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Emerging Meta! What Just Got Way Better?


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#41 Y E O N N E

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Posted 17 May 2017 - 06:31 PM

View PostKekistanWillRiseAgain, on 17 May 2017 - 06:21 PM, said:

play Clan mechs... they are better


Zzzzzzzzzzzzzz

#42 Pixel Hunter

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Posted 17 May 2017 - 06:40 PM

Clan mechs got a lot better by way of IS getting the shaft

#43 nitra

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Posted 17 May 2017 - 07:30 PM

View PostYeonne Greene, on 17 May 2017 - 04:37 PM, said:

The Dragon didn't really lose anything in this patch, though. With the skill nodes, you can get an even shorter duration with even more range than it had before, and the rate remains extremely high. It's also naturally tanky, and you now have the option to enhance it further.

So, trust me when I say, the Dragon 1C is an extremely formidable foe at 700+ meters. More armor than a stock Marauder, ERLL with a burn time of 0.9375 seconds, and a cool-down of 2 seconds...yeah, nobody is going to be able to poke without you lasing them. You can fend off two unsynchronized assailants at range with it, and it can juke PPC rounds. I spent all of Tukayyid 3 using it as my first drop, even on close-quarters maps with no changes to its extreme-range payload. That was an XL335, 3x ERLL, 1x ML, and 20x DHS.



Have to disagree with you there . the dragon did loose quite a bit depending on the tree one sticks their points in .

right now i have no where near the agility or max speed i once did . but thats the trade off for the added durability .
and loosing that pin point poke .. makes me sad. but it looks like the durability is making up for it.

we was actually in a game together some one called out uavs above us .. usually i could aim at them whith the dragon and take them out . this time i had to back waaaay up so i could shoot them . our team was lucky the enemy was not packing a bunch lrms as that could have been a bad game.


I never found the 3 erll as a satisfactory build for me it only seemed to work well when i didnt have to deal with a lot of incoming fire.

as for the ppc build i enjoyed that still it was to fragile for any prolonged engagement .


and ill have to try the 3erll laser build again since i keep seeing it mentioned. but from experience it seems me and that build are not a good fit. had better success in the 3 erll panther.

#44 Y E O N N E

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Posted 17 May 2017 - 07:38 PM

What pinpoint poke did you lose? I dumped into Mobility and Firepower after the requisite Operations and the 'Mech has a 5% shorter duration than it did, the exact same range with only 10% in the nodes, the stock armor is greater than that on a Marauder, and I can't tell a difference in agility. It can start and stop fast enough to juke cERPPC rounds at 800 meters, and that's what matters.

Also, that was me calling UAVs. Like, five times. I didn't have the range to hit them, but the people who did were more interested in the the PPC throwers on the hill.

#45 nitra

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Posted 17 May 2017 - 07:49 PM

ill have to make a vid but the pulse fire is no longer in synch like it used to be. and sorry about not getting to uavs sooner like i said i had to back waaay up just to shoot em .

#46 Appogee

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Posted 17 May 2017 - 10:35 PM

Why is the Linebacker suddenly so good? Where are people placing their Skill Points for that?

#47 DGTLDaemon

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Posted 17 May 2017 - 10:53 PM

Looks like laser vomit heavies are the way to go for the time being, at least on the Clan side (can't speak for the IS, as I don't own any IS tech). PPFLD/poptarting is annoing as hell, but it's difficult to rack up decent damage with it, and the only thing more pathetic than a poptart getting rushed is a lurm boat getting rushed. Dakka got nerfed long ago, and the new skill nodes don't help much, I didn't notice any reduction in jamming on my dakka boats. Granted, laser boats got hit by the overall heat management nerf, but they're still going strong. As for weight classes, the two primary Clan assaults - Kodiak and Marauder IIC - got shafted hard by the mobility nerfs aka engine desync, so right now I'm getting better match scores in my heavies than in my assaults. At least those are my initial observations on the new meta.

