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Mannson Here, Revealing Fantastic Secrets Of The Game.


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#21 Shiroi Tsuki

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Posted 07 May 2017 - 02:19 AM

Mostly on point.
Clan Ballistics and Missiles fire in a stream which makes it a hell lot easier to spread damage on the receiving end, but the heat build up is "slower" and much more manageable
IS Ballistics and Missiles on the other hand fire in salvos. It's hard/close to impossible to spread on the receiving end, but the heat jumps

Also like what the loading screen tips says; while Clan Energy deals more damage, the burn time is pretty long in comparison to IS.

Durability depends a lot on the chassis/variant/build. The Centurion is a pretty tanky Mech for a Medium given that it has a STD Engine, but slap on an XL? You better be good at twisting since people are gonna be gunning for that Right Torso

Edit:
Highly agree though, don't trade with a Clan

Edited by Shiroi Tsuki, 07 May 2017 - 02:20 AM.


#22 Templar Dane

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Posted 07 May 2017 - 02:30 AM

.......dps values for laser vomit builds when the only things that really matter are........

Range
Alpha
Duration

With a smidge of hardpoint locations and a dash of twist speed/accel/decel. You alpha, you hide, you alpha, you hide, and then you. More heatsinks is nice to have, certainly, but dps is most certainly not the defining feature of a vomit mech.

There isn't much that can hope to compete with isLPL vomit in trade mode, especially the few mechs that still have duration quirks.

#23 Templar Dane

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Posted 07 May 2017 - 02:36 AM

View PostShiroi Tsuki, on 07 May 2017 - 02:19 AM, said:

Mostly on point.
Clan Ballistics and Missiles fire in a stream which makes it a hell lot easier to spread damage on the receiving end, but the heat build up is "slower" and much more manageable
IS Ballistics and Missiles on the other hand fire in salvos. It's hard/close to impossible to spread on the receiving end, but the heat jumps

Also like what the loading screen tips says; while Clan Energy deals more damage, the burn time is pretty long in comparison to IS.

Durability depends a lot on the chassis/variant/build. The Centurion is a pretty tanky Mech for a Medium given that it has a STD Engine, but slap on an XL? You better be good at twisting since people are gonna be gunning for that Right Torso

Edit:
Highly agree though, don't trade with a Clan


Centurion is XL safe. The side torsos are pretty tiny, it twists pretty fast with a decent engine, and the arms are fantastic at absorbing damage. I usually don't settle for less than a 300 rating.

If anything after the adjustments that were made to it, I think it's CT is kinda too easy to hit. In the old days the surest way to kill one was to just leg it because the hitboxes for the side torsos were bigger. It was kind of unfair but man I still miss it, along with spiders having god mode enabled against players with over 100 ping...........

#24 Tarogato

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Posted 07 May 2017 - 03:45 AM

View PostMcgral18, on 07 May 2017 - 01:34 AM, said:

Who said that?
It's AN option, and far from the worst (there are missile hardpoints, you know)


I died getting backshot by an SRM Hellbringer today.

... I still haven't taken my obligatory shower. =/

#25 Cato Phoenix

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Posted 07 May 2017 - 04:09 AM

View PostTarogato, on 06 May 2017 - 11:03 PM, said:

Compare all those builds to staple IS mechs, like the LPL GHR, LPL Warhammer, LPL BLR, and the IS wins on straight up DPS. Not to mention IS has shorter duration lasers, so they can push in and brawl.


I think the biggest problem, actually, is that the majority of IS players do not know -how- to run those builds. You have to be a pretty decent player to 1) soup up your warhammer for optimal laservomit, or do the 5 LPL BLR...they're not necessarily the most obvious builds for newer or less experienced players. Secondly, you do have to have good aim and twist time to play those.

A new player in the inner sphere can build completely terrible mechs.

Yet with clan mechs, its pretty hard to sabotage yourself.

#26 Zergling

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Posted 07 May 2017 - 04:16 AM

View PostTemplar Dane, on 07 May 2017 - 02:30 AM, said:

.......dps values for laser vomit builds when the only things that really matter are........

Range
Alpha
Duration

With a smidge of hardpoint locations and a dash of twist speed/accel/decel. You alpha, you hide, you alpha, you hide, and then you. More heatsinks is nice to have, certainly, but dps is most certainly not the defining feature of a vomit mech.

There isn't much that can hope to compete with isLPL vomit in trade mode, especially the few mechs that still have duration quirks.


DPS matters plenty, because not all fights are poke shoots. And even when the fight is just poke shooting, being able to poke more often to shoot at targets as opportunities present themselves means sustained DPS is still a large benefit.


