

Wrong Time For Assault Mechs
#21
Posted 29 December 2015 - 02:44 PM
I just bought the Stalker mastery pack and have had a few rough matches.
We all know that Assaults need careful positioning to excel, but at the moment the Nascaring and Lurmaggedon is brutal for a 53 kph assault.
#22
Posted 29 December 2015 - 02:47 PM
Assault mechs have been forced to shift rear armor to the front. Armor levels that used to be more then some mechs front CT.
When PGI linked torso turn rate to engine size.... something not in TT. It never compensated anything. All mechs should have the same torso turn rate. Why. 10% on the mech weight is for internals... that means actuators and stuff. it scales linearly. 100 ton mechs need more powerful internals to get the same performance as a 20 ton mech. That's 10% of the mechs tonnage.
The port from TT to FPS is INCOMPLETE....PGI has fubard this whole game except for the art work. That's top notch.
#23
Posted 29 December 2015 - 02:47 PM
If I drop in a pug with you expect to see me shortly, I'll bring cookies.

But yeah, I've noticed the same general issue this week.. been back in my Oxide mostly.
Edited by Morggo, 29 December 2015 - 02:48 PM.
#24
Posted 29 December 2015 - 02:49 PM
[TEAM] "Our Assault Mechs are in Grid X#"
Then, a couple seconds later:
[TEAM] "Please form up"
This tends to work well. If you see the team NASCARing around, then keep spamming the comms with the grid your Assault Mechs are in, and ask people to form up.
Call your teammates out by name. Use the friendly ID button (Q) to see who is leading the NASCAR, and call them out by name and ask them to stop running away from their teammates because we need their firepower. Don't be insulting; make them feel like they are needed [to inflate their ego] and that may help convince them to stop running.
#25
Posted 29 December 2015 - 03:05 PM
Catalina Steiner, on 29 December 2015 - 01:30 PM, said:

I get left behind less and less now days but... Played my Mauler, AWS, BCN alot since the steam patch and i must say the skill tree nerf hit hard and is painful but being left behind isnt more a problem on my 54kph assault than it was 6 months ago. Gota poke more now and it's scarier to push because i neither trust my team to follow or my mech ability to at least get 90degrees before in dead from CT. We slowed movement but not the super high alpha everyone has.
Also, what is the reasoning for the the AS7 to get 31 ct structure and the other 95 90 80 assault dont get ****?
Edited by DAYLEET, 29 December 2015 - 03:08 PM.
#26
Posted 29 December 2015 - 03:30 PM
Ask mediums to support and form up behind you.
#27
Posted 29 December 2015 - 03:41 PM

