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Atlas Is Back.
#1
Posted 29 October 2017 - 02:19 AM
Now, can you please sort out its daft limp when it goes up or down slight inclines?
Thanks muchly.
#2
Posted 29 October 2017 - 02:38 AM
#4
Posted 29 October 2017 - 02:57 AM
#5
Posted 29 October 2017 - 03:51 AM
Thorqemada, on 29 October 2017 - 02:57 AM, said:
It was the launch duration actually. It used to take longer to fire larger MRMs, but now the durations for all MRMs are synchronised to be the same.
#6
Posted 29 October 2017 - 04:04 AM
Not sure what OP is talking about.
#7
Posted 29 October 2017 - 06:44 AM
armor pls, running around with a ton of structure and no weapons is... useless
#8
Posted 29 October 2017 - 07:00 AM
Edited by davoodoo, 29 October 2017 - 07:00 AM.
#9
Posted 29 October 2017 - 07:00 AM
Lol.
And yeah, we got rolled.
Lol.
*It wasn't the K's fault, we just got out positioned and out played*
#10
Posted 29 October 2017 - 07:14 AM
Tarogato, on 29 October 2017 - 03:51 AM, said:
Yeah, i dont find it in the patchnotes anymore - i am sure it was said the fixed a fps issue regarding the MRM damage - but good to know what they actually did
![:)](https://static.mwomercs.com/forums//public/style_emoticons/default/smile.png)
Thx
#11
Posted 29 October 2017 - 07:16 AM
Thorqemada, on 29 October 2017 - 07:14 AM, said:
Yeah, i dont find it in the patchnotes anymore - i am sure it was said the fixed a fps issue regarding the MRM damage - but good to know what they actually did
![Posted Image](https://static.mwomercs.com/forums//public/style_emoticons/default/smile.png)
Thx
I'm sure you looked at the wrong patch notes. The incorrect thread is stickied at the moment. Here is the correct one,
https://mwomercs.com...37-18-oct-2017/
"MRMs: MRM Rate of Fire is no longer limited by client framerate."
I also confirmed, the issue was indeed fixed.
#13
Posted 29 October 2017 - 08:32 AM
its poor scaling, oversized hitboxes, low hardpoints, and general lack of hardpoints, especially of the ballistic variety, all still drag it down. plus its eyes dont glow that ominous red color anymore so its not even as cool in that regard.
an assault without ballistics is pretty worthless since ballistics are the only way assaults gain a firepower advantage over heavies. since assaults and heavies have the same heat cap, the only way the assault comes out ahead is by spamming heat efficient ballistic weapons which heavies cant use as many of due to tonnage limits.
UAC20, MRM30x2 is probably the best brawling atlas build right now though, if you really wanna play a brawling atlas for some reason. But its more a fun build and not really a competitive build.
Edited by Khobai, 29 October 2017 - 08:41 AM.
#16
Posted 29 October 2017 - 08:52 AM
The level of acceleration and deceleration and turn rate the Atlas is capable of is simply insufficient to reliable spread the damage.
I think they should boost accel / decel to about 30 meters/sec/sec. Turn rate increased to 60 deg/sec. Should be enough to make it extremely difficult to focus a component on reflex.
It would still have crappy top speed, but agile enough to spread incoming damage via player skill.
#17
Posted 29 October 2017 - 08:59 AM
YueFei, on 29 October 2017 - 08:52 AM, said:
The level of acceleration and deceleration and turn rate the Atlas is capable of is simply insufficient to reliable spread the damage.
I think they should boost accel / decel to about 30 meters/sec/sec. Turn rate increased to 60 deg/sec. Should be enough to make it extremely difficult to focus a component on reflex.
It would still have crappy top speed, but agile enough to spread incoming damage via player skill.
Wouldn't that make it more agile than a lot of mechs below its weight?
EDIT: Checking some stats in-game for comparison. First comparison is that the new Atlas would be a bit more agile than the Gargoyle in 3/4 agility categories (Gargles still wins torso twist rate).
EDIT2: Also beats most Clan heavies in those categories (Linebacker and Thor excluded).
Edited by FupDup, 29 October 2017 - 09:05 AM.
#18
Posted 29 October 2017 - 09:05 AM
FupDup, on 29 October 2017 - 08:59 AM, said:
That could be its 'thing' - Being the highly agile 100 tonner.
I think such a buff would help make the Atlas play better. It would still be garbage in any competitive scene, and it'll still get clobbered senseless in QP, but being able to twist and actually use those arms might make it usable at least.
#19
Posted 29 October 2017 - 09:07 AM
Bombast, on 29 October 2017 - 09:05 AM, said:
I think such a buff would help make the Atlas play better. It would still be garbage in any competitive scene, and it'll still get clobbered senseless in QP, but being able to twist and actually use those arms might make it usable at least.
There's a difference between being agile for its class/size and having the agility of a mech 45 tons below its weight (I compared it to Griffins for example).
Actually the rabbit hole goes even deeper than that, those values he suggested earlier can even compare to the Vindicator. That's kind of unfair as hell.
Edited by FupDup, 29 October 2017 - 09:10 AM.
#20
Posted 29 October 2017 - 09:11 AM
YueFei, on 29 October 2017 - 08:52 AM, said:
The level of acceleration and deceleration and turn rate the Atlas is capable of is simply insufficient to reliable spread the damage.
I think they should boost accel / decel to about 30 meters/sec/sec. Turn rate increased to 60 deg/sec. Should be enough to make it extremely difficult to focus a component on reflex.
It would still have crappy top speed, but agile enough to spread incoming damage via player skill.
With that scale in mind though... Those cars and things we stomp around on must be like the size of one of those electric kids jeeps
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