Aside from that, Clan lasers can put out more damage in 0.67 damage than an IS Large Pulse boat can, with less tonnage.
2x Clan Large Pulse and 5x ER Medium weigh just 17 tons versus the 21 tons for 3x IS Large Pulse, and do 35.94 damage in 0.67 seconds, beating the 33 damage of triple IS Large Pulse.

Of course, that Clan laser vomit creates a hell of a lot more heat, but in a fight that switches to sustained DPS, laser duration no longer matters and the Clan mech can swap to just using the pair of Large Pulse with the occasional ER Medium added in, and still end up with more sustained DPS than the triple IS Large Pulse.

Edited by Zergling, 07 May 2017 - 04:38 AM.


#27 Pr8Dator

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Posted 07 May 2017 - 04:22 AM

Completely hit the nail on the head! As someone who has played clan all season in my alt acc so far, the only time I lose or have that forboding feeling is when IS pushes like they can't die... then suddenly, i find myself overheating, unable to shoot back etc. That is how IS should be played indeed. I always laugh when IS tries to peek a boo against my ERPPC + Gauss combo... or my 2ERPPC + Gauss super combo... thats falling into the clan trap indeed. In fact, in the last round, I had an IS large laser sniper trying to trade armor with my large laser sniper at extreme range and of course, I killed it. IS Large lasers don't have the range nor damage to trade 1 v 1 with clan ones, that again is falling into clan's trap. IMO, IS mechs should all be brawlers.

#28 Formosa The God

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Posted 07 May 2017 - 04:23 AM

I play both Clan and IS, and my easy mode mech is the battlemaster, with quirks and modules i outrange 99% of the clan mechs, have lower duration on my ER large, i have more of them and a lot of armour quirks to keep me going, high mounts and good speed, i also see this build most used in FW, then grasshoppers etc.

So tell me this, why do people keep saying clan outrange IS, because they dont in my experiance, they have the ability to, but most clan players do not because clan ER large are crap, too hot, ghost heat, long duration and lose the trade off to even an average IS player who knows how to use there mech and its quirks properly.

#29 Pr8Dator

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Posted 07 May 2017 - 04:25 AM

View PostTarogato, on 07 May 2017 - 03:45 AM, said:

I died getting backshot by an SRM Hellbringer today.

... I still haven't taken my obligatory shower. =/


I died to a SRM backshot by a griffin...

View PostFormosa1983, on 07 May 2017 - 04:23 AM, said:

I play both Clan and IS, and my easy mode mech is the battlemaster, with quirks and modules i outrange 99% of the clan mechs, have lower duration on my ER large, i have more of them and a lot of armour quirks to keep me going, high mounts and good speed, i also see this build most used in FW, then grasshoppers etc.

So tell me this, why do people keep saying clan outrange IS, because they dont in my experiance, they have the ability to, but most clan players do not because clan ER large are crap, too hot, ghost heat, long duration and lose the trade off to even an average IS player who knows how to use there mech and its quirks properly.


That's why only a couple of Clan mechs can handle large lasers well...

#30 El Bandito

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Posted 07 May 2017 - 04:36 AM

View PostFormosa1983, on 07 May 2017 - 04:23 AM, said:

I play both Clan and IS, and my easy mode mech is the battlemaster, with quirks and modules i outrange 99% of the clan mechs, have lower duration on my ER large, i have more of them and a lot of armour quirks to keep me going, high mounts and good speed, i also see this build most used in FW, then grasshoppers etc.

So tell me this, why do people keep saying clan outrange IS, because they dont in my experiance, they have the ability to, but most clan players do not because clan ER large are crap, too hot, ghost heat, long duration and lose the trade off to even an average IS player who knows how to use there mech and its quirks properly.


Do the simple math.

CERLL = 740 meters + 10% range module + 4% from TC MK1 = 844 meters.

IS ERLL = 675 meters + 10% range module + 10% range quirk = 810 meters.

Clan ERLL outranges IS one.

Sure, IS ERLL has lower duration, but in the time IS ERLL finishes burning at 1.25 second, CERLL still would have done more damage in comparison.

In fact, my CERLL Hellbringer performs so well at trading laser fire from long distance, a member from [420m] was baffled at how my Hellbringer did not die after taking 60 alphas at long range, using his ERLL BLR-1G.

Posted Image

Edited by El Bandito, 07 May 2017 - 05:14 AM.


