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Death Of The Assault Pilots...


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#1 Emden

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Posted 22 November 2017 - 03:21 PM

Is it just me or is anyone else seeing a down trend of assaults in the assault lance on solo-q Tier 1? My Atlas is not doing well anymore since engine size does not affect twisting/acceleration and such...and so are other heavy assault mechs.

Not just the Atlas, overall, the game has shifted and close combat seems to be a thing of the past. If you don't have PPCs or long range lasers and ACs, may as well not drop.

Some say one has to shift with the times, well, every shift, we lose pilots, how many more shifts will there be?

To add to the misery of the assault pilot.... they just nerfed SRM-A.

100 tonners used to be the thing to kill and feared, now, they are a joke....

Just a vent post, unfortunately, my time in cockpit has decreased as the fun meter drops.... it used to be pegged before they tinkered with the engines and SRMs...

#2 Troa Barton

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Posted 22 November 2017 - 03:47 PM

Assaults are currently the victims of power creep, they aren't as tanky as they used to be. IMO they need to buff the armor / structure nodes for assaults.

You can still play assaults but you have to play like a panzy until the push happens and hope your team doesn't scatter or stay back.

Anymore I wait until my team pushes before I commit to a push, every time I try to instigate one even when communicating beforehand I find myself alone.

Have to be a bit more careful in today's game, let the ranged mechs soften them up and get an advantage before you go balls to the walls. Playing a brawler assault is all about timing, too soon and you can throw a game, too late and you can throw a game.. I like to test the flanks and see if my team comes with me, If they do it turns into a push if they don't I pick off outliers while the team focuses on their main force. If they get a foothold and claim an advantage I come in from their flank and cause chaos. Surprise Atlas Buttseks tends to cause a lot of chaos.

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#3 BlueStrat

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Posted 22 November 2017 - 03:50 PM

It was already bad enough in solo-QP PUG for assaults with lack of team coverage for fatties and LMG-light-mech spam. Now you really have to have a masochistic streak to play assaults in solo-QP, especially during events. Even in solo-QP Charlie Lance has steadily been averaging downward in having actual assault 'mechs in it rather than heavies and maybe one 80-tonner or trial assault piloted by a new player.

#4 MechaBattler

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Posted 22 November 2017 - 03:51 PM

It would help if the skill tree scaled the percentages of the mobility tree up to compensate for the low stats. Kinda like how they adjusted the percentages up on armor skills for lights. I mean it wouldn't help a lot. But as it stands it's hard to really feel a noticeable difference mechs that have very small agility stats.

It wasn't assaults that were giving lights a hard time. Often the other way around. It was too maneuverable heavies with firepower comparable to assaults and agility too close to medium thanks to large engines. So they scaled the agility down with engine desync. With 100 ton assaults getting the really short end of the stick.

#5 Snazzy Dragon

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Posted 22 November 2017 - 03:51 PM

Assaults are still the best mechs in the game overall, but heavies are just easier to play in solo queue since you have the agility to adapt more quickly to what your terribad teammates are or aren't doing.

#6 Brain Cancer

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Posted 22 November 2017 - 04:04 PM

The more speed matters, the less assaults do. Right now, that means the truly chunky 95 to 100-tonners are often suffering because in QP, those who are left behind are dead meat, and they're the ones left behind. People using smaller engines on other assaults end up much the same. And since engine power-to-tonnage gets less efficient at higher engine ratings, it means an assault fast enough is often carrying heavy-level firepower...in which case, you probably wanted a heavy anyway.

#7 Steve Pryde

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Posted 22 November 2017 - 04:27 PM

View PostMechaBattler, on 22 November 2017 - 03:51 PM, said:

It would help if the skill tree scaled the percentages of the mobility tree up to compensate for the low stats. Kinda like how they adjusted the percentages up on armor skills for lights.

This

At the moment the mobility tree is utterly useless for assaults. 7,5% more speed for an assault which means like what, 3-5 kph? And for the rest... it's better not to talk about lol.

#8 Christophe Ivanov

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Posted 22 November 2017 - 05:09 PM

with the nerfing of the weapons, the engine de-synch and the fact Heavy and medium meches can in plenty of cases match or exceed the DPS of a Assault really makes it difficult if not impossible to be successful. As some of you know, I love strapping on an assault and go for it, but the difference between this month and the preceding months have shown assaults are not what they used to be.

It's getting to the point if I die three times in a row, I'll find something else to do with my limited time. I used to pull in a kill or two every match. Now, I'm lucky if I get one in 7 matches. Not my kind of fun with the time I have.

