPipPip
  • The Defiant
  • The Defiant
  • 328 posts

Posted 12 September 2015 - 04:46 PM

These quirks are vastly underwhelming. Compared to a Dire Wolf or even a King Crab that can take a vastly superior weapon load out, you're basically left with an outdated mech that provides ECM. A 30 ton light mech can provide ECM, and do it better because they can actually get to the mechs that need it the most, quickly, such as those being shot at by LRMs, etc.

The atlas also does NOT need movement penalties. At all. Ever. It's a 100 ton assault, it will never move well, even in a suicidal gimmick build with an xl400. Giving the atlas or any IS assault mech movement penalties is sheer nonsense. IS assaults, like every other IS mech, need to be brought up to clan levels. This is the core of most of this games balance issues.

#6 _____

    Member

  • PipPipPipPipPipPipPip
  • The Cub
  • The Cub
  • 742 posts

Posted 12 September 2015 - 05:38 PM

A R M O R B U F F S !

What's the point of a yellow structure right torso that had its big guns blown off 2 shots ago? +30/40/30 front +5/5/5 rear and you have a scarey f'ing brawler that can actually start the push against a DWF at 400m

#7 Xetelian

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 4,393 posts

Posted 12 September 2015 - 06:15 PM

Atlas feedback

1.) What Atlas (variant?)
All the of them

2.) My thoughts and experiences so far.

Shoulder ballistic explodes far too quickly.
The Boar's head is low on missile points
The K is low missile points
The Tube counts are too few for the missiles on all of them.


3.) Pro's and con's.
Con: AS7 has too few hardpoints to compete
Pro: It has a skull face...duh
Con: AS7 can't tank the 70 point alphas of a DWF
Pro: AS7 has no JJs...hoverjets

4.) What would i change?
+30% armor in ST LT
+ 50% armor in the ST RT
+ 25% armor in the CT
+2 Energy for D DC in CT
+2 Energy for the K CT
+2 Missile points for the Boar's Head
+2 Missile points for the K
+1 Missile point for the RS
+1 Ballistic K
+1 Ballistic Boar's Head
+1 Ballistic RS

All missile tube counts made 20 then secondary 10 or both 20.


5) Final feedback / opinion.
Give the king back his crown. Up his armor and structure to keep the AC20/gauss alive, Inflate the hardpoints on the BOARS HEAD, K, RS, and be generous with survival buffs.
It will never be the DWF especially without a cXL engine.
The extra ballistic points will give the AS7 the option of taking 2 UAC5s over a AC20.
The CT energy points and the armor to the torso helps keep a little damage up after losing a shoulder with an AC20 in it.
Raise the tube count.



The HGN VTR and AWS all need similar treatment if they're not given really impressive weapon quirks.

Edited by Xetelian, 12 September 2015 - 06:54 PM.


#8 Bolter01

    Member

  • PipPipPipPipPipPip
  • The Bite
  • The Bite
  • 224 posts
  • LocationAU

Posted 14 September 2015 - 05:52 AM

Please allow the AC20 to survive to zombie/tank mode.
My previous experience has been it gets blown off almost instantly. Atlas is the God of the battlefield! I would love to see his primary weapon armoured and welded into the chassis rather than taped on with duct tape.
Cheers

Edited by Bolter01, 14 September 2015 - 05:55 AM.


#9 Amerante

    Member

  • PipPipPip
  • Legendary Founder
  • Legendary Founder
  • 93 posts
  • LocationHungary

Posted 14 September 2015 - 11:19 AM

This is an interesting idea, what if there would be quirks for weapon survivability?
some example for different atlases
-Auto cannons cannot critted in RT(or maybe ballistics to include gauss ^^)
-Ballistics has increased health in RT
-Lower chance to ammo crit in LT
-Before ammo explode because of heat, first heatstink gets destroyed instead of ammo in LT (if no more heatsink, well... :) )
-Gauss explosion in RT wented out, to avoid damage.