#31 Vonbach

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Posted 07 May 2017 - 05:15 AM

Good luck trying to brawl with a clanner when half the maps are long range sniper maps.
Oh that assumes that clanners are going to sit and snipe at all. Clans can brawl just fine being faster
and having more firepower.

Edited by Vonbach, 07 May 2017 - 05:15 AM.


#32 Alexander of Macedon

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Posted 07 May 2017 - 07:57 AM

Yeah, it's all well and good to say that IS should just hide until they get close enough to brawl, but most maps in FW have very long, very open, very narrow lanes that everyone is forced to funnel through. You don't win brawls if you've been eating fire from PPFLD snipers for a minute or more while you try to close the gap and get cover, and you win even fewer if you hide in little pockets of cover halfway there.

#33 Tarogato

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Posted 07 May 2017 - 08:14 AM

View PostAlexander of Macedon, on 07 May 2017 - 07:57 AM, said:

Yeah, it's all well and good to say that IS should just hide until they get close enough to brawl, but most maps in FW have very long, very open, very narrow lanes that everyone is forced to funnel through. You don't win brawls if you've been eating fire from PPFLD snipers for a minute or more while you try to close the gap and get cover, and you win even fewer if you hide in little pockets of cover halfway there.


If you're eating fire for a minute or more while approaching, then you're doing it wrong. Really, really wrong.

#34 Kubernetes

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Posted 07 May 2017 - 09:35 AM

View PostEl Bandito, on 07 May 2017 - 04:36 AM, said:


Do the simple math.

CERLL = 740 meters + 10% range module + 4% from TC MK1 = 844 meters.

IS ERLL = 675 meters + 10% range module + 10% range quirk = 810 meters.

Clan ERLL outranges IS one.

Sure, IS ERLL has lower duration, but in the time IS ERLL finishes burning at 1.25 second, CERLL still would have done more damage in comparison.

In fact, my CERLL Hellbringer performs so well at trading laser fire from long distance, a member from [420m] was baffled at how my Hellbringer did not die after taking 60 alphas at long range, using his ERLL BLR-1G.

Posted Image


Yeah well your opponent was bad, that's your problem. Sorry man, but a decent pilot in an ERLL BLR-1G will vaporize an ERLL Hellbringer. 54 vs 44 dmg per salvo and 17% less duration. That range advantage makes barely any difference.

#35 Alexander of Macedon

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Posted 07 May 2017 - 10:42 AM

View PostTarogato, on 07 May 2017 - 08:14 AM, said:

If you're eating fire for a minute or more while approaching, then you're doing it wrong. Really, really wrong.

Let's look at maps, buddy.

Boreal Vault: Regardless of which gate you enter, you have to take the edge-skirting route. Going straight up the middle means taking a continuous crossfire the entire time, which sees you dead before you can close. Going along the sides means taking fire from less than the full team, spread across your whole team. But you're still eating free damage until you can hook into the buildings at G6/F7.

If the clanners are bad, you can get there without too much damage and grind them down in piecemeal engagements in that maze of buildings (or they had more than a couple skirmishers at E5 and got stomped when you entered). If they're good,
most of your team is heavily damaged by the time you get there.

Hellebore: You're taking fire two whole grid squares before you reach the gate from their poptarts. Once you're through, you're stuck in narrow corridors for 2-3 grid squares while they snipe from elevated positions with good cover. If you went north you can duck into the C3 canyon, which means you get to take plunging fire from the inevitable snipers on the bluffs above and get to come through a second choke point at D3 while also getting shot in the back by their respawns. If you went South, there's no recourse. You get ****** by snipers on the F2 cliff and F3 plateau, either getting pinned down or getting shot in the back while you try to push through.

Sulfurous Rift: North or South, you're taking fire 1-2 grid squares before the gate, same as before. Once you're through, you get to wade through sniper fire for another 1-2 before you can close. If you went center things are a bit better, you have a decent amount of cover (but still long sightlines). If they're not positioned too far up you still have to eat damage to push through, but it's less awful than on other maps.

That's the story of playing brawlers on Siege maps. You are forced to walk through poorly covered routes for 3-5 grid squares just to reach the usual sniping positions. If the defending team is bad, they might position close enough to engage right as you come through the gate. If they're disorganized, they might spread fire badly enough for a meaningful number of people on your side to push through with armor intact. If they're focusing fire and positioned properly, you're going to lose most of your weight before you get a chance to do more than tickle them.

