If It Woud Be Win Or Die....
#1
Posted 29 July 2016 - 06:08 PM
what mech woud you choose?
I can say this much, i have 27 assault mechs in hangar but i cant say
even 1 of them woud bring me in a position where i woud feel on the relatively save side
not going to hell.
Ask yourself, if it woud be win the match or lose your life what mech/class woud you choose?
I am confident nearly everybody woudnt take an assault into this task.
They are big, they are slow.And for the big, slow targets they are dieing is very likely,
or at least not uncommon.
In my opinion the reason for that is they die nearly as fast as an heavy + being big and slow.
For a mech that cant evade enemy fire by "dodging" it (with speed and manouveribility)
it is essential to be well armored e.g. beeing able to compensate enemy fire through
survivability for at least 8 seconds.
A overall increase of armor over all mech chassis is a bad idea imho,
because it makes the situation not better,instead even worse.
Lights, meds, heavys are all fine how they are
imo because they have their speed as some kind of defence.
But assaults need an armor buff of at least +30 for torsos and + 20 for limbs
to make them viable again as a reasonable option to win a match in MWO,
not only viable for nostalgia freaks like me....
*before you answer in this threat ask yourself how often you play assault mechs,
then ask yourself why.
It adds nothing to the discussion if a guy who plays 90% of the time heavys telling:
"you doing it wrong".
#2
Posted 29 July 2016 - 06:17 PM
I would definitely consider a Battlemaster 2c, Banshee 3m, or Kodiak, or some other assaults.
Edited by dario03, 29 July 2016 - 06:20 PM.
#3
Posted 29 July 2016 - 06:17 PM
My most consistent performer, and thus the Mech that answers your initial question, is the Ebon Jaguar. Not an assault btw.
#4
Posted 29 July 2016 - 06:21 PM
#5
Posted 01 August 2016 - 08:25 AM
#6
Posted 01 August 2016 - 08:36 AM
I barely play assault mechs as it is because aside from a few outliers, they rarely have sufficient firepower to offset their relative lack of staying power.
#7
Posted 01 August 2016 - 08:53 AM
SHRedo, on 29 July 2016 - 06:08 PM, said:
what mech woud you choose?
I can say this much, i have 27 assault mechs in hangar but i cant say
even 1 of them woud bring me in a position where i woud feel on the relatively save side
not going to hell.
Ask yourself, if it woud be win the match or lose your life what mech/class woud you choose?
I am confident nearly everybody woudnt take an assault into this task.
They are big, they are slow.And for the big, slow targets they are dieing is very likely,
or at least not uncommon.
In my opinion the reason for that is they die nearly as fast as an heavy + being big and slow.
For a mech that cant evade enemy fire by "dodging" it (with speed and manouveribility)
it is essential to be well armored e.g. beeing able to compensate enemy fire through
survivability for at least 8 seconds.
A overall increase of armor over all mech chassis is a bad idea imho,
because it makes the situation not better,instead even worse.
Lights, meds, heavys are all fine how they are
imo because they have their speed as some kind of defence.
But assaults need an armor buff of at least +30 for torsos and + 20 for limbs
to make them viable again as a reasonable option to win a match in MWO,
not only viable for nostalgia freaks like me....
*before you answer in this threat ask yourself how often you play assault mechs,
then ask yourself why.
It adds nothing to the discussion if a guy who plays 90% of the time heavys telling:
"you doing it wrong".
I don't know what to tell you. I've seen assault mechs dominate matches. Watch the tournament, if someone loses an assault early their odds of winning plummet.
Now not all assaults are created equal, and not all builds are equally valid. But I would disagree that all assault mechs need 170 more armor.
#8
Posted 01 August 2016 - 08:59 AM
SHRedo, on 29 July 2016 - 06:08 PM, said:
what mech woud you choose?
*before you answer in this threat ask yourself how often you play assault mechs,
then ask yourself why.
It adds nothing to the discussion if a guy who plays 90% of the time heavys telling:
"you doing it wrong".
I probably wouldn't pick a Mauler in answer to your question, but oddly the mech I have the best numbers on are indeed my Maulers.
I get where you are going with your post however, but honestly I think as a general statement Assaults are pretty good but because there are a few that are only marginally better than some Heavies and a few are actually worse (Victor, maybe the Zeus...though I like the Zeus), I think there is a perception in some folks that Assaults suck. Still, I'd be all for more structure in some of the lower performing Assaults or at least quirks that improved their performance (e.g. Some of the Zeus variants are already super structured but it doesn't seem to help them much; Victors need a redesign to fix tube count issues and hard point inflation compared to other mechs, Dire's need more engine and/or more agility, etc.).
Still, I'd answer your question probably with a Quickdraw or Grasshopper.
#9
Posted 01 August 2016 - 10:55 AM
You just didnt die in that thing and you could kill stuff it was incredible.
I never had so many games were ALL my armor (except head) was gone and was still running around without a lost limb.
Due to the energy heat generation quirks you could even afford to but 6x ERML on it which gave you
so much range that nobody even hit you.
