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Wrong Time For Assault Mechs


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#81 Bilbo

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Posted 30 December 2015 - 09:32 AM

View PostAztecD, on 30 December 2015 - 09:13 AM, said:

also part of the problem is that they DOUBLED the armor on all mechs a while back because they where dying to fast and PGI wanted to protect pugs from their own idiocy .

this lead up to the current hardcore lights terrorizing in wolf packs because a single jenner can eat 2 AC40's and still run off laughing while the assault can barely turn to target.

BT Jenner
http://www.solaris7....Info.asp?ID=517

MWO Jenner
http://mwo.smurfy-ne...1bed0e4fb4ff80e

They doubled armor before Closed Beta even started. TTK in general was never an issue for assaults until 12v12 was introduced.

#82 VinJade

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Posted 30 December 2015 - 09:35 AM

Aztec don't bring logic into the topic many might find it offensive, lol

all joking aside he has a point the armor increase are for the pugs and now every time something happens and a some people don't like it they call for "MORE ARMOR" they want more armor because they are a target of a group fire, deal with it. don't like being the center of attention then don't be the biggest guy on the block.

also I have seen Direwolves wade into the frey and take a lot of damage and disabling a few mechs before going done themselves.

with team work I have seen DWs live until the end of the match where heavies tend to die.

I bet if the enemy targeted Heavies first and crush them under heavy fire we would most likely see some of the same complaints as we are seeing for assaults.

#83 Clownwarlord

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Posted 30 December 2015 - 09:51 AM

The issue I noticed this morning is when I am leading in an assault mech (today it was the Exe Prime) we come across the enemy and pretty fare numbers either we had them or we where even. But soon that wasn't the case because my team would run away. I don't mean they ran to cover and shot from there; I mean they actually turned and ran away leaving slow mechs like assaults to die. This happened repeatedly.

#84 Bilbo

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Posted 30 December 2015 - 09:56 AM

View Postclownwarlord, on 30 December 2015 - 09:51 AM, said:

The issue I noticed this morning is when I am leading in an assault mech (today it was the Exe Prime) we come across the enemy and pretty fare numbers either we had them or we where even. But soon that wasn't the case because my team would run away. I don't mean they ran to cover and shot from there; I mean they actually turned and ran away leaving slow mechs like assaults to die. This happened repeatedly.

This is neither new nor particularly unexpected, unfortunately. Everyone cries for the assaults to be up front and use their armor for the team. What these people are really asking for though is for them to use their armor to buy time for the team's hasty retreat.

#85 cSand

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Posted 30 December 2015 - 09:59 AM

View PostBilbo, on 30 December 2015 - 09:56 AM, said:

This is neither new nor particularly unexpected, unfortunately. Everyone cries for the assaults to be up front and use their armor for the team. What these people are really asking for though is for them to use their armor to buy time for the team's hasty retreat.


My personal favourite is when you are driving a big mech, trying to maneuver and deal damage, and guys are using you like a shield while you get ripped apart cause you can't move Posted Image ....... Posted Image

#86 Khobai

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Posted 30 December 2015 - 10:13 AM

Quote

This is neither new nor particularly unexpected, unfortunately. Everyone cries for the assaults to be up front and use their armor for the team. What these people are really asking for though is for them to use their armor to buy time for the team's hasty retreat.


Pretty much lol.

Id personally like to see assaults get access to command equpiment and give aoe command buffs.

I think players might protect assaults more if assaults offered teamwide buffs.

#87 VinJade

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Posted 30 December 2015 - 10:36 AM

I very highly doubt that, no matter the buffs you give 'em they will still leave assaults behind.

Edited by VinJade, 30 December 2015 - 10:36 AM.


#88 Random Carnage

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Posted 30 December 2015 - 02:49 PM

View PostSergalBait, on 30 December 2015 - 03:58 AM, said:

I like to support assaults, but I don't like when they just sit back and cower in all their armor, afraid to take the first step and lead a charge.

This right here sums up the wrong headed thinking that I am constantly up against as a Dire pilot.

