

In Anticipation Of Mad Cat Mkii: Please Use Logic And Reason This Time
#1
Posted 28 June 2017 - 11:48 PM
#2
Posted 28 June 2017 - 11:55 PM
there's a thing called math and mechlabbing
we can do dual gauss ppc on a 75 tonner (with a bit of leg skimping, but still)
why WOULDN'T a 90 ton CLAN BATTLEMECH be capable of it?
Anyway in a far away time in a magical twitter post or somesuch Russ said they'd never balance by negative quirks again... or something. The very few that remain are really insignificant. Also pretty sure the members of Clan Crocodile Tears and Gyrok's IS Gundam OP club would throw an absolute fit about it. We already had a mass panic over clan gauss always exploding on crits "just because it's 3 tons lighter and takes up less slots"
#3
Posted 28 June 2017 - 11:55 PM
Do you, personally, know how to play a power position 'Mech?
#4
Posted 29 June 2017 - 12:00 AM
Yeonne Greene, on 28 June 2017 - 11:55 PM, said:
Do you, personally, know how to play a power position 'Mech?
Define "power position mech", please. This term is unknown to me

Snazzy Dragon, on 28 June 2017 - 11:55 PM, said:
Imagine the fit they and every other Clan player will throw if the Mad Cat MkII ends up with the mobility of the Dire Wolf.
Edited by DGTLDaemon, 29 June 2017 - 12:03 AM.
#5
Posted 29 June 2017 - 12:13 AM
DGTLDaemon, on 29 June 2017 - 12:00 AM, said:

It exposes and stays exposed and commands the field by being able to put significant damage down-range. The position is chosen such that the enemy can't really maneuver without taking hits from you. Such builds are also often interchangeable with push-type builds, because they generally have solid sustained DPS.
So they either sit in a spot hosing targets as they present, moving only as needed, or they are pushing and driving the enemy backward.
It is the exact opposite of a poking 'Mech.
The reason I ask is, from all of your recent posts, it sounds like the only thing you know how to do is poke and, as a result, have been lamenting whenever one of the 'Mechs which was overly good at poking is made to be less good at it.
#6
Posted 29 June 2017 - 12:30 AM
Yeonne Greene, on 29 June 2017 - 12:13 AM, said:
It exposes and stays exposed and commands the field by being able to put significant damage down-range. The position is chosen such that the enemy can't really maneuver without taking hits from you. Such builds are also often interchangeable with push-type builds, because they generally have solid sustained DPS.
So they either sit in a spot hosing targets as they present, moving only as needed, or they are pushing and driving the enemy backward.
It is the exact opposite of a poking 'Mech.
In my experience, playing in such manner absolutely requires one thing - devastating firepower that would make your opponents scared sh*tless of you, and PGI have been working hard lately to make sure no mech commands such firepower. I used to play my KDK-3 with quad UAC10s in exactly this way, before the UAC jam nerf. Right now I'm experimenting with a 2xLPL+6xMPL SNV-1, and yes, that 69-point alpha can often shut down a whole enemy lance, and make them reluctant to poke back at you. But very few mechs and builds are capable of this playstyle, especially in Tier 1 where people generally know how to focus down exposed targets. I'm regularly seeing Atlases attempting to play in this manner, and it usually ends badly for them. In other words, to play like that, you need to be piloting an OP mech that nobody will dare stare at.
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Not exactly, I'd rather describe my playstyle as "aggressive and dynamic" - poking, flanking, backstabbing, repositioning, switching between targets, always looling for an advantage, like an isolated target or an enemy mech that's engaged with my teammates and is not looking at me. I think "skirmisher" would also be a good definition of my playstyle. If I was strictly a poking type of guy, I would be looking forward to the opportunity to play MadCat MkII with 2xGauss+2xPPC, regardless of what mobility PGI gives it, because jump jets will make it a perfect poptart anyway. But I'm not. I'm thinking of other builds, like dual UAC10s with some lasers, and I'm thinking of how badly they'll be ruined if PGI get scared of that single PPFLD build.
Edited by DGTLDaemon, 29 June 2017 - 12:41 AM.