Edited by Christophe Ivanov, 22 November 2017 - 05:09 PM.


#9 BlueStrat

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Posted 22 November 2017 - 05:17 PM

8pm EDT 11/22/17 North America primetime and I just waited 3-1/2+ minutes for a solo-QP battle because nobody is queing in assaults except an occasional new player (usually no VOIP and doesn't respond to chat or command wheel) in a stock-green trial assault who does all the bad things a new player does in an assault 'mech.

I'm struggling to maintain enough enthusiasm to que up.

#10 Silas7

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Posted 22 November 2017 - 05:21 PM

I'm still trying hard in my boars head, but it would be really nice to see mobility tree upscaled for me.

#11 FupDup

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Posted 22 November 2017 - 05:24 PM

It's not a systemic problem with the assault class. It's just specific assaults being weak. Some like the Marauder IIC, Mad Cat Mk. 2, etc. are amazeballs and other likes the Battlemaster and Cyclops seem to be doing fairly well for themselves.

Well, there's also the whole QP chaos issue. That's not the fault of the mechs in question so much as the players and map styles.

#12 Troa Barton

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Posted 22 November 2017 - 05:24 PM

View PostSilas7, on 22 November 2017 - 05:21 PM, said:

I'm still trying hard in my boars head, but it would be really nice to see mobility tree upscaled for me.

The boars Head is in some serious need of love from PGI. All of the Atlas need their armor quirks...
Speed or ECM doesnt make an Atlas smaller or harder to hit... The thing is a bullet magnet.

#13 lazorbeamz

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Posted 22 November 2017 - 05:24 PM

I would like to see ballistic GH rules lifted

#14 Nema Nabojiv

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Posted 22 November 2017 - 06:09 PM

80 potential damage from 2 uac20s are too much to lift it. Even 2 heavy gauss are scary and they do only only 50.

#15 davoodoo

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Posted 22 November 2017 - 06:15 PM

View Postlazorbeamz, on 22 November 2017 - 05:24 PM, said:

I would like to see ballistic GH rules lifted

this is only thing that can really save them, but even that wont help for atlases which simply cant put more firepower due to hardpoint limitations.

Idk, experimental structures and armors.
hardened and reinforced would help with tonnage problems and give a serious boost to tankiness.

or simply getting rid of pinpoint accuracy as atlas can already pack reasonable 100 dmg with uac20 and mrm60, but unlike "better weapns" its spread damage.

View PostFupDup, on 22 November 2017 - 05:24 PM, said:

It's not a systemic problem with the assault class. It's just specific assaults being weak. Some like the Marauder IIC, Mad Cat Mk. 2, etc. are amazeballs and other likes the Battlemaster and Cyclops seem to be doing fairly well for themselves.

Well, there's also the whole QP chaos issue. That's not the fault of the mechs in question so much as the players and map styles.

i would normally put more firepower od mad2c while dropping engine down to 325 or even 300, but no 6 mpl 2 lpl, 350 and filled to the brim with dhs...
http://mwo.smurfy-ne...bfe97e9bb96b156
doesnt that look beautiful? 77dmg with 740m optimal and still acceptable heat efficiency, but no we have gh and pinpoint accuracy.

Edited by davoodoo, 22 November 2017 - 06:29 PM.


#16 LordNothing

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Posted 22 November 2017 - 06:32 PM

my ultra violet still slaughters everything it sees. i got 6 kills the other day in it, and its not exactly fast enough to steal em.

#17 lazorbeamz

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Posted 22 November 2017 - 06:34 PM

View PostNema Nabojiv, on 22 November 2017 - 06:09 PM, said:

80 potential damage from 2 uac20s are too much to lift it. Even 2 heavy gauss are scary and they do only only 50.

80 dmg from range limited slow projectile is bad but 78 laser alpha strikes 400m hitscan on a 50 ton hunch with no GH is OK

#18 Nightbird

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Posted 22 November 2017 - 06:38 PM

Assaults outperform all other mech weight classes

https://mwomercs.com...and-suggestion/

#19 adamts01

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Posted 22 November 2017 - 06:41 PM

View PostTroa Barton, on 22 November 2017 - 03:47 PM, said:

You can still play assaults but you have to play like a panzy until the push happens and hope your team doesn't scatter or stay back.
But 90% of the time pushes don't happen till the match has already been decided. You'd be better off in a medium that could trade and deal damage throughout the match. Whack-a-mech is the be all end all tactic.

#20 SeventhSL

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Posted 22 November 2017 - 07:22 PM

Assults are far from dead. There are some that struggle for sure. Assults as a class though? No way.





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