Quicksilver Kalasa, on 05 July 2017 - 07:10 PM, said:
That build is more of a mid range poke than a brawler. Brawlers, typically have much higher sustained DPS. True brawlers like the Mangoyle, Splat Cats, and Novas of yore would brutalize that mech because of their better sustained DPS in an actual brawl. It is important to understand the difference between the two. Your MPL build could easily be replaced by an ATM build because they do similar things, they aren't true brawlers because they don't have knife fighting range nor the DPS that goes with that, BUT, they have more DPS than a longer ranged build
Fair enough. Although 2x SRM6A is 5t, that's only an ATM9. Or if i were to split it, i need 2 more tons to make even 2x ATM6s.
But if you acknowledge that ATMs couldn't brawl, why even compare it to SRMs close range? So what if ATM12 does 36 streamed damage, versus 25.8 damage of the SRMs up front, followed by torso-twist and arm-shield.
Quicksilver Kalasa, on 05 July 2017 - 07:10 PM, said:
There is only so much you can predict when leading targets. There is a difference between learning how to aim, and being able to accurately predict the future and SRMs take more of the latter with shots at longer ranges. Using lasers with SRMs is also typically bad because of how much they impact your heat which is why splat builds typically use flamers instead. There are always exceptions (Splat Timby with 6 SPL and 4 ASRM6 being the main exception) but thats generally because they can't mount more SRMs, not because they really need those lasers.
Sure thing, but regardless they would still par better on ATMs on the role SRMs undertake. Yes we also rely on luck, but that's where our experience comes in, we rely less on luck and make it happen.
Quicksilver Kalasa, on 05 July 2017 - 07:10 PM, said:
Sure, but being able to do 144 damage all over the torso is pretty powerful especially if you can do it more reliably than doing 51.6 damage to the exposed XL. Consistency is what is important and if ATMs bring more consistent effective damage than SRMs in good at hands at knife-short range, then that is what will be used.
Yes, both ARE powerful, no question about that. But rather what would the situation demands, especially in a brawl.
That's a big "If", when the SRMs can deal with "if" better. The homing missiles means the success of you is hinging on your enemy making a mistake, than you doing something right, like LRMs.
Quicksilver Kalasa, on 05 July 2017 - 07:10 PM, said:
Not to mention you act like you can't position yourself ever to focus a side torso, how a mech is twisted matters to ATMs especially for any mech with hitboxes like the Jenner/Stalker or even humanoids since again, they focus on center mass so if you put that exposed section between you and center mass, chances are good you will focus on that section.
So we balance by individual mechs now? We should nerf ATMs to the ground because Jenners/Stalkers suck at it, cause they're the only mechs in MWO that matters. Sarcasm aside.
Yes you can position yourself to focus on a side torso, but so can the enemy as they present it when shielding. Hearing incoming missiles mean they know preemptively to get into cover, or just twist. And if you're committed to a brawl, unless the enemy shuts down you have to worry about your enemy not letting you get to his -- whatever, by shielding or torso twisting.
Yes how a mech twist matters, but that's the thing the ATM can be spread by intervention. SRMs with single volley, you could only shield with it cause every other missiles hit at relatively the same time.
Quicksilver Kalasa, on 05 July 2017 - 07:10 PM, said:
Not all combat will be happening, and again, the ability to always force combat to be under 200m is pretty much relegated to MRBC drop 1 and scouting. Like I said, in those situations sure, SRMs will potentially be useful except for that typical 1-2 overwatch mechs, but outside of that, that isn't the case where you can always force that fight. That's where short-mid range poke come into play (think the old Boomcat, MPLs, MLs, and LPLs for the most part). ATMs thrive at that range and their ability to demolish brawlers is something Mischief has been trying to show off with the 1v1s.
Of course not all combat happens under 200m. Of course it’s situational, come on. But again, weapons do have roles, niche to fulfil.
Again, of course ATMs would demolish SRMs outside of their range, come on. That’s true for other weapons that out range it, for other roles that outrange brawlers.
But short-range ability, within SRMs range, that’s where should we remain if we ever to compare.
Quicksilver Kalasa, on 05 July 2017 - 07:10 PM, said:
Not unless you can predict the future. Don't get me wrong, there are some predictions you can accurately make, but even at high level play, people misjudge shots and miss with SRMs, especially outside 150m. Again, it's about consistency and reliability.
But again, that’s the thing, skill. Sure ATMs are far easier to use. But if anything, that just discourages combat within 150m, than ATMs actually excelling at close-range combat.
Quicksilver Kalasa, on 05 July 2017 - 07:10 PM, said:
Again, how spread it is depends on hitboxes and lots of "spread" damage is still better than no damage.
But then again that’s just your enemy effectively maximizing his durability, and then wasting your time. He’s just doing his job; he’s just padding your score.
Look at LRM builds, sure it’s easy to get high score of 800. But then you factor in the spread, ever wonder how meaningful such damage are really?
