KodiakGW, on 10 November 2015 - 03:23 PM, said:
Dude, you really better watch your tone when posting. You are basically calling me a s*** pilot because I offered up an alternative that could potentially lead to more sales.
Not calling you a s*** pilot. I'm saying you are S*** at playing the rifleman. Which you can't really state is true or false because you haven't played it for 1 match. Nor has anyone else. But you show a clear vibe that goes along the lines of "this isn't my kind of mech, I hate all the advantages or do not think they are good enough and I hate all the disadvantages and I will refuse to play it if it is like this".
Because for me the advantages push it quite respectfully high on the list of effectiveness and the problems stated I consider rather minor- if anything needed for it's weight as for all others the speed and other problems is the strength.
KodiakGW, on 10 November 2015 - 03:23 PM, said:
Yes, because in solo queue you can choose anything between 60 and 75 tons for the heavy queue. More often than not, you will be facing TBRs. So yes, you need to consider that if you are buying it for use in solo queue. EXACTLY what my statement said.
Let me first of all see your thought process. you basically deem all 20, 25, and 30 ton mechs obsolete due to the presence of a 35 tonner and that the 20 to 30 tonners are not 100% like a 35 tonner.
You think all 40, 45, 50 tonners are obsolete because they are not like 100% like a 55 tonner.
you think all 60, 65, 70 tonners are obsolete because they are not like 100% like a 75 tonner
and you think all 80, 85, 90, and 95 tonners are obsolete because they are not 100% like the 100 tonner.
Before I point the extremely massive flaw in this logic. Let me make it a bit more obvious when I apply this to all mech weight classes. Becuase you know- weight class doesn't dictate anything in solo cue and barely anything in group cue. The 3/3/3/3 rule doesn't exist anymore and you can theoretically have 12 assaults in a solo cue just fine on the same team if their is that many of the population playing assaults. hell all 12 of them could be 100 tonners but this huge influx is not really practical. however in the past and current game we have had situations of 6 of the same weight class in the same game rather it be group or solo.
Lets see here, why should I bring a 20 ton mech when it isn't 100% like a 100 ton mech? the Kingcrab has much more firepower and armour and ammo and heat efficiency over a locust as well as have additional armour for it's weight and a good profile as well as high energy and missile hardpoints ,why would anyone want to pilot a locust? I think we should buff the locust.
Why am I comparing these two? because you can pick a king crab over a locust in solo cue any time and you will be vsing king crabs right!
It doesn't work this way, You could say this isn't the same case- but it kind of is. The reason I decided to do this is that it follows the same principle of your post but with a bit more of an extreme polarity occurring as it's a bit more exaggerated just so you can see where the faults may lie.
Rifleman will see Timberwolfs- yes. But guess what else will? locusts.... atlas.... catapult.... kitfox.... the warhammer.... the highlander IIC.... I am pretty sure every mechs sees a timberwolf. Your point?
And why would someone buy a mech specifically for a specific game mode? That sounds like something only an extremely overly competitive E-sport person would do but that level of e-sports doesn't even exist in MW: O. ESPECIALLY single cue.
People who buy this mech or any mech should buy it to play Mechwarrior Online with it.
Not 1 specific map on 1 specific game mode and specifically 16:00 to 17:35 UTC on this 1 specific server or what ever.
That is an exagerated statement there for the example. But I find it silly that there are people who purchase a mech just for a specific time , or a server, or a map and I really doubt making it cator to this will cause it to get 'more sales' or to make the mech better.
There should be no difference in a build between solo and group cue. If it works well in solo, it works well in group,, the only thig that says how well a build is in group cue is not the build itself but your co ordination. Sure, you can skip up on the medium laser back up weapons for more ammo and let your partner do the close range brawling but the same principles remain.
KodiakGW, on 10 November 2015 - 03:23 PM, said:
What if you land on Mining Collective? Most of the battle is poking around corners instead of over ramps. You know what helps with poking around corners quickly? Larger engines.
So what, the game of rock paper scissors didn't land in your favour. That would hurt most mechs besides the generalistic meta mechs that try to say they are the best at all maps but we have all seen how well a 7 medium pulse laser Thunderbolt or a 5 er medium, 2 large pulse laser timberwolf is on Terra therma....
