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Assaults Are Useless


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#1 kongman

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Posted 05 November 2015 - 05:54 PM

i love assaults , but its just painful to play them , you cant play them like they are supposed to be played , all you do is get left behind , then when you do get to battle you die in 2 sec .

Edited by kongman, 05 November 2015 - 05:55 PM.


#2 Madcap72

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Posted 05 November 2015 - 06:04 PM

Or not. Posted Image

#3 Simbacca

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Posted 05 November 2015 - 06:05 PM

View Postkongman, on 05 November 2015 - 05:54 PM, said:

i love assaults , but its just painful to play them , you cant play them like they are supposed to be played , all you do is get left behind , then when you do get to battle you die in 2 sec .

It has always been a problem of assaults being left behind. My only solution waaaay back in 8vs8 which I still practice is to mount large engines in my InnerSphere Assault mechs just to help minimize that issue. For example all my Maulers run 325 engines, and all my Atlases (which I have not used in a looooong time) run 350 engines. So in effect I had to give up firepower to gain mobility - which at times actually proved useful.

But with this skirmish mode all the time now, I notice that Assault mechs tend to left in the dust by their team, as some teams now may have only 2 assault mechs.

EDIT: While this did happen in my preferred Conquest and Assault modes - it seemed to be less of an issue.

Edited by Simbacca, 05 November 2015 - 06:06 PM.


#4 Khobai

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Posted 05 November 2015 - 06:06 PM

PTR changes make assaults even worse

they lose most of their maneuverability, lose a lot of dissipation and heatcap, and gain nothing to really make up for it

#5 Slow and Decrepit

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Posted 05 November 2015 - 06:32 PM

View PostKhobai, on 05 November 2015 - 06:06 PM, said:

PTR changes make assaults even worse

they lose most of their maneuverability, lose a lot of dissipation and heatcap, and gain nothing to really make up for it

Yes if they add the maneuverability nerf to the game, the better light mechs will just go wild on assaults who won't stand a chance in hell defending themselves. I won't even bother to log in, as I play about 90% assault mechs. I have way too much nerve damage from all my treatments to play faster mechs. So ya, it would completely ruin the game for me...

#6 Random Carnage

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Posted 05 November 2015 - 06:54 PM

I'll wait for the changes to come in and make an informed decision, but if my Dire is in any way worse off then it is now, which is already frustrating to play, I'm out. This game has devolved into a light-centric FPS. There is no longer a place for the 100 tonners. Having the occasional good result does not make up for the constant wipes experienced as a 100 tonner in PUG games.

"Play a different mech" is not a satisfactory answer. All mechs, including the 100 tonners, should be viable.

The entire mechanic of lights being the foil for Assaults is stupid and artificial. The foil for an Assault mech should be another assault mech, or cooperation between two lighter mechs. This would never result in everyone playing Assaults - as their play style just doesn't suit everyone. Having a light roll an Assault so easily is just wrong.

Yes, you can have my stuff.

#7 Ex Atlas Overlord

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Posted 05 November 2015 - 07:04 PM

View Postkongman, on 05 November 2015 - 05:54 PM, said:

i love assaults , but its just painful to play them , you cant play them like they are supposed to be played , all you do is get left behind , then when you do get to battle you die in 2 sec .


Teams are stupid.

You can't fix stupid.

Come play the PTS:
Derping Nascar: Gone
Derping Deathblob insta kill: Gone
Teamwork: Actually Exists
Fun: 12v12 can't even come close.

Edited by The Atlas Overlord, 05 November 2015 - 07:20 PM.


#8 Xetelian

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Posted 05 November 2015 - 07:08 PM

I'm an assault pilot, I'm almost at Jolly Giant achievement. The changes to the maneuverability in the pilot tree will effectively ruin or further ruin the AS7, HGN, VTR, AWS, while the KGC will suffer but not as badly.

There is a reason the assault queue is second lowest compared to the light queue.

You want to do work in this game bring a Heavy and if you want a little more speed go medium.

#9 GreyNovember

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Posted 05 November 2015 - 07:08 PM

Strange. My KGC has no such issues. And it runs an STD 300. Nor did my Warhawk.

Dires, I can understand with their woefully limited 30 degree rotation. But y'know. 50 tons of weapons. Anything that looks at you funny is likely to take dual gauss at the very least.

As a mainly light pilot, I don't dance with any of these mechs unless I'm feeling suicidal, they're LRM boats, or otherwise occupied with something else.

Calling assaults useless is a stretch.

#10 El Bandito

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Posted 05 November 2015 - 07:13 PM

View PostRandom Carnage, on 05 November 2015 - 06:54 PM, said:

Yes, you can have my stuff.


Well, if you ever decide to quit, PM your login info to me, a fellow Assault mech player. ;)

Edited by El Bandito, 05 November 2015 - 07:13 PM.


#11 Ex Atlas Overlord

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Posted 05 November 2015 - 07:19 PM

View PostRandom Carnage, on 05 November 2015 - 06:54 PM, said:

The entire mechanic of lights being the foil for Assaults is stupid and artificial. The foil for an Assault mech should be another assault mech, or cooperation between two lighter mechs. This would never result in everyone playing Assaults - as their play style just doesn't suit everyone. Having a light roll an Assault so easily is just wrong.


Pretty much this.

The whole "rock vs paper vs siccors (however that's spelled)" mentality is just guys wanting an insta-win button over whatever they're supposed to insta kill.

Rather than design actual classes based on playstyle they just cater to the COD twitch shooter fans.

Ideally... if all you want to do is kill things... PLAY AN ASSAULT B/C THAT'S WHAT THEY'RE SUPPOSED TO DO.

