Yeah, you want both for that build, narc and flamers.... I thought I mentioned that...
Flammers
Started by Akito272, Jul 10 2012 11:25 AM
41 replies to this topic
#41
Posted 12 July 2012 - 11:26 AM
#42
Posted 12 July 2012 - 09:27 PM
I still think that clowning around at very close range is risky business for any 'mech that has less leg armor than the average weapon's damage output. If you can out-track your target's weapons, then great. Otherwise, be prepared to receive a full weapons group right when you're hardest to miss.
I welcome y'all to try this tactic out though. The best techniques start with an idea and testing. I don't have much stock in it at the moment and welcome a smaller 'mech to come running into my gun barrels, but if I get repeatedly owned by flamers I'll certainly learn to respect it.
Now, the devs have repeatedly stated that they've specifically targeted circle strafing as a technique that they would render less viable with mechanics and terrain. I'll be very happy if that is the case. That kind of silliness is the cheese that stinks up many a good game. A lot of its viability comes from maximizing lag's effect on your displayed position vs the position registered on the server and thus it's a poor representation of pilot skill. I will make a note to always keep a large object on one side of my 'mech at all times. This should at least reduce the effectiveness of exploiting packet turnaround times while I challenge other players' actual playing skill. In that example, a 'mech with high transverse won't necessarily be where he's displayed on your local screen but the slower 'mech can't move fast enough to achieve an equal level of mechanics exploitation. More meat, less cheese I say.
I welcome y'all to try this tactic out though. The best techniques start with an idea and testing. I don't have much stock in it at the moment and welcome a smaller 'mech to come running into my gun barrels, but if I get repeatedly owned by flamers I'll certainly learn to respect it.
Now, the devs have repeatedly stated that they've specifically targeted circle strafing as a technique that they would render less viable with mechanics and terrain. I'll be very happy if that is the case. That kind of silliness is the cheese that stinks up many a good game. A lot of its viability comes from maximizing lag's effect on your displayed position vs the position registered on the server and thus it's a poor representation of pilot skill. I will make a note to always keep a large object on one side of my 'mech at all times. This should at least reduce the effectiveness of exploiting packet turnaround times while I challenge other players' actual playing skill. In that example, a 'mech with high transverse won't necessarily be where he's displayed on your local screen but the slower 'mech can't move fast enough to achieve an equal level of mechanics exploitation. More meat, less cheese I say.
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