Quicksilver Kalasa, on 05 July 2017 - 07:10 PM, said:
Depends on the situation. Are we talking about limited cover on the close and IS LRMs? Cuz if they are IS LRMs, honestly the ALRM80 is probably as scary if not a little bit more depending on my cover. I've seen what AWS-8Rs can do with ALRM60, I don't underestimate the damage it can do, it can be brutal in the mid-range area if given the time to do damage.
But let’s face it, a gauss PPC mix is scary because it opens up components and can kill you faster. While LRMs are just scary because they’re shaky and blinding.
Quicksilver Kalasa, on 05 July 2017 - 07:10 PM, said:
If I could force the brawl easily, like MRBC drop 1, probably 4 ASRM6 unless there is need for an overwatch mech, outside of that though, the ATM12s would be better because being able to do damage on the close and do SRM levels of damage inside 270m is absolutely insane. Sure torso twisting is great, but if I'm spitting out enough damage, it won't matter, I've already put you on the defensive and that means I control the tempo of the match and that is a HUGE advantage.
Again, brawl. That means it’s just you fighting close range. Outside of it, it’s irrelevant, its moot. That’s not a close range encounter where SRMs have the fair chance. Even UACs, Lasers and LRMs could do that outside of it.
Quicksilver Kalasa, on 05 July 2017 - 07:10 PM, said:
They don't flourish right now honestly, without the cSPLs,brawling took a step back. The point is, we are adding another weapon that pretty much outranges SRMs and pushes them even more into a serious niche. That's my problem.
I’ve seen them time to time, especially on brawler builds. I’ve ran them time to time, and won too. But okay, lets agree that they're not as popular.
But with what you are saying, that sounds more like removing or keeping min range is irrelevant, as this is personally the problem of SRMs at all, than ATMs being objectively better at close range.
Quicksilver Kalasa, on 05 July 2017 - 07:10 PM, said:
Except I'm still talking under 270m, even at max range, SRMs are not that accurate or precise (outside a few special cases). That's kinda the point, I would rather have accuracy and some level of precision over meh accuracy and a little bit more precision because I have better range which is pretty important.
Sure they aren’t pin point, but they are reasonably so. And being already a lot more precise, accurate, controllable, makes them invaluable in a brawl, over the ATMs. That’s the point. With Artemis, they are still reasonably tight too.
And then we come to the stream-fire, versus the volley fire of the SRMs. Even if you are doing enormous damage to care about accuracy, all that does is waste your time and keep your TTK high.
Quicksilver Kalasa, on 05 July 2017 - 07:10 PM, said:
12 v 12 makes brawling more risky because it means more sightlines are covered which makes surprise less of a factor, and that's pretty huge for defeating brawlers, being able to react in time to appropriately respond to it. Distractions are split pushes and require perfect timing to execute correctly.
True. But of course, on other instances like a legitimate push where the brawler isn't necessarily the one focused on. Granted that doesn't happen often on PUG. But that doesn't mean it can't.
Quicksilver Kalasa, on 05 July 2017 - 07:10 PM, said:
You are acting like being able to know when to commit is all you need when it isn't. If a team has an adequate power position, closing without taking enough damage is near impossible. This is why you rarely if ever see teams like EmP actually flat out brawl, because it isn't the strongest strat and can be defeated by power positions or mobile firing lines.
No it’s not, I pointed out that tactics are also part of the game. Of course we’re going to consider those, of course we’re going to consider our team when committing.
And you’re acting as if people are incapable of strategizing, and putting things on their favour. Of course certain strategies can be countered; of course teams CAN get power positions. But in the end, right tool for the right job, it’s situational but it is a legitimate strategy.
Quicksilver Kalasa, on 05 July 2017 - 07:10 PM, said:
It really is true, the day of the laser balance patch was when it became MUCH harder to force brawls in higher tonnages than things like MRBC drop 1 and scouting. Brawling relied pretty heavily on cSPLs to be relevant in the meta.
Oh now, it’s true? When before you said “it was originally” true. Where’s the consistency on you?
Quicksilver Kalasa, on 05 July 2017 - 07:10 PM, said:
Easier is typically better, again, consistency is important and easy typically translates to consistent/reliable.
Oh please, it’s easy to just lurm. But actually landing them on competent players is another story.
But hey you know what, you said “typically” sure. But not in this case, not on the band where SRM reigns.
Close range no, ATMs do not prevail, but the only thing it has going over SRMs is that it doesn’t need to engage close-range where SRMs can. And again, that sounds more like the personal problem of SRMs as a whole being outranged by everything else, something that remove-retain ATM minimum range is largely irrelevant to. Minimum range or not, either way SRMs are losers in terms of range outside of 270m, and is already replaced by ATMs.
You can't kill that which is already dead.
Edited by The6thMessenger, 05 July 2017 - 08:15 PM.