#7
Posted 29 June 2017 - 01:58 AM
Low heat, high weight PPFLD weapon + high heat, low weight PPFLD weapon is the broken interaction. Change that and we're good. Easier than to stomp every Clan 'Mech that can field the combo somewhat well. Dunno, put PPCs and Gausses in the same Ghost Heat group and call it a day.
Boom, no more 50dmg PPFLD alpha and we can have Assaults that don't move like crap.
#8
Posted 29 June 2017 - 04:10 AM
Luminis, on 29 June 2017 - 01:58 AM, said:
Low heat, high weight PPFLD weapon + high heat, low weight PPFLD weapon is the broken interaction. Change that and we're good. Easier than to stomp every Clan 'Mech that can field the combo somewhat well. Dunno, put PPCs and Gausses in the same Ghost Heat group and call it a day.
Boom, no more 50dmg PPFLD alpha and we can have Assaults that don't move like crap.
The moment that happens, clan laser vomit becomes king again (and it's already in a really good place right now). The only thing keeping clan laser vomit in check at the moment is the fact that clan laser vomit mechs take 1.125s to dump full burn onto target, which gives poptart PPFLD a window to drop that 50 damage and duck.
Then they'll nerf lasers again, and the cycle will just continue
Edited by Vxheous Kerensky, 29 June 2017 - 04:12 AM.
#9
Posted 29 June 2017 - 04:25 AM
Vxheous Kerensky, on 29 June 2017 - 04:10 AM, said:
The moment that happens, clan laser vomit becomes king again (and it's already in a really good place right now). The only thing keeping clan laser vomit in check at the moment is the fact that clan laser vomit mechs take 1.125s to dump full burn onto target, which gives poptart PPFLD a window to drop that 50 damage and duck.
Then they'll nerf lasers again, and the cycle will just continue
Same goes for nerfing individual chassis. You nerf the apex predator, something new takes its place, you nerf the new one and so on.
Besides, it's not just Clan laser vomit vs. Clan poptarts. There are few 'Mechs in the game that don't fall into either category, y'know?
#10
Posted 29 June 2017 - 04:31 AM
Luminis, on 29 June 2017 - 04:25 AM, said:
Besides, it's not just Clan laser vomit vs. Clan poptarts. There are few 'Mechs in the game that don't fall into either category, y'know?
IS laser vomit with LFE might be really good come July, at the expense of range and slight reduction in speed. Surviving ST loss is going to be huge for IS builds.
Nerfing individual mechs is one thing, global nerfing/eliminating an entire style of play is completly different
Edited by Vxheous Kerensky, 29 June 2017 - 04:33 AM.
#11
Posted 29 June 2017 - 05:13 AM
Vxheous Kerensky, on 29 June 2017 - 04:31 AM, said:
If you end up nerfing every 'Mech that does it, what's the difference, aside from ruining completely unrelated builds?
#12
Posted 29 June 2017 - 05:19 AM
Vxheous Kerensky, on 29 June 2017 - 04:31 AM, said:
The problem is, PGI is nerfing chassis that can support powerful PPFLD builds by reducing their mobility, which hurts all other builds except for the friggin' poptarts, because poptarts don't need much mobility in the first place. Look at the Night Gyrs - the Gauss/PPC builds are still doing fine, while everything else got hit hard. I am worried that PGI might do the same to Mad Cat MkII, instead of addressing the specific build that may cause balance issues.
#13
Posted 29 June 2017 - 05:30 AM
#14
Posted 29 June 2017 - 05:45 AM
CK16, on 29 June 2017 - 05:30 AM, said:
Talking about flavour:
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Don't care what someone says, if PGI doesn't want to touch the PPC/Gauss combo directly, at least use negative quirks and preserve the agility the damn thing is known for.
Edited by Luminis, 29 June 2017 - 05:45 AM.
#15
Posted 29 June 2017 - 07:32 AM
DGTLDaemon, on 29 June 2017 - 12:30 AM, said:
So, you don't actually need devastating firepower for this. What you need are range, sustain, and follow-through. Range lets you hit targets across the field from one place, reduces the number of weapons the enemy can use to return fire, and reduces the effectiveness of the weapons they do possess that can do so. Sustain lets you stay on-station and actively engaged. Follow-through lets you hit a target on demand with little gap for retaliation. It also helps if your 'Mech can take a hit.