It's a different story for defense, of course, but that just means you get to deal with eating four or five clam alphas to the face because half your team is trying to beat them at the poke game in most pug matches. This is the heart of the imbalance: for pug play, and by maps, FP favors poke builds. Clan 'mechs are vastly superior for that sort of play, and have very few that are genuinely bad compared to IS standards. Even a bad clammer can still stick a cERPPC or two onto something with jumpjets and do just fine. If an IS pilot tries to do the same thing, they have a flatly inferior machine. If they run mid-close range brawlers, they have to eat cERLLas and PPFLD fire as they push through hundreds of meters of mostly open ground with relatively slow and vulnerable 'mechs.

#36 El Bandito

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Posted 07 May 2017 - 11:08 AM

View PostKubernetes, on 07 May 2017 - 09:35 AM, said:

Yeah well your opponent was bad, that's your problem. Sorry man, but a decent pilot in an ERLL BLR-1G will vaporize an ERLL Hellbringer. 54 vs 44 dmg per salvo and 17% less duration. That range advantage makes barely any difference.


He is in 420m, and he had second highest score in his team, with close to 1700 damage. Much better than the average pugger, that's for sure.

#37 Mannson

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Posted 08 May 2017 - 08:27 PM

Nice to see I perked up some heavy discussion with differing views, opinions and points!


Now I take the opportunity to rant and marvel.

Due the event, the lack of playing waiting simulator has made me very happy to FW so I've seen alot of stuff to happen. First, let's go with stuff that everyone should remember

When pushing, do not stop,
Lagging behind or stopping the push train in a chokepoint just because you felt the need to backpedal behind cover while in narrow lanes. Yeah, don't do that. What will happen is the following formula: Everyone bumps into each other, they stop thus making easier for enemy to target vitals (read: center), almost most of your allies stop shielding with their sides to look around what stopped them, thus exposing them even more
And by golly if you decided to be a lightly armored medium on the front of the push while doing that, even better, not even trying to maneuver more into side in hopes of letting.. I dunno, that sluggish maxed armor assault take the vanguard.
When push order is given, it continues untill otherwise stated. Pretend you can't stop your mech from moving forward!

Gen rushing
-I feel like it takes special kind of mechs and atleast two lances fully coordinating to pull this off. The times I've been in gen rushing tactics have always ended in following: The enemy flanks us, takes about half of the mechs out and severly damages rest of them before they reach the gens and by the time gen rushers arrive at a gen, they are way too easy pickings make noticeable progress on the gens. Perhaps if the fatties of the charge stopped and fighted to buy the faster ones more time, gen rushing would work better.

When on attack in siegemode; always go the fattest
-That lightly armored medium of yours, sure it might be great knife fighter or great long range targeter and you can pilot it well to make it justice. The cruel truth is when you are attacking fortified positions, you are disadvantage, a huge one where your movements will be predictable and you have to work in group and not be afraid to lose that mech. A push in MWO is akin to advancing of a footmen ranks against archers; casualties WILL happen, but with proper shields and unit coordination, those casualties mean bringing a sword to a bow.

Then to marvel on the beauty of succesful battles by presenting my definitely super effective battle doctrines. (Not really)

My doctrine with my King crab is: If you haven't lost atleast an arm and leg if you survived, you did something wrong or in best scenario; enemy did something really wrong.
With my Raven: Narc everything UAV and maybe even drop airstrike if they are in chokepoint. Hope they turn at me, I survive and allies capitalize on the fact their guns are turned elsewhere.
With my hunchback: Attack ALL THE SIDES with machineguns and AC20
With Jagermench: LURM when you can't brawl or are too damaged to brawl.

#38 I_AM_ZUUL

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Posted 08 May 2017 - 09:21 PM

View PostLily from animove, on 07 May 2017 - 12:51 AM, said:


and then what you are left with is their durability comparison and also beamdurations and hitboxes for the survival dance of landing the shots. BK surely has the geometry advantage and beamduration advantage + quite soem durability quirks.
Seems kinda like a good balance. Where it probably fails is again pugland where starebattles just happen.
.


If you did not know better before... do not question Zergling, I just call people idiots and leave it at that. He will show you all the math that makes him correct cause he is a nice person, and likes to shove your face in it.

#39 MOBAjobg

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Posted 09 May 2017 - 12:14 AM

Who are we kidding?!

With max tonnage cap of clan dropdeck set at 240t, my observation during combat is an 85t IS mech (usually a Battlemaster or Stalker) vs 75t Clan mech, so please do the math to reflect the real deal.

Note

...and there is nothing to stop IS dropdeck to feature 2x85t mech of pure laser vomit destruction.

Edited by MOBAjobg, 09 May 2017 - 12:34 AM.






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