In reality... Play a light b/c every other mech can be killed easily by running behind it making ever "advantage" they gain for being giant and slow completely moot.

So light pilots die "easy" (lol right...that's why it's always the entire light lance left at the end of 90% of games) b/c they're small and fast....

And assaults die easy b/c....they're not small and fast.

Riiiggghhhttt.

#12 Alistair Winter

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Posted 05 November 2015 - 07:26 PM

You know, in lore, as I understand it, only the most talented Mechwarriors were given the honour of piloting assault mechs. Those were the most devastating of all battlemechs and omnimechs, so you really had to earn your right to pilot one. They weren't handed out to recruits as training wheels. So if assault mechs actually require some skills to use properly in MWO, then maybe - and I hate to say this - it's working as intended?

Quoting Sarna

Quote

Assault 'Mechs are the heaviest regular class of BattleMechs, weighing in between 80 and 100 tons. Some of these huge 'Mechs can mount up to 50 tons of weapons as well as very thick armor protection. They can project tremendous firepower, and perform best as the spearhead of frontal assaults or in defending entrenched positions. The trade-off is in speed and maneuverability, as assault 'Mechs are generally very slow. As such, they often require friendly units to protect them from being outmaneuvered.


#13 Ex Atlas Overlord

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Posted 05 November 2015 - 07:35 PM

View PostAlistair Winter, on 05 November 2015 - 07:26 PM, said:

So if assault mechs actually require some skills to use properly in MWO, then maybe - and I hate to say this - it's working as intended?


Does being awesome at assaults remove-
Lights being fast enough to stay on your rear no matter what you do?
Lights being able to teleport through you if you trap them with your body or terrain?
Lights being fast enough to poke, destroy half your torso, or a third of your CT and get back into cover before you can even shoot?
Lights having enough armor to survive multiple alphas from an assault, even when hit head on stationary?


No?

Oh yeah, it's "working as intended"... where "intended" is for this game to cater to COD speed light mechs and arm lock enabled point and click matches.

#14 1Grimbane

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Posted 05 November 2015 - 07:39 PM

stupid arguement.... all weight classes work well if the pilots not stupid

#15 Kira Onime

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Posted 05 November 2015 - 07:40 PM

Assaults have to plan 10 steps ahead.

#16 GreyNovember

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Posted 05 November 2015 - 07:40 PM

View PostAlistair Winter, on 05 November 2015 - 07:26 PM, said:

You know, in lore, as I understand it, only the most talented Mechwarriors were given the honour of piloting assault mechs. Those were the most devastating of all battlemechs and omnimechs, so you really had to earn your right to pilot one. They weren't handed out to recruits as training wheels. So if assault mechs actually require some skills to use properly in MWO, then maybe - and I hate to say this - it's working as intended?



That or everyone who has a problem with assaults is a Steiner kiddie noble who can't fathom the idea that their Atlas was outplayed.

#17 Stonefalcon

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Posted 05 November 2015 - 07:40 PM

View PostXetelian, on 05 November 2015 - 07:08 PM, said:

I'm an assault pilot, I'm almost at Jolly Giant achievement. The changes to the maneuverability in the pilot tree will effectively ruin or further ruin the AWS

HUH? No problem there.

#18 FupDup

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Posted 05 November 2015 - 07:40 PM

View PostThe Atlas Overlord, on 05 November 2015 - 07:19 PM, said:

-
The whole "rock vs paper vs siccors (however that's spelled)" mentality is just guys wanting an insta-win button over whatever they're supposed to insta kill.
-

And yet here you are, asking for your very own insta-win button over EVERYTHING the moment you click an assault mech in your mechlab before a match.

Double standard is double.

#19 Alistair Winter

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Posted 05 November 2015 - 07:42 PM

View PostThe Atlas Overlord, on 05 November 2015 - 07:35 PM, said:

Does being awesome at assaults remove-
Lights being fast enough to stay on your rear no matter what you do?
Lights being able to teleport through you if you trap them with your body or terrain?
Lights being fast enough to poke, destroy half your torso, or a third of your CT and get back into cover before you can even shoot?
Lights having enough armor to survive multiple alphas from an assault, even when hit head on stationary?

Yes to the first one.
No to the second one, but then again, trapping light mechs was never the best way of killing them.
Yes to the third one.
The last one is false anyway, but I'm going to say yes, because it's remarkably easy to leg light mechs if you just bring enough lasers or UAC5s.

Hell, you can just bring 3xCSSRM6 on your Dire Wolf as backup weapons, if you want. It's 10% of your total weight and it basically lets you kill any light mech within 360 meters by just aiming in their general direction. That's a pretty nice crutch for people who don't have the aiming skills to leg those lights.

View PostThe Atlas Overlord, on 05 November 2015 - 07:35 PM, said:

Oh yeah, it's "working as intended"... where "intended" is for this game to cater to COD speed light mechs and arm lock enabled point and click matches.

Point and click matches? Unlike the super complex gameplay of Banshees with 6 LPLs or Dire Wolves with 6UAC5s? I get that you're upset because of the Firestarters and ACH's, but the parallels between piloting, say, a RVN-4X and playing COD are basically nonexistent.

#20 King of the Woad

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Posted 05 November 2015 - 07:42 PM

View PostFupDup, on 05 November 2015 - 07:40 PM, said:

And yet here you are, asking for your very own insta-win button over EVERYTHING the moment you click an assault mech in your mechlab before a match.

Double standard is double.


So you'd argue that lights are where they should be in terms of survivability and damage output?





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