My role is heavy fire support, not tanking a charge. Mech is way to slow, hit boxes way to big and CT armor nowhere near enough to compensate.

The reason for this is that a medium mech with half my armor has more survive-ability in a push due to more than half the incoming fire missing them due to their speed and their ability to twist damage across multiple locations.

When my Dire leads, it gets hit by every damn thing that looks at it, and most of it hits the CT, even if I have time to twist. 110 points of CT armor evaporates very quickly resulting in one dead Dire, 3 seconds into a push, and all my potential damage I could have contributed - wasted.

If fast heavies, supported by mediums with some balls and team spirit actually did their jobs, I would be able to do mine.

#89 Random Carnage

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Posted 30 December 2015 - 03:17 PM

Given that teamwork can't be relied upon in PUG drops, get creative - you be the teamwork even if the other guy doesn't realise it.

If a Dire has engaged some reds, it's a safe bet they'll be looking at the Dire, and not at your medium or light. Get your arse in there and help. Between the Dire soaking the damage and putting down the hurt, the difference you make can keep the Dire alive and kill the red. Too many times I see mediums in 1v1 melee and I think damn son, if you were working with me it would be dead already and we could be moving on. Instead, we both get badly damaged in our respective battles.

Focus fire works with 2 mechs as well people. Use it to your advantage.

If you see your friendly Dire resign themselves to pushing alone and they begin trundling their slow arse toward a hill crest etc, time it and go over the top in your fast medium or light just ahead of them and get the less experienced (read most) reds looking at you as you veer off and away (have an exit plan). If the Dire can crest the hill without being immediately focus fired into oblivion,the Dire can seriously complicate the reds existence and will likely cause any close reds to reverse and break off, and if they don't, the Dire can usually kill or badly damage some reds on the way.

Coordinate a push with 3 or 4 fast mechs going in a second or two ahead of a couple assaults, and you'll break them every time. Guarantee that some of them will be chasing the rabbits, and give the assaults a few seconds of clear fire time, reds gonna have a bad day.

#90 Cabusha

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Posted 30 December 2015 - 05:48 PM

One issue is the match maker loves to put assaults in the "wings" for drop locations. On Caustic especially, it leaves you with your balls hanging out since you have no hope in hell of catching up with the NASCAR crowd.

#91 GrimRiver

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Posted 30 December 2015 - 06:36 PM

I really want to enjoy my assaults but the nascar is strong with the game.

I tell people to stop doing it but I get told to shut up, I then get left behind and then over ran by half of the enemy team and die before I can get over 200DMG, at the end of the match I get called a scrub and noob ect just to add insult to injury.

I really wish there was some sort of penalty for this nascar crap.

#92 Mawai

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Posted 30 December 2015 - 06:40 PM

View PostCatalina Steiner, on 29 December 2015 - 02:04 PM, said:

I've asked for team support again and again but when the enemy appeared on the mini-map, greed won and Assaults were left to die. Greed is more powerful than communication.


The odd thing however, is that this sort of greed often leads to a loss since the assaults become easy targets which leads to lower scores overall and a greater likelihood of not succeeding. :)

I don't usually play assaults but when I notice the assault lance getting left behind I will say so in chat and usually wait for them. Fairly often others join in supporting the assaults as well but it isn't predictable.

#93 Mechwarrior Buddah

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Posted 30 December 2015 - 06:49 PM

View PostBilbo, on 30 December 2015 - 09:32 AM, said:

They doubled armor before Closed Beta even started. TTK in general was never an issue for assaults until 12v12 was introduced.


TTK has been **** for the whole time.
Pinpoint precision is the issue not 12 v 12 lol

View PostMawai, on 30 December 2015 - 06:40 PM, said:


I don't usually play assaults but when I


do, I get left to die

Posted Image

#94 9thDeathscream

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Posted 30 December 2015 - 06:53 PM

Been Pugging in a Dire Wolf B.

Out of the 75 matches I've been caught alone twice. And destroyed by LRMs once.

You must be doing something wrong!!!

Just talk to your team and keep moving!!!

