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Death Of The Assault Pilots...


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#101 Nema Nabojiv

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Posted 25 November 2017 - 03:42 AM

View PostKhobai, on 25 November 2017 - 03:17 AM, said:

matchmaker doesnt even try to match tonnage or quality of mechs

I believe it does match tonnage. At least in the games I suspected my team is underweight at start, I then looked on end results and it was equal in at least mech classes. Didn't count exact weights though.

#102 Sjorpha

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Posted 25 November 2017 - 04:48 AM

View PostKhobai, on 25 November 2017 - 03:17 AM, said:

matchmaker doesnt even try to match tonnage or quality of mechs


It does match weight classes, it doesn't always succeed in having the exact same amount of each class on both sides but most of the time it does or comes pretty close.

I don't think it matches tonnage though so a Victor can be paired against a Dire Wolf and so on.

Edited by Sjorpha, 25 November 2017 - 04:49 AM.


#103 davoodoo

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Posted 25 November 2017 - 06:44 AM

View PostNema Nabojiv, on 25 November 2017 - 02:53 AM, said:

We dont decide what MM will put in the team. Can as well get a ERLL raven and lurm supernova and they will absolutely make less use than any proper assault.

you can always decide what youll bring., if you drop down 10 tons then someone else will bring 10 tons extra or enemy will have 10 tons less.

Also matchamker does match by total team tonnage and not on individual basis also trying to get equal number of weight classes but since its not always possible, you get little skid.

Edited by davoodoo, 25 November 2017 - 06:46 AM.


#104 Y E O N N E

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Posted 25 November 2017 - 12:37 PM

View PostSjorpha, on 25 November 2017 - 04:48 AM, said:


It does match weight classes, it doesn't always succeed in having the exact same amount of each class on both sides but most of the time it does or comes pretty close.

I don't think it matches tonnage though so a Victor can be paired against a Dire Wolf and so on.


I have never seen it not succeed in getting the same number of each class on both sides. Where it fails regularly is getting the same tonnage within those weight classes on each side.

#105 UnofficialOperator

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Posted 25 November 2017 - 06:39 PM

I only pick assaults now so ******** players don't get them

Posted Image

#106 Khobai

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Posted 25 November 2017 - 06:47 PM

I believe it does try to match weight classes

but it doesnt match tonnage or mech quality

#107 Silas7

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Posted 25 November 2017 - 07:50 PM

View PostKhobai, on 24 November 2017 - 10:48 AM, said:


no one wastes points on speed tweak in an assault

what a waste of points

those are points that can go into firepower... which is the only way an assault can marginally stay ahead of a heavy that has all its points in firepower.

if youre putting points in mobility as an assault, youre definitely worse off than if you just took a heavy.

why do you think people have been asking for the mobility tree to be buffed for assaults? because right now its not worth it. because the bonuses are all percentage based and assaults get crappy mobility to begin with. adding an extra 10% or whatever to garbage base stats still gives you garbage stats.

if the mobility tree was massively buffed for assaults then it might be worth considering. and I hope PGI changes that.


I take speed tweek (taking torso over anchor turn when possible) and max defence, minimum 60% radar dep and then dump the rest into firepower.
BOAR'S HEAD

I do alright.

#108 lazorbeamz

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Posted 25 November 2017 - 08:10 PM

I ve won my atlas... and sold it for 6 mln profit :D

#109 Wil McCullough

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Posted 25 November 2017 - 10:31 PM

you only see assaults getting marooned in qp.

the assault class tends to attract two kinds of players - 1) new players who think that more armor/weapons gives them a better chance and 2) experienced players who know where to put their shots and know how to position themselves, so the slower mobility is a trade-off for the bigger weapons package they want to carry.

most of the players that make up group 2 know how to keep up with their team and get rid of ankle biting lights.

unfortunately most of the players that make up group 1 don't. and when they start wandering around maps at the start instead of moving towards bravo lance asap, that's when they get isolated and picked off.

personally, i've also observed that charlie lance always seems to be the lance with "slow starters". you know, the pilots that don't move for the first 20 seconds or so of the match, the ones that walk in circles, the weapon testers that can't seem to shoot and move at the same time, you get the idea.

i bought a madII a little while ago and played a few (10) games with it in season 14. it was my first (and only) experience in an assault. 2.3 wlr, 2.6 kdr in qp only, and in those 10 games, i was never left behind once even though my machine moves at a leisurely 64kph.

#110 Captain Stiffy

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Posted 26 November 2017 - 12:23 AM

View PostNema Nabojiv, on 24 November 2017 - 04:42 AM, said:

You need to reevaluate your builds then. Meta is changing and what's been good several years ago may be not good anymore.

