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Reviving The Juggernauts...


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#41 Widowmaker1981

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Posted 11 July 2017 - 03:58 AM

View PostViktor Drake, on 10 July 2017 - 04:47 PM, said:


Nope because the way I learned to play is by cycling through usually 3-4 weapons groups and I rarely fire full alphas at anything. Oh and I made it to Tier 1, imagine that. Oh and I can usually hit the top 75 during leader board events as well if I actually try. Forgot that for a minute but it sure goes to show you that you can actually play the game and still be competitive by doing something other than hitting the alpha button over and over.

It was kind of funny actually. When PD was out on the PTS I kept seeing so much QQ that I took the time to download and play around on it for a bit to see what the fuss was and because I tend to play while cycling through weapons groups like I mentioned, my mechs didn't feel one bit different on the PTS than on the Live server, in fact if anything alot of them played better. My point is that PD is just learning a new way to do things, a way that take a bit more skill perhaps but not so much skill that 90% of the players couldn't adapt to it in probably a few weeks at most. However no one gave it a chance and we go stuck with GH and other crappy balancing tactics to compensate. Go-Go team, thanks for making the game worse hehe.


The last version we saw of PD/ED actually hard capped possible DPS. It was entirely possible (easy, in fact) to reach that cap with a Night Gyr - i know, because i tested it.

If the Night Gyr could reach the cap, what would be the point in playing a Dire Wolf, when its larger, much slower and much less agile, but cannot project any more firepower? The answer is that there is no point. The ONLY purpose in increasing mech size is to increase firepower projection, because in every case the extra armour is outweighed by the mobility losses and hitbox size increases for a net decrease in survivablity.

GH is required, because the power of firing multiple PPCs or (ER)LLs is too great to be allowed without penalty, and if you reduced the stats to compensate, then those weapons become useless when used in smaller numbers or singles. It shouldn't be applied as universally as it is though, RACs definitely do not need it for a start, and id argue that the IS AC20 doesnt need it either.

On the whole though, people need to take some responsibility for their own survival. If you peek and see a Direwolf looking right at you, GTFO immediately. Dont stop to shoot it, because it will hurt you more than you hurt it - shoot it only when its NOT looking right at you, when its looking at someone else or simply not lined up yet. Dont stand there and let it alpha you in the face twice, and then complain on the forums how too much firepower is ruining the game.

#42 Clownwarlord

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Posted 11 July 2017 - 05:01 AM

How to make slow assault mechs work? More rear armor. Usually in mechs that stay with the group you are able to keep the enemy in front of you which means the more front armor the long you live. But in the case of an assault mech that may go 48.6 kph to oh lets say 60 kph having more armor means that when a light mech gets on you they have to do more work which gives you more time to kill them with one big hit.

Also using some other skills that you pick up from piloting assaults help like reverse pivoting to spin faster, and or turning your mech and torso twisting to spin faster.

#43 Skanderborg

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Posted 11 July 2017 - 06:14 AM

View PostClownwarlord, on 11 July 2017 - 05:01 AM, said:

How to make slow assault mechs work? More rear armor. Usually in mechs that stay with the group you are able to keep the enemy in front of you which means the more front armor the long you live. But in the case of an assault mech that may go 48.6 kph to oh lets say 60 kph having more armor means that when a light mech gets on you they have to do more work which gives you more time to kill them with one big hit.

Also using some other skills that you pick up from piloting assaults help like reverse pivoting to spin faster, and or turning your mech and torso twisting to spin faster.


I feel all 100 ton mechs need structure and armor quirks similar to the AS7-D , they are to much of a liability right now to consider taking them.

#44 Navid A1

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Posted 11 July 2017 - 06:38 AM

Dire Wolves will always be **** because PGI will NEVER EVER give them any quirks since they think its broken OP.

PGI thinks so 2014

#45 LowSubmarino

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Posted 11 July 2017 - 06:51 AM

mwos nascar playstyle turns slow mechs into big old death traps.

If you know exactly how nascar in mwo works and you constantly play accordingly you wont get left behind often.

But most players get too absorbed or get careless or what not....and you see them get destroyed in every or every second game.

No amount of buffing would ever change that dynamic.

Nascar maps, nascar players and nascar playstyle kills your juggernauts. They are fine if a team plays as a team and in more or less tight/loose formation. Plays as a team that reacts to intel and opposing team instead of blindly nascaring every time.

Juggernauts are fine.

Its the game itself (no consequences/rewards/penalty if you play bad, no rearm/repair costs, no real tangible consequences in mwo, doesnt matteri if you instadie after 30 seconds or play super good....cbills will keep rolling in and your death or a heavily damaged mech is of no importance, has no meaning), the majority of the playerbase that enjoys 2 - max 5 min arcade style super quick games)...its all those reasons that turn slow huge assaults mechs into a liabilty at best.