Edited by Akulla1980, 30 December 2015 - 06:54 PM.


#95 LobsterPete

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Posted 30 December 2015 - 07:01 PM

They really need to look at where assaults spawn on maps too. Most of the time they are off on one flank. I'm not sure what commander would deploy their forces with their slowest mechs way out in lala land. Just put the Assault lance in the middle spot with the Light and Medium/Heavy lance on each of the flanks spots for support.

#96 Khobai

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Posted 30 December 2015 - 07:36 PM

Quote

I like to support assaults, but I don't like when they just sit back and cower in all their armor, afraid to take the first step and lead a charge.


lots of armor is ONLY good if you can spread damage. which assaults cant do since they have huge hitboxes that arnt well protected by their arms and they cant torso twist very quickly anyway.

again its the assault paradox. they might have more armor but theyre less survivable because they cant spread damage.

we need unique skill trees for each weight class... not just to help assaults but to help lights and mediums too. All weight classes should be equally viable, heavies shouldnt just be better than everything else.

Edited by Khobai, 30 December 2015 - 07:41 PM.


#97 Mawai

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Posted 30 December 2015 - 07:54 PM

View PostMechwarrior Buddah, on 30 December 2015 - 06:49 PM, said:


TTK has been **** for the whole time.
Pinpoint precision is the issue not 12 v 12 lol



do, I get left to die




"I don't usually play assaults but when" ... I do, I don't usually get left to die. I've mastered 3 Stalker chassis (not LRMed ... don't really like them) and I have also played my Dire Wolves a bit. I don't usually get left to die in either case unless I let it happen.

An assault lance is usually enough to fend off a couple of lights.

An assault lance is toast if it runs into two opposing lances. It might have trouble with a light lance depending how good the pilots are and what they are in ... however, 4 assaults have both the firepower and overlapping fields of fire that the lights won't get a free lunch.

However, usually what I see happening is the assault lance itself spreads out so they can't support each other easily ... and then a couple of lights start at the end of the line and work their way along. One or two turn to engage and the other couple head for everyone else and you quickly end up down two.

For most maps and spawn points, the only mechs fast enough to reach the assaults before they can link up are lights and the occasional fast medium.

Anyway, running off on assaults is a bad habit in the solo queue that can be fixed most of the time with a bit of helpful and friendly education.

#98 Mechwarrior Buddah

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Posted 30 December 2015 - 08:44 PM

View PostMawai, on 30 December 2015 - 07:54 PM, said:



"I don't usually play assaults but when" ... I do, I don't usually get left to die. I've mastered 3 Stalker chassis (not LRMed ... don't really like them) and I have also played my Dire Wolves a bit. I don't usually get left to die in either case unless I let it happen.

An assault lance is usually enough to fend off a couple of lights.

An assault lance is toast if it runs into two opposing lances. It might have trouble with a light lance depending how good the pilots are and what they are in ... however, 4 assaults have both the firepower and overlapping fields of fire that the lights won't get a free lunch.

However, usually what I see happening is the assault lance itself spreads out so they can't support each other easily ... and then a couple of lights start at the end of the line and work their way along. One or two turn to engage and the other couple head for everyone else and you quickly end up down two.

For most maps and spawn points, the only mechs fast enough to reach the assaults before they can link up are lights and the occasional fast medium.

Anyway, running off on assaults is a bad habit in the solo queue that can be fixed most of the time with a bit of helpful and friendly education.


it was a joke -.-

#99 Random Carnage

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Posted 30 December 2015 - 09:40 PM

I love how people say "assault lance" as if the 60-70-80 kph assaults are going to stick with the 53kph Dire.

News flash, they don't.

As for the "more armor" being a bad thing, many of you are simply looking at armor points as a static number and not factoring in that on fast mechs, those extra points go a lot further because less stuff hits you. On a Dire, EVERYTHING hits you, so don't go comparing apples with oranges.

#100 Parnage Winters

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Posted 31 December 2015 - 01:15 AM

You know I'm sure this happens, but man this is a player problem not a game problem.





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