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My Thoughts On The Viper


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#21 Navid A1

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Posted 14 August 2016 - 12:20 AM

View PostDrSaphron, on 14 August 2016 - 12:08 AM, said:

I've found the Viper to be horrifically fragile as well and locking ALL the quirks to the 8 piece set absolutely kills it. I only got the basic pack but I honestly feel like the $20 I spent on it would have been better spent if it'd been doused in lighter fluid and set ablaze.



Agreed. I 'm sick of PGI derping around with quirks... specially when they try new things like this on a garbage mech like the Viper.... they DERP HARD!

Who's briliant idea was this to put the quirks as a full set bonus? why the F* are treating this mech as a battlemech?
Why this thing does not have arm structure buffs?

And meanwhile... KDK-3 had structure and mobility buffs form the get go.

That is it... after years of quirks... this kinda of herp derps should get people fired.

#22 Dfeeds

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Posted 14 August 2016 - 12:42 AM

View PostNavid A1, on 14 August 2016 - 12:01 AM, said:


How can you have 4xMG and 3xSRM builds if you don't have the reinforcement pack?



Lol I was thinking the same thing. As for what was just said, not all of the quirks are tied to the 8 piece. The weapon quirks are the only things tied to it and those really are nothing special. This mech needs the mobility. The only issue is that, to be more agile, you have to run your weapons in your arms.

The Viper is squishy, but the thing can dance better than most mechs. Imo it's not a brawler, so i stay away from brawler builds. For a while I've been using a 3 mpl and 2 mg build with the prime torsos for that insane mobility and have more good games than bad. Just poke from a corner, back up, jump shot, land, and poke from opposite corner... really just go nuts. Use the mobility to make it impossible to pin you down for a shot. Use that mobiliry to get behind someone that closes in for a back shot or two before using those 8 JJs to get away.

I tried running the B right torso because it has only 5% less mobility to do a 4mpl build, too. I felt I had a much greater pressence on the field with that extra mpl but, oddly enough, felt that loss of 5%. So I pulled the trigger last night for the Medusa to get its right ST and a left arm that can mount more than one laser. 65% accel/decel will make it the most maneuverable this thing can get, weapon quirks be damned.

Edited by Dfeeds, 14 August 2016 - 12:47 AM.


#23 GrimReaper74

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Posted 15 August 2016 - 05:45 PM

There are definitely a couple of nasty builds for the Viper if you remember that this is a hit-and-fade-mech. The higher punch builds definitely require staggered fire unless you want to cook yourself. Also the more energy oriented the build is the less agility it has. All in all it is quite fun to ride for me.

#24 cazidin

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Posted 15 August 2016 - 06:27 PM

My thoughts on the Viper AND the Phoenix Hawk. I don't see them very often, just like Vindicators.

#25 Andi Nagasia

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Posted 15 August 2016 - 07:34 PM

View Postcazidin, on 15 August 2016 - 06:27 PM, said:

My thoughts on the Viper AND the Phoenix Hawk. I don't see them very often, just like Vindicators.

all 3 could use some Structure love,

#26 Noey Bunny

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Posted 25 August 2016 - 03:44 AM

View PostNavid A1, on 14 August 2016 - 12:20 AM, said:



Agreed. I 'm sick of PGI derping around with quirks... specially when they try new things like this on a garbage mech like the Viper.... they DERP HARD!

Who's briliant idea was this to put the quirks as a full set bonus? why the F* are treating this mech as a battlemech?
Why this thing does not have arm structure buffs?

And meanwhile... KDK-3 had structure and mobility buffs form the get go.

That is it... after years of quirks... this kinda of herp derps should get people fired.


I'm pretty impressed that they're so 'pants on head' about quirking mechs still, the math is easy, and really people say 'oh it's a skimisher' which it is, yes!

but the biggest issue, is that the current meta has us rolling 70-80% heavy and assualts in the queues a lot of the times, and most people are boating super hard, and depending on your mobility to avoid taking damage is great in a vaccuum, but it's literally betting against the skill of the other player. 'if i go fast enough, maybe they can't anticipate my movements and hit me' 'maybe if i hit them from behind they, or their team mates won't spot/call me out and i can get away' the problem with this logic, is that while it's a legitimate tactic, the balance needs to be focused on skill cap, and for once people need to be thinking 'what if?' what if that rifleman with 2 uac/20's doesn't miss? hard to outrun LRMS too sometimes with how open the maps are, and without ECM it can be hard to break a lock from all of the other scout lights that don't really have any issues keeping you targeted.

if they're not going to quirk the thing, like it desperately needs, and make it a competitively capable mech, then they need to be more transparent about it. at the end of the day, I legitimately do better with my urbie more consistently, and that was 'meant' to be a joke mech.

#27 Angel of Annihilation

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Posted 25 August 2016 - 12:36 PM

I love my Viper. It is a great hit and run harasser mech with quite a bit of firepower not to mention just about the best mobility of any mech I have seen in the game.

#28 Jon Gotham

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Posted 25 August 2016 - 01:02 PM

View Postcazidin, on 15 August 2016 - 06:27 PM, said:

My thoughts on the Viper AND the Phoenix Hawk. I don't see them very often, just like Vindicators.

Exactly, the viper's competition are abominations like the Blackjack.....if you are doing non cw play why bring a viper when you can bring a quirkjack?





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