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Making The Atlas Terrifying Again.

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#41 Juodas Varnas

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Posted 10 July 2017 - 08:56 AM

Just give us back the glowing eyes on a toggle, ala Kodiak's claws and Urbie's police siren!

#42 Fluffinator

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Posted 10 July 2017 - 05:03 PM

View PostTlords, on 09 July 2017 - 04:23 PM, said:

I have this dream of an Atlas being nigh un-killable. The master of the push. Blasted apart and still moving.

When PGI broke the board game rules of engines sizes being locked in, this allowed us to tweak our non-omni mechs to go faster or slower to further optimize our mechs. This set a precedence, that the board rules are not set in stone. So, what the here is my idea...

With the new skill tree, we can add structure to our mechs. This new structure should also give the option to add more armor, consistent with the rule of double the armor for the value of the internal structure. Yes, that's right.... add additional armor beyond the current max level. With an Atlas now having up to 25% more structure, this new structure should support being able to add 25% more armor..

With the current skill tree, the Atlas center torso would have 222 points of armor. The side torsos 166.

That's a terrifying site and something I'd love to see in this game. I'd be glad to swap 4 tons of engine size to achieve it.

If we want to go by mech warrior lore and anything other than MWO...any clan assault should be more than a match for any 2 IS assaults. The IS mech's are already broken beyond belief just being able to 1:1 a clan mech. Now you want an IS mech to flat out stomp the clan mech of equal weight? LMAO

#43 Tlords

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Posted 10 July 2017 - 06:05 PM

View PostFluffinator, on 10 July 2017 - 05:03 PM, said:

Now you want an IS mech to flat out stomp the clan mech of equal weight? LMAO

i know its a crazy idea... thats why I love it

#44 DaZur

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Posted 10 July 2017 - 06:21 PM

Wanna make the Atlas terrifying?

Tell folks to grow a pair and quit playing peek-a-boo with it and for God's sake don't sit in the back lobbing LRMs... Posted Image

It's already a freaking damage sponge... New tech will go a long ways in making it more terrifying. Like Chuck Yeager said many years ago.. "It's the man not the machine".

Atlas can be plenty terrifying in the right hands... Sadly, there's not a lot of folks left that know how to pilot it correctly. Instead we have a bunch of snowflakes who are clinging to novel laced fluffery and expect game play to mirror it.

#45 Khobai

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Posted 10 July 2017 - 09:57 PM

Quote

Tell folks to grow a pair and quit playing peek-a-boo with it and for God's sake don't sit in the back lobbing LRMs...


So basically you want people to suicide.

Because in 12v12 thats suicide even in an Atlas.

#46 El Bandito

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Posted 10 July 2017 - 10:36 PM

View PostDaZur, on 10 July 2017 - 06:21 PM, said:

Wanna make the Atlas terrifying?

Tell folks to grow a pair and quit playing peek-a-boo with it and for God's sake don't sit in the back lobbing LRMs... Posted Image


Not in Solo-Q.

#47 Hindenhoot

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Posted 11 July 2017 - 01:43 AM

The biggest thing the Atlas is missing right now is torso twist speed - it can't lead pushes very well at the moment because it can't shield, since the engine decoupling.

Prior to the skill tree, all variants had a crazy +40% twist speed quirk and 15° of extra torso twist which pretty much kept it viable as a brawler.

Now it has those big shieldy arms that it can't use.

Edited by Dahoota, 11 July 2017 - 01:47 AM.


#48 davoodoo

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Posted 11 July 2017 - 02:24 AM

View PostKhobai, on 10 July 2017 - 09:57 PM, said:


So basically you want people to suicide.

Because in 12v12 thats suicide even in an Atlas.

So far ive seen deathball fail maybe 10% of times...

#49 Khobai

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Posted 11 July 2017 - 02:28 AM

Quote

So far ive seen deathball fail maybe 10% of times...


yeah but even if the deathball succeeds the atlas is still dead.

no assault wants to push first because its suicide

#50 davoodoo

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Posted 11 July 2017 - 02:34 AM

View PostKhobai, on 11 July 2017 - 02:28 AM, said:


yeah but even if the deathball succeeds the atlas is still dead.

no assault wants to push first because its suicide

Not like you pay anything for repairs.

Thank god pgi got rid of that ******** f2p mechanic.

Edited by davoodoo, 11 July 2017 - 02:34 AM.


#51 Khobai

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Posted 11 July 2017 - 02:43 AM

right but the point is assaults need to be tough enough to actually survive pushing out front. that way people will actually want to do it.

the only real solution I have for that is going back to 8v8.

the reality is 12v12 is just too much concentrated damage. it makes TTK pathetic even for assaults.

and in my experience 8v8 was way more fun than this 12v12 garbage.

Edited by Khobai, 11 July 2017 - 02:44 AM.


#52 ice trey

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Posted 11 July 2017 - 03:05 AM

Mm... Technically, both Omnimechs and Battlemechs have the engines locked in just as much as the next. The difference being all the clan equipment that is plug-and-play in omnipods. Engines and armor not falling into those categories.

But of course, PGI did some liberal revisions of how things work in tabletop, primarily because the Swarm of cheap IS mechs versus a few expensive few clantech omnis might translate alright as a tactical game as with MechCommander (and personally I wouldn't mind so long as every clan mech killed in an IS mech is worth double kills, and every IS mech killed in a clan mech worth half a kill), but apparently it's badwrongfun? I don't know.

#53 davoodoo

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Posted 11 July 2017 - 03:28 AM

View Postice trey, on 11 July 2017 - 03:05 AM, said:

Mm... Technically, both Omnimechs and Battlemechs have the engines locked in just as much as the next.

Sure... i mean its not like different variants change engines besides ofc engines being exchanged(bounty hunter mad2 changing xl into std or again bounty hunter mad dropping engine to 225 as examples)

But thats the thing, normally we would just take lets say battlemaster and contruct new one with things we want in instead of bothering with modifying existing variants.

Edited by davoodoo, 11 July 2017 - 03:31 AM.


#54 Roadbuster

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Posted 11 July 2017 - 05:09 AM

Oh the Atlas IS terrifying...for the pilot.
Slow, limited hardpoints in low locations and still dies very fast to the stupid high alphas and PPFLD.

I still love the Atlas, but I'm not feeling strong when dropping with it. I'm to worried that a Gauss/PPC sniper gets me while trying to get from one cover to the next, or that 2-3 lights decide to kill me, or that one of these SRM-boat-abominations decides to kamikaze.

Honestly. I'm more worried about all the vomit-loadouts these days. They eat through armor and structure without much trouble, even with fully skilled survival tree.

And assaults are only effective if they get propper support from the team.

#55 Jman5

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Posted 11 July 2017 - 06:23 AM

View PostPhoenixFire55, on 10 July 2017 - 03:10 AM, said:


This guy disagrees ...

Not only do I find one-sided brawler better in nearly all scenarios, but lesser frontal profile makes pinpointing torsoes much harder than those of an Atlas. Plus you can always boost up alpha with additional four energy hardpoints, which given double-coolshots might not be such a bad idea.


Neat build.

#56 poopenshire

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Posted 11 July 2017 - 06:34 AM

[mod]

This topic has totally been derailed by people who cannot post anything constructive. Images and blatant provocations seem to be the only thing most posts seem to be any more.

[/mod]





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