Pts 3 Atlas Pretty Tanky.
#1
Posted 04 November 2015 - 09:25 PM
Don't know if its just the power of the 100 tonner in a 4v4 situation, but they have been pretty beastly to take down on PTS.
#2
Posted 04 November 2015 - 10:01 PM
I was waiting for this so bad.
#3
Posted 05 November 2015 - 01:30 AM
#4
Posted 05 November 2015 - 02:21 AM
#5
Posted 05 November 2015 - 03:45 AM
Vladosteron, on 05 November 2015 - 01:30 AM, said:
Screw that, they already out gun the atlas...they don't need to be as tough as it too.
The atlas does feel tougher though...
It's probably a combination of skill tweaks...less laser spam....4v4...
Rather than actually being better.....
I think if they keep 12v12 it's going to go right back to feeling like it's made of paper.
On the plus side...I took damage to an armor-less right torso today and didn't INSTANTLY lose my AC20 so that was nice.
Edited by The Atlas Overlord, 05 November 2015 - 03:46 AM.
#6
Posted 05 November 2015 - 10:52 AM
The Atlas has always thrived in small engagements, where it's durability and firepower can exchange well - and it has ALWAYS performed sub optimally in situations where multiple new targets can enter a fight and can whither the Atlas' durability away essentially for free.
#7
Posted 05 November 2015 - 12:25 PM
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the atlas and direwolf have the same amount of armor in canon
the atlas shouldnt have significantly more armor than the direwolf. thats a stupid and lopsided way of balancing the atlas. instead they should fix the atlas' firepower so it doesnt suck.
#8
Posted 05 November 2015 - 12:28 PM
It might as well have eaten a Direwolf.
#9
Posted 05 November 2015 - 03:53 PM
Khobai, on 05 November 2015 - 12:25 PM, said:
the atlas and direwolf have the same amount of armor in canon
the atlas shouldnt have significantly more armor than the direwolf. thats a stupid and lopsided way of balancing the atlas. instead they should fix the atlas' firepower so it doesnt suck.
WOW, what did i even read?
Are you serious?
You are not ok with defensive changes because it diverges from a canon atlas, but then just suggest yet another type of change to canon?
And people complain about PGI not "listening" to its community.
So how to " fix the atlas' firepower so it doesnt suck."? Slapping 3 more hardpoints on top of it?
If anything, making Atlas more tanky, is the best solution without screwing with the balance of other mechs.
Atlas has low amount of hardpoints that are located very low. No one is going to mess with the geometry, that is a given.
Atlas also has a broad frame that is easy to shoot at, and is often the most focused mech in the game along with Direwolf.
Conclusion:
Use Atlas' very own,negative aspects of the mech, as its quirked-base to rely on. It is a giant, slow walking wall of armor that supports its team, without having powerful offensive capabilities (aside maybe AS7-S within 300 meter, brawling range).
Direwolf already has an inherent defensive trait, in the sense that you must reduce your exposure down to an absolute minimum, or you will lose all your valuable components in a few seconds, or at least get cored. And it is a mech that can do all that from a long range.
Atlas is only powerful in brawling scenarios, and even with weapon quirks, its lack of good hard-points ain't going to help it much.
Edited by Unikron, 05 November 2015 - 04:08 PM.
#10
Posted 05 November 2015 - 04:09 PM
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Uh. Im not suggesting any change to canon. Where is it in canon that the Atlas has low mounted hardpoints and shoots into the ground half the time? lmao.
Fixing the Atlas' firepower mostly means giving it higher laser/ballistic hardpoints. That and way stronger SRMs since the Atlas' loadout is extremely dependent on SRMs.
Giving the Atlas more armor is a dumb fix because this game is offensive-oriented. Giving the Atlas more armor just makes it a punching bag but doesnt let it deal out punches. What the Atlas really needs is its hardpoints raised up, stronger SRMs, and the light fusion engine so it can can reinvest the extra tonnage into more speed. And then maybe a small armor bonus of like +10-12 on the AC/20 side torso, but thats it.
Would be nice if they added the long tom to the game too. The Atlas would be a great candidate as a long tom support mech. And since longtom is IS tech only you dont have to worry about it buffing the Dire Wolf.
Edited by Khobai, 05 November 2015 - 04:21 PM.
#11
Posted 05 November 2015 - 04:14 PM
Khobai, on 05 November 2015 - 04:09 PM, said:
where is it in canon that the Atlas has low mounted hardpoints and shoots into the ground half the time?
fixing the Atlases firepower mostly means giving it higher hardpoints.
As i mentioned before, messing with geometry?
From what i saw, that is the least thing to expect from PGI when it comes to balance changes of a mech.
And also. What do you suggest with higher points? Putting them on Atlas' shoulders?!
Then... What is the point of it having moving arm actuators???
Only 2 variants of Atlas rely on SRMs. DDC and S
#12
Posted 05 November 2015 - 04:23 PM
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no just bracketing the lasers to the top of the arms rather than the bottom would make a HUGE difference.
Also the AC/20 needs to be moved up more. It should be jutting out of the side torso, not out of the atlas' waist.
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You realize those are considered the two best variants and are the most used variants by far right?
Edited by Khobai, 05 November 2015 - 04:25 PM.