A PPC-Gauss KDK-3 is a mediocre power position 'Mech. It has range, but its full sustain is modest and it has poor follow-through. Quad-Gauss is better. The UAC KDK-3 and Mauler were good in all three categories and were/are used extensively in this role. The DRG-1C is also excellent in this role with ERLL, since it has such a fast rate of fire; its follow-through is excellent. The humble STK-4N is also a solid power-position 'Mech with LL, but shorter-ranged.
It works just fine in T1 matches (seriously, go try the ERLL DRG-1C), but the key is in the name of the playstyle: positioning. If you don't get it right, you will burn. What you don't really need a lot of for this, though, is agility.
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All of those are poke-type roles. You fire an retreat for each, the differences are just where you do it from and how far you retreat.
The MAD-IIC was never the 'Mech for this conceptually. That's what the GAR and EXE are for. The MAD-IIC is an average-speed gunbag. Even when it was agile, its strongest roles were exposed ones. It was far and away better at pushing and power positioning. So much better, that the reason it got agility nerfs was to compel it to rely on the team more for cover and make a judgemental error in timing more appropriately punitive. And it actually worked. It can still poke, you don't need top speed to poke with the revised acceleration curves implemented with the engine desync; you just need a shorter distance to travel. Yes, I do think PGI went a little bit overboard, especially when they didn't consider the differences in variants, but the amount of doom and gloom you've been heaping on the chassis is more than a little bit of exaggeration.
If the MCII is too good at something, it will have to be reigned in. There are no sacred cows.
#16
Posted 29 June 2017 - 07:57 AM
#17
Posted 29 June 2017 - 07:57 AM
Yeonne Greene, on 29 June 2017 - 07:32 AM, said:
Agreed. I just hope PGI will find a way to rein it in without making other, non-OP loadouts underpowered. For instance, let's take a look at MCII-2. It has two ballistic and two energy hardpoints, which make it a prime candidate for the 2xGauss+2xERPPC build (and, therefore, a prime target for mobility nerfs). But at the same time, you can make a brawler out of it. How about 2xUAC10+4xSRM6a? Or better yet, a pair of LBX20s plus whatever SRMs you can fit in the remaining space? Sounds interesting? But a build like that would be non-viable without good mobility. That's why I'm advocating for weapon-specific negative quirks rather than blanket mobility nerfs. They already did this to the Night Gyr. I used to run a perfectly reasonable 2xUAC10+3xMPL build on it - pretty similar to the 2xUAC10+3xERML build that you can run on the Timber Wolf or Ebon Jaguar. I seriously doubt it was so overpowered that it had to be reined in. But the whole chassis received a mobility nerf because of that damn PPFLD poptart, and now I can't play it anymore. I really don't want to see the same thing happening to Mad Cat MkII.
Edited by DGTLDaemon, 29 June 2017 - 08:02 AM.
#18
Posted 29 June 2017 - 08:04 AM
DGTLDaemon, on 29 June 2017 - 07:57 AM, said:
Honestly, torso yaw nerfs (abd/or arm range nerfs) would have been appropriate for all involved. A 'Mech like this doesn't really brawl; it charges in and flattens the target. It needs a team to help it do this. That also appropriately nerfs the poke builds for similar reasons. Don't know why they went and killed turning and acceleration so hard.
#19
Posted 29 June 2017 - 08:48 AM
I am aware of the ridiculous jamming that the UACs have to suffer through so replace with AC10s, AC20s, LBX10s, LBX20s respectfully. That's just one of the builds that I would rather run. I might just run stock with one of the MKIIs for nostalgia sake.
#20
Posted 29 June 2017 - 08:51 AM
Luminis, on 29 June 2017 - 01:58 AM, said:
Low heat, high weight PPFLD weapon + high heat, low weight PPFLD weapon is the broken interaction. Change that and we're good. Easier than to stomp every Clan 'Mech that can field the combo somewhat well. Dunno, put PPCs and Gausses in the same Ghost Heat group and call it a day.
Boom, no more 50dmg PPFLD alpha and we can have Assaults that don't move like crap.
This is what energy draw would have done.
I think this is workable solution in the current ghost heat system, though.
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