Edited by Antares102, 01 August 2016 - 10:56 AM.
#10
Posted 01 August 2016 - 11:06 AM
If I'm going to Hell I'm taking someone with me!
#11
Posted 01 August 2016 - 11:20 AM
Davers, on 01 August 2016 - 08:53 AM, said:
Now not all assaults are created equal, and not all builds are equally valid. But I would disagree that all assault mechs need 170 more armor.
The only real viable assault i got is a brawler atlas-D(1x ac20; 2x srm6; 2x ERLL; 2x medium lasers) and i can tell you why.
Because PGI gave him huge structure quirks (+28 ST +31 CT) what is exactly the solution i suggest.Just for all assaults.
#12
Posted 01 August 2016 - 11:24 AM
Bud Crue, on 01 August 2016 - 08:59 AM, said:
I probably wouldn't pick a Mauler in answer to your question, but oddly the mech I have the best numbers on are indeed my Maulers.
I get where you are going with your post however, but honestly I think as a general statement Assaults are pretty good but because there are a few that are only marginally better than some Heavies and a few are actually worse (Victor, maybe the Zeus...though I like the Zeus), I think there is a perception in some folks that Assaults suck. Still, I'd be all for more structure in some of the lower performing Assaults or at least quirks that improved their performance (e.g. Some of the Zeus variants are already super structured but it doesn't seem to help them much; Victors need a redesign to fix tube count issues and hard point inflation compared to other mechs, Dire's need more engine and/or more agility, etc.).
Still, I'd answer your question probably with a Quickdraw or Grasshopper.
But exactly the point ) why assaults shoud go faster?To keep up with the heavys?
They ARE slow and tanky, so give them the survuvability they need to perform that role )
#13
Posted 01 August 2016 - 11:25 AM
SHRedo, on 01 August 2016 - 11:20 AM, said:
Because PGI gave him huge structure quirks (+28 ST +31 CT) what is exactly the solution i suggest.Just for all assaults.
God I just can't take people seriously when they say things like "The only viable assault 'mech is X" when I've been bringing a damn Awesome as my FW Assault since phase 1. I got some complaints at first but my performance quickly shushed them. I also do very well in a Gargoyle, a Warhawk, a Victor, a Mauler, a Kodiak, AND an Atlas. Don't friggin' tell me that there's only one viable assault 'mech.
#14
Posted 01 August 2016 - 11:29 AM
SHRedo, on 01 August 2016 - 11:20 AM, said:
Because PGI gave him huge structure quirks (+28 ST +31 CT) what is exactly the solution i suggest.Just for all assaults.
So all assaults should be as tanky as a 'brawler Atlas'? How about non brawlers? How about assault mechs with much better hardpoint placement? How about mechs that due to their shape are naturally tanky?
The atlas is so tanky because it has easily destroyed side torsos and low, mixed hardpoints.
Not all assaults are like that.
#15
Posted 01 August 2016 - 11:51 AM
#16
Posted 01 August 2016 - 12:05 PM
SHRedo, on 01 August 2016 - 11:24 AM, said:
They ARE slow and tanky, so give them the survuvability they need to perform that role )
Yeah, but I just think they are in a pretty good spot, with just a few exceptions. I mean the slow ones (Atlas, Mauler, Dire) can absorb an awful lot of damage and/or dump so much damage that they keep others at bay (at least for a while). When I play an assault, survivability is rarely a problem (at least for me), as long as I am not a complete idiot. Yes many assault's can get left behind, but if that is the case, and you get wolf packed by 2-3 arctic cheetahs, no amount of extra structure will help you...but using your coms just might. I just think applying extra structure across the board to all assaults is not what is needed. Rather, what would be nice is for PGI to look at each mech and their relative performance (assuming they bother with such data collection...I have my doubts based on the fact that they buffed Victors merely with 10 structure points to their STs) and selectively buff quirks (structure or otherwise) based on that. But throwing a bunch of structure at assaults I don't think is a good idea overall.
#17
Posted 01 August 2016 - 06:47 PM
The thing about life or death is, that people aren't considering it that people would act completely different. When your life is on the line, your going to be a hell of alot more conservative and cautious. Your not going to be running a Locust into a group of Assault mechs and going "Oh Darn" when someone gets a lucky Dual PPC shot to one of your legs. Hell your likely going to be trying to avoid fighting at all if your in that mech at least unless your at a massive advantage. Also your going to likely all want to chose mechs that can support the team because lets face facts, if the other 11 mechs on your team die, your doing to die too.
In any case, that is the one thing PGI completely failed to do with this game and that it put the fear of dying into the player. Sometimes I think it would be really nice if PGI would have put some sort of harsh death mechanic, coupled with the ability to retreat off the field for a lesser penalty if you were severely damaged. Don't know how that would work out but I know the matches would feel a hell of alot more realistic.
#18
Posted 01 August 2016 - 08:40 PM
...then we'd all be piloting spiders.
#19
Posted 01 August 2016 - 09:11 PM
#20
Posted 01 August 2016 - 09:19 PM
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