Wouldn't read too much into the current meta, though. The next month's patch is going to f*ck shake things up in a major way.

Edited by DGTLDaemon, 17 May 2017 - 11:08 PM.


#48 Ryllen Kriel

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Posted 17 May 2017 - 11:16 PM

View PostKekistanWillRiseAgain, on 17 May 2017 - 06:21 PM, said:

play Clan mechs... they are better


If everyone took that advice Faction Warfare would not exist.

Sadly, it's very true. The Inner Sphere mechs lost a lot of quirks and are now barely equal to what they were when skilled up. Meanwhile the Clan mechs, which mostly didn't have any quirks, mostly all are buffed. Everyone should just play Clan mechs now until the tech is upgraded.

Faction play is brutal for Inner Sphere right now.

#49 Vellron2005

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Posted 17 May 2017 - 11:21 PM

Well I've been reading the various opinions on what got better or worse with the skill tree..

Everyone's got a different opinion, most disagree on those.. but there's one thing that NOONE can say got worse, only better..

NO, its not lasers, or dakka, or lurms.. its.. CONSUMABLES

Yup.. you can now carry more of them in battle, or two of the same.. and that's amazing! That's something completely new..

All the other things you could achieve before with modules.. but not this.

Keep in mind though, that they still cost 40K a pop.. so you can potentially use up to 200K ina QP match.. and without hero mechs and premium time.. it's difficult to earn that in a single match..

Edited by Vellron2005, 17 May 2017 - 11:22 PM.


#50 Marius Romanis

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Posted 18 May 2017 - 12:45 AM

View PostDGTLDaemon, on 17 May 2017 - 10:53 PM, said:

Granted, laser boats got hit by the overall heat management nerf,


Wrong.

If you invest in all firepower and mech operations nodes that lower heat gen, mechs are cooler than before patch.

Edited by CadoAzazel, 18 May 2017 - 12:45 AM.


#51 Anjian

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Posted 18 May 2017 - 01:30 AM

It is good day to be Clan.

#52 Belkor

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Posted 18 May 2017 - 05:04 PM

View PostDeathlike, on 17 May 2017 - 01:46 PM, said:


I dunno about you, but the ACH and HBK-IIC-A (PPC build) still pretty strong and more effective than that (with reinforced quirks). Will try Night Gyrs tonight, and will most likely feel even more strong than before.


How many points are you dumping into survival tree for Night Gyrs?

#53 Wildstreak

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Posted 18 May 2017 - 06:27 PM

By the time a meta comes out, its July and New Tech arrives with examinations of another possible meta shift.

Based on what is known to be coming, I put no value in a reliable meta until late August or September.

View PostVellron2005, on 17 May 2017 - 11:21 PM, said:

Well I've been reading the various opinions on what got better or worse with the skill tree..

Everyone's got a different opinion, most disagree on those.. but there's one thing that NOONE can say got worse, only better..

NO, its not lasers, or dakka, or lurms.. its.. CONSUMABLES

Yup.. you can now carry more of them in battle, or two of the same.. and that's amazing! That's something completely new..

All the other things you could achieve before with modules.. but not this.

Keep in mind though, that they still cost 40K a pop.. so you can potentially use up to 200K ina QP match.. and without hero mechs and premium time.. it's difficult to earn that in a single match..

While you can carry more and 2 of the same, I am not sure how many Mechs want to and can afford points to go more than the usual UAV + Cool Shot.

#54 MischiefSC

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Posted 18 May 2017 - 07:28 PM

View PostDeathlike, on 17 May 2017 - 03:05 PM, said:


Some of the insane quirks were needed to make them useful.

If you name any of the old IS mechs that were actually comp viable, you'd see the vast majority of mechs that were comp ready/capable were primarily in Clans. Some IS mechs that were quirked "well" had a niche, but that also means they had weaknesses of their own to content with. Without the quirks (even with said ideal/optimal hardpoints), they would not be what they were.