#28
Posted 29 December 2015 - 03:48 PM
I know I do. I'm usually first out of the drop zone, at 150kph to vulture a red team straggler. Taking down their assault is more exciting than protecting one of mine. That may be why the nascar is ignoring their own assaults.
What I would advise is asking over VOIP (chat gets lost as background noise) and asking EARLY (if I'm already more than halfway across the map, I'm not coming back).
Also, I really think Medium mechs need to be tasked with the role of checking on our assaults, not the lights. It needs to become a thing, so that if our assaults get wolfpacked, everyone is asking "where were our medium escorts?"
#29
Posted 29 December 2015 - 03:55 PM
i have not seen any bad blood when a fatty asks for cover or assistance, most pilots know that you have a better chance of wining with the big boys alive than without them.
ask in game chat and over voice, 90% of the time someone will help
Also, give your position, like MAULER, B4 need cover or something like that, otherwise its hard to know where you are
Edited by AztecD, 29 December 2015 - 03:57 PM.
#30
Posted 29 December 2015 - 04:00 PM
What's also striking to me that this is a brand of stupidity that's alive and well at least up to T2 (someone else will have to report from T1). At T2 standing stationary in lights in pretty much gone, and people are quite quick to recognize when they're making bad trades -- but leaving your assaults behind to be slaughtered is still considered a fine idea.
Would love to ask the NASCAR boys if they ever won a game where their assaults were lost right at the start.
#31
Posted 29 December 2015 - 04:20 PM
is it just me or does PGI have this all backwards? shouldn't slower mechs have a tighter and faster turning radius? try turning a car doing 10kph compared to doing 50kph...
also i see no reason why any of the assaults should have engine caps - if you need to throw in a bigger engine to play the mech properly then why shouldn't we be able to? engines above 380 start adding huge weight penalties which reduce your weapons load so whats the harm?
#32
Posted 29 December 2015 - 04:43 PM
#33
Posted 29 December 2015 - 04:46 PM
I use relatively slow HGNs, Dires, King Krabs, and the fast ones like BNC-3M, Warhawk, EXE, etc.
#34
Posted 29 December 2015 - 04:52 PM
heavies get better hit boxes, better agility and speed, and the same firepower...
theres literally no reason to use assault mechs anymore
Because assaults give up so much agility and speed compared to heavies, the following should be TRUE:
1) assaults should have significantly better heat dissipation and heat capacity than heavies. But because external DHS are so garbage, heavies and assaults both hit the same heat cap, so assaults have no firepower advantage over heavies whatsoever. The gauss nerf made this problem WAY worse because gauss was the only weapon assaults could use to increase their firepower without significantly increasing heat.
2) assaults should have significantly better durability than heavies. again this isnt the case because assaults have slow torso twist and huge hit boxes which makes it harder to distribute damage evenly across different locations, which results in assaults being less durable than heavies. Having lots of armor isnt useful unless you can get the damage to spread out... which most assaults CANT DO.
They really need to revamp the skill trees so each weight class gets its own skill tree. Heavies should fear assaults but right now assaults are a joke compared to heavies.
Edited by Khobai, 29 December 2015 - 05:05 PM.
#35
Posted 29 December 2015 - 04:58 PM
Khobai, on 29 December 2015 - 04:52 PM, said:
heavies get better hit boxes, better agility and speed, and the same firepower...
...
The same firepower part is obviously not true if you compare two Mechs on the same side.
#36
Posted 29 December 2015 - 05:07 PM
Quote
Yes it is true. because the heatcap is roughly the same for both heavies and assaults. assaults cant really fire more weapons than heavies because they overheat at the same point that heavies do.
Regardless of whether you put 2 LPL and 4 CERML on a 65 ton ebon jaguar or a 100 ton dire wolf you still overheat in the same number of alphas.
Previously assaults were able to get around that heat cap limit by incorporating gauss into their builds. Because gauss added firepower without adding heat. But Gauss was massively nerfed. And thats what caused assaults to lose their firepower advantage over heavies. Overpowered gauss was the only thing propping up the assault weight class before....
Theres no reason not to play a laser vomiting heavy now. You get every advantage from doing so... from better speed/agility, better hitboxes, and you can still do just as much damage...
Edited by Khobai, 29 December 2015 - 05:14 PM.
#37
Posted 29 December 2015 - 05:11 PM
Edited by KahnWongFuChung, 29 December 2015 - 05:12 PM.
#38
Posted 29 December 2015 - 05:13 PM
Khobai, on 29 December 2015 - 05:07 PM, said:
yes it is true. because the heatcap is roughly the same for both heavies and assaults. assaults cant really fire more weapons than heavies because they overheat at the same point that heavies do.
Regardless of whether you put 2 LPL and 4 CERML on a 65 ton ebon jaguar or a 100 ton dire wolf you still overheat in the same number of alphas.
That is sustained firepower which is only a part of the picture. But burst firepower is obviously in the hands of assaults on average, not to mention if you use (boat) less heat intensive ballistics.
Edited by Hit the Deck, 29 December 2015 - 05:30 PM.
#39
Posted 29 December 2015 - 05:14 PM
The other part is the team.. in solo play, you can't actually rely on your teammate to "escort" you. You can kinda practice this though by escorting them or scouting ahead for them (and you should TRY to call a regrouping location closest to the Assaults). Still, it's not guaranteed to work in solo play.
The last part is actually the pilot themselves. If you're going to solo in an Assault, good luck to you. You are doomed ahead of time. If you are able to put in a reasonably large engine, you should do that whenever it is possible. On the other hand, you have actually use some intelligence in using optimal movement/cover routes (and moving immediately as soon as the match starts) and making good decisions whether to push or not (based on the intelligence you have on the opfor). You can't actually afford to just simply "stay in the back" (especially if you decide to bring LRMs, which is a bad idea for the least mobile mechs)... as you have to spend time taking damage (if not the bulk of it) allowing for the rest of the team to succeed.
It's a threefold process, and every player has a part in the failure of their team... not just the assaults.
#40
Posted 29 December 2015 - 05:19 PM

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