The weapon survivabiliy ideas may benefit actually every mech.

I liked the weapon quirks before, but those ones that were universal, like ballistic range, or rate of fire.
And a hated those like +20% AC5 rate of fire... These ones only lowered diversity, because you tried to equip around these huge bonuses.

#10 Kh0rn

    Member

  • PipPipPipPipPipPipPipPip
  • Shredder
  • 1,014 posts

Posted 15 September 2015 - 02:13 PM

switch out its structure buffs for armor buffs enough said.

#11 Flak Kannon

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 581 posts

Posted 18 September 2015 - 03:08 PM

Hi Sarlic,

The first 4 mechs I ever bought with Cbills were the 4 Atlas variants available in late 2012 early 2013. I have played them alot, albeit, not to your level of drops in the chassis.

I believe mobility isn't lacking in its variants. I am fine with a STD 300 or STD 325 engines ability to move it at it's tweaked speed. Most Atlas pilots sacrafice a bit of laser punch ( i.e. ML in stead of LL or LPL ) in the Atlas so as to mount the AC20. We all do it. Fine.

An Atlas needs vastly buff'ed armor ratings to compensate for it's lack of Mobility. Dires ranged firepower to make up for lack of Speed, or lower speed and Agility.

If an Atlas rounds a corner and is one on one with a Dire at 200 meters, and Pilot skill is the same, the programers need to figure out how to build the game balance such that the Atlas will win 90% of those engagements...

Because at 400-600 meter engagements, ( which is FAR more often the case ) the one on one engagement with a Dire, the Atlas should and usually does lose. Ac20 270 meters, 4ML 270meters, SRM6 270meters .... no range. I am fine with that trade off.


But as it stands right now the balance is off. Even at 200 meters, Atlas very often fall to the Dire. The Dires alpha is massive, its heat management is acceptable, and it's sustained DPS enough that even at close range, its usually a 50-50 or 60-40 win for the Dire inside that 200 meters. XL engine wins for the Clan. Yes, STD is the same for IS, side torso and all.. but percentage DPS lost per side, still favors Dires.


BUFF the Armor by 50 CT, 40 L&R Side Torso, 20 Rear, 20-35 arms. Legs are fine. Give the Atlas pilot at least a CHANCE to get within range to trade while have a usable, realistic percentage of armor left. And if its a face to face, rounding a corner.. the Atlas really should win.

The Atlas is too easily taken down. While piloting my Griffins, or my Wolverines, or Quickdaws, I rarely worry about Atlas. I can disengage, jump away, and then get back in range. But with a Dire, if I get anywhere in front of it, I worry. .. ...


Buff it's armor to make it .... you know .... an ATLAS. It needs to be feared.


This is just my opinion on the matter.

#12 ElricVonRabenfels

    Member

  • PipPip
  • The Decimator
  • The Decimator
  • 40 posts

Posted 13 October 2015 - 08:14 AM

1.) What Atlas (variant?)
All of them.

2.) My thoughts and experiences so far.
Too squishy. Not enough armour and structure. Not for THIS mech.

3.) Pro's and con's.
What did you like? What did you not like? Describe them here.

4.) What would I change?
Give every variant more ( positive) armour and structure quirks, but especially armour.
Least of all, keep the structure quirks and add (slight?) armour quirks on top of that.

5) Final feedback / opinion.
The Atlas is supposed to be the iconic, towering and unkillable machine of doom.
Of course we can't have ALL of that ( Other mechs have better DPS, Atlas is generally short-ranged ), but at least we should have part of that ( towering, unkillable ). It's slow, not very mobile, and often gets completely shot up while closing in. For how little ranged firepower it has, it does not have enough armour for closing in at all.

Make it the tankiest mech in the game. Make it's tankiness STAND OUT. Please?

Edited by ElricVonRabenfels, 13 October 2015 - 08:17 AM.






5 user(s) are reading this topic

0 members, 5 guests, 0 anonymous users