Running those mechs is risky when youre good.

If youre new to mwo slow mechs will end you. And bring you a swift and brutal death and youll burn inside your cockpit, left behind, massacred in moments without accomplishing anything.

To a point where you can now and today say without hesitation: using slow mechs (mostly assaults) in mechwarrior online is a bad choice. Its stupid to take those mechs as they are significantly riskier to play. Because in mwo its not about your armor or how many weapons you can cary. Its how good you can exploit or benefit from the nascar dynamics.

If you know how to do that youll get tons of kills, dmg and assists and all that.

Its the game itself and the community that turned slow big assaults mechs into ridiculous death traps.

Sadly mwo is a 2,5 min per match arcade shooter with nascaring playstyle on every map.

Thats what mechwarrior is sadly :-(.

Whish it wasnt so. But thats how it is.

Dont use slow assault mechs. They suck in mwo.

Edited by oneda, 11 July 2017 - 06:53 AM.


#46 nehebkau

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Posted 11 July 2017 - 08:00 AM

View PostRampage, on 10 July 2017 - 02:01 PM, said:

You know how the Skill Tree gives a much larger percentage of Armor/Structure for Lights and a Smaller percentage of Armor/Structure for Assaults? Well, how about we give a much larger percentage of Speed Tweak for the Assaults? The fixed percentage gives them a much lower actual increase than the already fast Lights get. So if the Lights are getting 7.5% Speed Tweak then maybe we give the Assaults 12.5%? Mediums and Heavies get something in between.


Not just speed tweak but all mobility -- so if you max out the mobility tree you get some decent movement out of your mech! I would also like to see bonus' for getting multiples of an item, so, if you get 1 torso upgrade you get X% mobility boost. If you get 2 torso upgrades you get 2X+Y mobility improvement. likewise if you were to purchase 3, then 3X+2Y... or something similar. There has to be some benefit in some of the trees to taking more of a specific node.

(And no I don't think that logic applies to the weapons tree).

#47 Khobai

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Posted 11 July 2017 - 05:25 PM

Quote

This is a good balance topic. Some heavies can match or exceed some of the assaults firepower


Yep. Most heavies can match assaults for firepower. Because assaults hit the same heat cap that heavies hit.

But fast heavies being better than assaults isnt exactly anything new.

#48 Tlords

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Posted 11 July 2017 - 06:17 PM

View PostKhobai, on 11 July 2017 - 05:25 PM, said:


Yep. Most heavies can match assaults for firepower. Because assaults hit the same heat cap that heavies hit.



Because of this, and with the 100 toners lacking speed, being easy to hit, they just don't have the armor that makes them competitive against heavies. Yes, it feels great sneaking around the map in an atlas and surprising someone. Yet, when you see Night Gyr's packing the same weaponry of a Direwolf, combine with their better mobility and jump jets that work, I begin to see why there are fewer 100 toners in group play.

Against competitive players, your better off taking a heavy. I can't justify with my team the 25 tons of additional additional weight over any 75 toner. When you combine this with team mates and your up against the tonnage limit, better to spend that 25 tons someplace else.

The 100 toners, should be feared. Either through raw firepower, overpowering everything in front of them or armored way beyond any other mech in the game. Able to wade into a fight shrugging of shots. It maybe slow - yet you better be shooting something else, because it will take forever to down it.

The easiest thing I see to implement is give players the option of up armoring their mechs. With the new structure buffs that come from the skill tree and the added structure some mechs get.... let me put more armor on that structure. The standard rule is 2 points of armor for every point of structure, with exception of the head.. Let me sacrifice speed or firepower to add more armor to this additional structure.

#49 Ken Harkin

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Posted 11 July 2017 - 07:09 PM

Many of the assaults I see "left behimd" in pug landing seem to be ,out tung lrms or erll and spend their game hiding at long range only to be beset upon by nimble lights. They deserve to die .

Move with the group, fight with the group, and last but not least use the damn voip to communicate.

#50 Navid A1

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Posted 11 July 2017 - 08:31 PM

View PostKen Harkin, on 11 July 2017 - 07:09 PM, said:

Many of the assaults I see "left behimd" in pug landing seem to be ,out tung lrms or erll and spend their game hiding at long range only to be beset upon by nimble lights. They deserve to die .

Move with the group, fight with the group, and last but not least use the damn voip to communicate.


The team would find it very useful if they stop running away from their dire wolf with 104 direct fire alpha!

You can be at full 100% throttle all match and still be left behind... only way is to cut turn and take shortcuts.
You'll get usually 1 pursuer and mess up another, but they eventually kill you and soon after the potatoes die.

Whenever I see people think that the assault at the back is "hiding" and "not pushing" when the damn thing is just slow and they rushed forward too far,... I just wanna one-shot TK the entire team so it goes through their Thick and hollow skulls.





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