There's a few changes. For example I've taken to liking a 2LPL, 3xCERML Huntsman over the HBKIIC laservomit build. Why?

Sword&Board. Put it all on the RT, then use survival tree to buff up your 'shield' half. The HBK is so damn squishy and when you lose a ST you're 1/2 your firepower down. I roll damage way better with the HMN. It's great for sidepoke and the JJs are responsive enough I don't need to put any points in JJ tree to get a lot of use out of them. For getting out of an unwanted brawl that helps a lot.

I made an AC10, 4xSRM6a, 2xML Highlander 733 with structure quirks too. About like a faster Atlas D with a JJ for scooting up hills for 10 tons less.

Look at what the Heavy Metal turns into with survival maxed.

Bushwhackers, same thing. For a 50 ton splat boat it's killer. Same sort of thing with the HBK SP - the thing is tougher with the armor gone. You peel the armor back and you're barely 1/2 the way to the center of the tootsie pop.

There's a few fun things you can pull out. My favorite is still the Urbie R60 with 73 pts of armor on the CT and like 50+ on the ST, 2LL and 4MG. 109kph and tiny, people tend to neglect you until it's too late. So they die to an Urbie.

That's got to be worth a Steam Achievement.

#55 Davegt27

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Posted 18 May 2017 - 07:40 PM

hows the T-Bolt is it any good?

#56 Deathlike

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Posted 18 May 2017 - 08:13 PM

View PostBelkor, on 18 May 2017 - 05:04 PM, said:

How many points are you dumping into survival tree for Night Gyrs?


21


View PostMischiefSC, on 18 May 2017 - 07:28 PM, said:

There's a few changes. For example I've taken to liking a 2LPL, 3xCERML Huntsman over the HBKIIC laservomit build. Why?

Sword&Board. Put it all on the RT, then use survival tree to buff up your 'shield' half. The HBK is so damn squishy and when you lose a ST you're 1/2 your firepower down. I roll damage way better with the HMN. It's great for sidepoke and the JJs are responsive enough I don't need to put any points in JJ tree to get a lot of use out of them. For getting out of an unwanted brawl that helps a lot.

I made an AC10, 4xSRM6a, 2xML Highlander 733 with structure quirks too. About like a faster Atlas D with a JJ for scooting up hills for 10 tons less.

Look at what the Heavy Metal turns into with survival maxed.

Bushwhackers, same thing. For a 50 ton splat boat it's killer. Same sort of thing with the HBK SP - the thing is tougher with the armor gone. You peel the armor back and you're barely 1/2 the way to the center of the tootsie pop.

There's a few fun things you can pull out. My favorite is still the Urbie R60 with 73 pts of armor on the CT and like 50+ on the ST, 2LL and 4MG. 109kph and tiny, people tend to neglect you until it's too late. So they die to an Urbie.

That's got to be worth a Steam Achievement.


Hunchback-IIC-A builds tend to be ranged due to natural brawl squishiness. You are better off running a Nova for this task instead (Trebuchet-5J is still good for midrange).

There's a few things off the top of my head that I'm forgetting, but I'm not feeling that much after the skill tree changes.

#57 nitra

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Posted 19 May 2017 - 03:20 PM

View Postnitra, on 17 May 2017 - 07:49 PM, said:

ill have to make a vid but the pulse fire is no longer in synch like it used to be. and sorry about not getting to uavs sooner like i said i had to back waaay up just to shoot em .



Finally figured out why the lasers were out of "synch"

IT WAS ME !! i some how managed to place the guns on wrong so thats why i was getting the sweeping instead of the pinpoint .
also effected my heat gen to.

oh well .

still it is slower and duration still seems slower to me but looking at vids and goofing around with timing the fire rate, if it is slower its only by about .05 seconds. so no real loss.

in all the matches i have played while the speed is not there like it used to be, it is finally survivable on the field again .


all in all im pretty happy, the dragon is actually a usable mech again .


YAY, its not DEAD LONG LIVE THE DRAGON !!





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