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Emerging Meta! What Just Got Way Better?


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#1 Holy Jackson

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Posted 17 May 2017 - 12:26 PM

Pop tarts? Lrms? Armored hulks? Laser Vomit Clan mechs?
Curious what you think and what you're seeing out there. What's really good now?

Also, what got really bad?

#2 Jackal Noble

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Posted 17 May 2017 - 12:32 PM

Machine guns. Apparently they are only an effective means of dealing with infantry, not mechs. Imagine that.

#3 Acehilator

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Posted 17 May 2017 - 12:33 PM

All Clan mechs buffed, take your pick, can't really go wrong. Kodiak and Direwolf are probably worse off than before (require heavy investment in Mobility tree).

New personal favourite: Linebacker

#4 Y E O N N E

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Posted 17 May 2017 - 12:35 PM

Lasers got giga-buffed, with universally available range and duration nodes.

Try playing the absurdity that is the Dragon 1C or BJ-1DC to find out.

#5 Monkey Lover

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Posted 17 May 2017 - 12:38 PM

clan gauss and ppc.

#6 Templar Dane

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Posted 17 May 2017 - 12:40 PM

AC2 variants. There were no cooldown modules for them, but now they can fake it with nodes.

https://youtu.be/5ZwtU30v1DA

https://youtu.be/ngyJDwnoPfU

#7 ArmageddonKnight

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Posted 17 May 2017 - 12:40 PM

Well TTK hasnt being increased as was one of the aims for this patch back when it was announced.

Core reason for that being that alpha strike damage is still as high as ever. PGi didnt impliment anything to reduce alpha strikes. Like the EZ option of reducing heat capacity to TT values, and thus reducing the max possible alpha strike.

I dont see any change in the broad meta (that being Alpha striking), as for specific builds. Im still seeing the same old mix. A few LRM boats, a bunch of Lazer vomit, and kodiaks/Maluers with AC10's and 5's. Plus the usual pop tart here and there causing greif for every1.
I dont know which i hate more. .pop tarts or LRM boats.

#8 MischiefSC

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Posted 17 May 2017 - 12:42 PM

Clan UACs with velocity. Jamming sucks but don't double tap. Very minimal spread now.

#9 R Valentine

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Posted 17 May 2017 - 12:47 PM

Anything clan. Lasers now with duration. PPCs with velocity. Just avoid noob traps like the survival tree and you're good to go.

#10 ArmageddonKnight

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Posted 17 May 2017 - 12:50 PM

View PostTemplar Dane, on 17 May 2017 - 12:40 PM, said:

AC2 variants. There were no cooldown modules for them, but now they can fake it with nodes.

https://youtu.be/5ZwtU30v1DA

https://youtu.be/ngyJDwnoPfU



LBX2 and UAC2 have been nerfed when it comes to CD. 17% down to 9.5% for clan and 12% for IS.
IS AC2's have gained 7% CD as they previsoly only had 5% (not taking into account ay mech specific qwerks)
BUT
7% CD reduction on a 0.72 ROF is only 0.05, its not noticable.

The noticable positive change for AC2 builds of all kinds is the -10% heat gen u can get and the Ammo capacity. You notice them both.
However, u wont see Ac2 builds immerging as any type of seriose meta. I know, iv run Ac2 consitently since beta, they are not viable against the Alpha meta.
You die befor your DPs has a chance to wear anything down. You cant peak and take pot shots , u dont do enough dmg that way.
If Turn a corner and have 3 mechs alpha you for 50+ dmg each, you die. With 12 on each team, the chances of running face to face with just 3 is high, and with every1 running high alpha, all they need do is focus on u together and u pop instantly , even in a 100 tonn front loaded mech.

#11 WrathOfDeadguy

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Posted 17 May 2017 - 01:07 PM

View PostJackalBeast, on 17 May 2017 - 12:32 PM, said:

Machine guns. Apparently they are only an effective means of dealing with infantry, not mechs. Imagine that.


In tabletop they did the same damage as AC2- and that was with armor values half those in MWO, and no hardpoint restrictions. Right now MGs are at 0.95 DPS in MWO... the AC2 is at 2.78. Can you imagine the tears if MGs in this game did as much damage as they're supposed to be doing relative to the other ballistics?

MGs are typically mounted as anti-infantry weapons in BT because they generate a negligible amount of heat compared to lasers or even ACs... but just because they're anti-infantry weapons doesn't mean they're useless against armor. These are half-ton guns- roughly the same size as the A-10's 30mm GAU-8, which is a present-day anti-tank weapon. Shoot a man-sized target with a projectile that size moving that fast and you get chunky salsa. Lay a continuous stream of fire on a 'Mech and it's going to strip armor. MWO's MG is pathetic by comparison to its source material.

The only 'Mech weapon systems which were not able to meaningfully damage other 'Mechs were APPs- basically leg-mounted Claymore mines.

#12 Felicitatem Parco

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Posted 17 May 2017 - 01:21 PM

If TTK has not increased, then why is there a thriving thread about how Mechs are tankier now?

https://mwomercs.com...aphracts-rulez/

#13 Deathlike

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Posted 17 May 2017 - 01:23 PM

View PostProsperity Park, on 17 May 2017 - 01:21 PM, said:

If TTK has not increased, then why is there a thriving thread about how Mechs are tankier now?

https://mwomercs.com...aphracts-rulez/


Because people derp?