#13
Posted 05 November 2015 - 04:32 PM
Khobai, on 05 November 2015 - 04:23 PM, said:
no just bracketing the lasers to the top of the arms rather than the bottom would make a HUGE difference.
Also the AC/20 needs to be moved up more. It should be jutting out of the side torso, not out of the atlas' waist.
That is a good idea.
However, why do you think that is the "firepower" buff for atlas?
I mean, high points are favored, because we are in the meta, where the damage is traded via peekaboo method of shooting alphas over the hill and backing off before another one.
Nothing is actually being done to emphasize on where Atlas shines the most, or where its natural habbitat is.
And it will still remain a "not-enough-weapons-mech" for 100 tons of worth. Moreover, it will become even less maneuverable with skill trees nerfed. So peekaboo, hill shooting tactics will still be bad on Atlas.
The situation that slightly-higher hard-points improve, is that you will be occasionally, less frustrated with your weapons shooting into obstacles.
Edited by Unikron, 05 November 2015 - 04:34 PM.
#14
Posted 05 November 2015 - 04:35 PM
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because it allows the atlas to compete better in the current long-range meta. low mounted hardpoints arnt much good except for brawling. At least then you could have 2 ER or regular large lasers in the arms that wouldnt be low-mounted.
And no that wasnt the only change I wanted to see. I believe IS SRMs need to do more damage (at least 2.5 per missile) in order to make the Atlas scary as a brawler again.
Also I wanna see the LFE added to the game so the Atlas can get a nice speed bonus without losing any survivability.
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Adding the LFE to the game would allow the Atlas to take a 350+ LFE engine without losing any survivability. That would restore a lot of that lost maneuverability.
Edited by Khobai, 05 November 2015 - 04:40 PM.
#15
Posted 05 November 2015 - 04:39 PM
Khobai, on 05 November 2015 - 04:23 PM, said:
You realize those are considered the two best variants and are the most used variants by far right?
Well, considering that we are in a >>>>>re-balacing phase <<<<<, why do we have to retain to only those 2 "not-as-bad-as-other" variants?
I thought re-balancing should shake things up a little and make different variants excel at different things.
Atlas is very limited in its loadouts, compared to almost every other model.
Also, isn't the Atlas-K model that actually received the best defensive buffs?
It is widely considered the worst variant of all AS7.
Edited by Unikron, 05 November 2015 - 04:48 PM.
#16
Posted 06 November 2015 - 04:30 AM
In some cases a weapon specific, in other cases maybe a bit more general perks could add a nice favor.
One of the atlas may have a gauss cooldown, and nothing else for weapon quirks, while other may get lrm bonus, third may get universal ballistic cooldown. But not mixed, and only in a small amount, for flavor.
Maybe even specified for given hardpoints or part. MLas in CT have cooldown reduction. (go zombie )
(And i talk about small bonuses, really for the flavor, not some insane 20%! 2-5% is more than enough. maybe for specific one even 6% )
#17
Posted 17 November 2015 - 07:44 PM
#18
Posted 18 November 2015 - 03:19 PM
#19
Posted 21 December 2015 - 02:40 AM
I'm digging my teeth into atlas as this was my first mech that I own. And on top of that exactly the one we're talking about here.
So lemme get few points out on the subject as a frequent user of this slow moving tower of destruction.
I'm sporting around 75% of armour, Double Heat Sinks 8/10, STD 300 engine (which requires you to be patient and you need to plan your moves way ahead to be effective... bcs it takes some time to get inna right place), 2x LRG Pulse Laser, 2x Med Laser, 2x Artemis 6 SRM, 1x AC 20.... And guys before I go overheat I can do 3x Alphas. Single Alpha can can ruin a day for a light mech, 2x will do the same for mediums, 3x will definetly make re-think their goals in this particular match. But damn do you need to get close for those SRM 6 to hit properly. I can snipe a bit with LRG Lasers and AC (although I only sport 2x7 ammo for it atm). This build is basically a beast when it goes down to mid-short range city brawls. On average basis it's a berserker-rogue build. Bcs you are probably gonna die a lot whilst dishing out at very least 400-500 dmg, and you'll probably take few of them guys with you to the grave. But hey that's the role of assault mech isnt it? let them smaller guys run around and flank them while you taunt your enemies to ruin that lovely paint you have on your Atlas. I find it very funny to flank ppl and nearly take out a lance formation of 4 while they panick around wondering why everyone around suddenly is dying.
One mech which I find particulary ugly when going face to face is king crab with dakka dakka 4x AC5 or w/e they are sporting these days in those crab hands as long its fast firing ballistic nastyness.
This and those ultra small, ultra fast mechs which will hang to your back and spank your behind like theres no tomorrow. Any thing between that is your target.
I could probably drop more armor for bigger engine and/or go 2nd option for structure/armour but this would probably take away the space for ammo for srm/ac. I'm having tons of fun with it and as I'm reading this topic I can guess that dropping some armour wouldnt be so bad since they buffed the overall tankyness. Less tonnage spent is needed in that particular area then. Obviously you can go for more offensive builds this way. Loose some weight and put it into speed or heavier armaments.
Just my few cents.
Edited by lazytopaz, 21 December 2015 - 02:48 AM.
#20
Posted 21 December 2015 - 06:12 AM
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