And assaults are still the class which influences the outcome of the games the most, as been shown by the guy making statistics thread which I cant find because forum search doesnt work.


Half the assaults dont even go 63 with speed tweak, you just get left behind to die because of the constant hiding.

#111 Y E O N N E

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Posted 26 November 2017 - 12:32 AM

View PostCaptain Stiffy, on 26 November 2017 - 12:23 AM, said:


Half the assaults dont even go 63 with speed tweak, you just get left behind to die because of the constant hiding.


I'm not having too many problems in my 55 kph Night Stars that I can't attribute to me. There are the usual dolt matches where the team rambos out from the strong position, but it's not that bad.

#112 Khobai

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Posted 26 November 2017 - 01:23 AM

well either way they need to make the mobility tree more profitable for assaults. because its just not worth putting points into it now for most assaults.

also some of the slower assaults cannot physically clear the radius of an artillery thats dropped directly on them. thats a bit unfair.

the acceleration of slower assaults need to be substantially increased so they can clear the blast radius in time

#113 Y E O N N E

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Posted 26 November 2017 - 01:24 AM

The mobility tree in general is not that profitable for most 'Mechs. Even Lights sometimes don't even bother with it.

#114 Bogus

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Posted 26 November 2017 - 01:32 AM

View PostUnofficialOperator, on 25 November 2017 - 06:39 PM, said:

I only pick assaults now so ******** players don't get them

Could be worse, I did a whopping 4 points of damage in a Cyclops earlier today. That match...could have gone better. Posted Image

#115 ThreeStooges

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Posted 26 November 2017 - 01:45 AM

Why would you want to be the bigest and slowest moving target in the game? I had the atlas rs and played it like a poor boars head with std engine because only fools shove xls in atlas. Even the max std meant i'd get left behind and since that engine weighs so dam much I had to give up the only real reason to play the a_ss class which is fire power.

Sismic sensor max and armor skilled it and it still died like a piece of toilet paper after taco bell. I'm doing far better in a linebacker prime as a light hunter-killer with 101kph ssrm4s and sml build. Even after using comandos and locust that mech feels fast due to its agility and i've not put any mobility nodes on it.

#116 Khobai

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Posted 26 November 2017 - 01:47 AM

View PostYeonne Greene, on 26 November 2017 - 01:24 AM, said:

The mobility tree in general is not that profitable for most 'Mechs. Even Lights sometimes don't even bother with it.


yeah thats true. the mobility tree probably needs to be completely revamped for ALL weight classes.


but some assaults also need their base acceleration significantly increased

in order for assaults to clear artillery blast radius in time they need a minimum acceleration of like 12kph

with an acceleration of 6.2kph its just not physically possible for a kodiak3 to clear a 75m blast radius in 7 seconds.

even the slowest assaults should still accelerate fast enough to get out of the blast radius in time. 12kph should be the minimum baseline acceleration for 100 tonners.

Edited by Khobai, 26 November 2017 - 01:53 AM.


#117 Captain Stiffy

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Posted 26 November 2017 - 02:01 AM

This isn't a thread about how to win the game, it's a thread about how assaults are terrible.

Telling us not to play them is not an answer that matters.

#118 davoodoo

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Posted 26 November 2017 - 02:29 AM

View PostKhobai, on 25 November 2017 - 06:47 PM, said:

I believe it does try to match weight classes

but it doesnt match tonnage or mech quality

look at screenshot above your post

reds 905 tons
blues 895 tons

10 tons difference

#119 Exard3k

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Posted 26 November 2017 - 02:45 AM

Assaults are fiine. I'm seeing lots of them in any Match I play and I drive them myself.

#120 Captain Stiffy

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Posted 26 November 2017 - 02:48 AM

View PostExard3k, on 26 November 2017 - 02:45 AM, said:

Assaults are fiine. I'm seeing lots of them in any Match I play and I drive them myself.


No. Wrong. Bad.

SOME assaults are fast enough to compete. Most IS assaults are too slow to have in an actual match.

The assaults that are fast enough have to sacrifice too much of what makes them assaults to be that fast.

FFS the hero cyrclops with a 350 engine only goes 63. It was one of the fasted assault mechs when it came out.

WTF is with the speed nerf on all the legacy mechs? Scratch that, $$$$$$$$$$$ is what's with it.

This feels exactly like RoboCraft, coming back to a game I spent money on to find that nothing I have matters diddly.

Edited by Captain Stiffy, 26 November 2017 - 02:52 AM.






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