Also Mining collective has quite a few areas where a Rifleman/ jagermech/ high mounted hardpoints can be used for 'ridge peaking'. For me the ramp is always quite a hot place as well as the other ramps and platforms in the map as well that is often shot over or charged over. It is part of player skill and experience to say how to perform or where to go in what mech and role because you can still can do very well with a mech with the effective range of 260 meters (ie brawler atlas) on maps like alpine peaks or still do good with snipping on maps like forest colony.
Let me humour you though that the advantage of peaking and profile is not there to help you on Mining collective- or lets just say a redo of a map or a new map has no help what so ever. We still got the agility and flexibility of the mech as well as the overal higher energy weapon count over the Jagermech which can boast or be used to make a powerful brawler build with energy or energy mix ballistic builds, rather it be an AC 10 or a gauss rifle with 4 to 6 medium lasers allowign a hard kick at the enemy. (6 med las = 5 damage each, 30, AC 10 does 10, allowing a rather accurate 40 damage alpha strike, quite powerful for a 60 tonner and matches the potential of a jagermechs twin AC 20 with less ammo dependency)
the already stock twin AC 10 build will most likely be quirked towards that and will be overal better at AC 10 over the jagermech, with DPS in mind of the AC 10 and velocity can be quite more of a threat over the Jagermech and has an advantage over a timberwolf in a few respects.
However I will leave going into every little nook and cranny until after the release.
however back onto the map topic- you know what else helps with corner poking? being lighter than a comperable mech- ie TImberwolf, or Jagermech.
You know what else? Not corner peaking. No one is telling you to corner peak just becuase you can't 'ridge peak'. No one even says that you should peak to begin with. Some mechs are pretty good of just getting otu there and unleashing their DPS onto the enemy instead of wasting time peaking.I have never seen a peaking atlas do well or a peaking draogn. (granted all dragons that do not have twin AC 5's do not do well atm...)
That, or you just wait for the peak battle to finish in your teams favour and start to follow in with the push. or if your team fails at the peaking war pull back and let the enemy break into the open to die to the firing line and defensive possitions.
This game isn't just a cheese meta train of repeating the same tactic over and over with the same builds as some may try to lead you to think.
KodiakGW, on 10 November 2015 - 03:23 PM, said:
Really? Try a 5K with ERLL or LL. All high mounted on the torso. Great for poking over ridges.
Right there buddy. That's one. I was offering suggestions to sell more, not whining.
That's two. I said in my prior post I already have the Firebrand (and also ShadowHawks FYI), so I know how to play the high mount weapons quite well. Maybe you need to take a breather and read through things before posting.
Yes, and notice all that part of your mech exposed doing it as well as the larger profile. As well as the weapons being bellow equal your cockpit, making it harder to shoot over higher ridges and such/ minimalising exposure.
KodiakGW, on 10 November 2015 - 03:23 PM, said:
Right there buddy. That's one. I was offering suggestions to sell more, not whining..
And why does PGI need to sell more? Sure, the fact it cost MC for pre order is to get income, but it's also mainly there for people to play a mech they want to play or their favourite mech. Nothing is going to make it sell more or worse than what the mech is. There is also the fact that this mech is already selling as much as the other mechs. So there is no need to make this sell more than the other two mechs.
Even then- the other things besides this mech make up more than the price itself... it doesn't really need a reason to sell itself- especially if it ruins the parts that make it unique OR makes it over powered- which sure might get more sales but what's the point if it 'll be nerfed into submission after the release.
KodiakGW, on 10 November 2015 - 03:23 PM, said:
That's two. I said in my prior post I already have the Firebrand (and also ShadowHawks FYI), so I know how to play the high mount weapons quite well. Maybe you need to take a breather and read through things before posting.
Playing high mounted weapons isn't enough to be a pro at the Rifleman or any other mech that has high hardpoints. Sure, it carries over some techniques and advantages but it is still a completely different mech.
A problem with every mech announcement it seems is there is always people saying it's dead on arival or is under powered...
Happened for the Raven... happened for the Shadowhawk... happened for the timberwolf and direwolf... happened for the marauder too....