Cataphracts still inherit the same weaknesses as before.

#14 Kin3ticX

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Posted 17 May 2017 - 01:30 PM

most of the meta shift right now is from people experimenting but this is almost indistinguishable from an actual metashift



if we are talking solo queue in a bubble I think its still mostly the same as before except you might see more dumpster mechs running around




the biggest change is that ECM is a soft counter unless you invest a lot to get both ECM skills (about 13 pt investment), without those skill its very easy to lock on someone without any tag assist.

Edited by Kin3ticX, 17 May 2017 - 01:34 PM.


#15 Deathlike

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Posted 17 May 2017 - 01:34 PM

View PostKin3ticX, on 17 May 2017 - 01:30 PM, said:

most of the meta shift right now is from people experimenting but this is almost indistinguishable from an actual metashift



if we are talking solo queue in a bubble I think its still mostly the same as before except you might see more dumpster mechs running around




the biggest change is that ECM is a soft counter unless you invest a lot to get both ECM skills, without those skill its very easy to lock on someone without any tag assist.


Most super meta mechs are good, if not better. Then again, sometimes I feel like I'm farming a new potato crop.

#16 Bud Crue

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Posted 17 May 2017 - 01:36 PM

View PostDeathlike, on 17 May 2017 - 01:23 PM, said:


Because people derp?

Cataphracts still inherit the same weaknesses as before.


Like I said on that thread: 105 CT (5 Rear) in a standard Phract with NO skills applied. 126 CT in he same phract with maxed survival skill tree. Yes 21 points in extra armor in your CT is nothing to scoff at. It means you can take 1 more alpha from that Hunch IIC from across that map...at a cost of how many nodes? Did you neglect mobility to get that "tankiness" of 21 extra armor points? Are you now slower to twist? Are you now lacking radar dep? Did you lose speed tweek and now you are moving in the 60s and cant get behind cover as easily? etc. And that's just the skills tree impact. 21 points of extra CT armor AND the Phracts "god tier" defensive quirks does not make up for all of the flaws of the Phract (bad hit boxes, limited hardpoints, low hardpoints, mixed hardpoints, etc.).

Now the Orion and the Victor on the other hand...Posted Image

#17 Lightfoot

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Posted 17 May 2017 - 01:43 PM

Armor of course. That is the only new thing really. The more base armor you have the more this tree will benefit the mechs. Probably not much value to a Locust who should substitute speed.

#18 SilentScreamer

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Posted 17 May 2017 - 01:45 PM

View PostBud Crue, on 17 May 2017 - 01:36 PM, said:


Like I said on that thread: 105 CT (5 Rear) in a standard Phract with NO skills applied. 126 CT in he same phract with maxed survival skill tree. Yes 21 points in extra armor in your CT is nothing to scoff at. It means you can take 1 more alpha from that Hunch IIC from across that map...at a cost of how many nodes? Did you neglect mobility to get that "tankiness" of 21 extra armor points? Are you now slower to twist? Are you now lacking radar dep? Did you lose speed tweek and now you are moving in the 60s and cant get behind cover as easily? etc.


My Commandos thank the pilots neglecting any of the above mentioned Mobility tree skill nodes.

View PostLightfoot, on 17 May 2017 - 01:43 PM, said:

Armor of course. That is the only new thing really. The more base armor you have the more this tree will benefit the mechs. Probably not much value to a Locust who should substitute speed.


Remember, lights get a bigger % boost out of the armor/structure nodes than heavy/assault mechs. I do not have the numbers in front of me but say the caps are +25% light and +10% for assault....not that it helps much once you do the math....
Locust leg 20 pts +25% = 25 points, a 5 point gain
Atlas Leg 100 pts +10%= 110 points, a 10 point gain

Now, if you are in a Kitfox or Adder that can't be built for speed because the engine is locked....might not be a bad choice to get some Hardened Armor nodes instead of going for Speed Tweak.

Edited by SilentScreamer, 17 May 2017 - 01:54 PM.


#19 Deathlike

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Posted 17 May 2017 - 01:46 PM

View PostBud Crue, on 17 May 2017 - 01:36 PM, said:


Like I said on that thread: 105 CT (5 Rear) in a standard Phract with NO skills applied. 126 CT in he same phract with maxed survival skill tree. Yes 21 points in extra armor in your CT is nothing to scoff at. It means you can take 1 more alpha from that Hunch IIC from across that map...at a cost of how many nodes? Did you neglect mobility to get that "tankiness" of 21 extra armor points? Are you now slower to twist? Are you now lacking radar dep? Did you lose speed tweek and now you are moving in the 60s and cant get behind cover as easily? etc. And that's just the skills tree impact. 21 points of extra CT armor AND the Phracts "god tier" defensive quirks does not make up for all of the flaws of the Phract (bad hit boxes, limited hardpoints, low hardpoints, mixed hardpoints, etc.).

Now the Orion and the Victor on the other hand...Posted Image


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.

Edited by Deathlike, 17 May 2017 - 01:46 PM.


#20 Appogee

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Posted 17 May 2017 - 01:51 PM

I'm still in analysis paralysis... unsure where to place my skill point bets, and unwilling to spend them endlessly respeccing.





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