

Fafnir Centre Torso
#21
Posted 17 April 2018 - 08:18 PM
#22
Posted 17 April 2018 - 08:21 PM

#23
Posted 17 April 2018 - 08:25 PM
#24
Posted 17 April 2018 - 08:25 PM
Bombast, on 17 April 2018 - 08:17 PM, said:
Everyone's playing Solaris.
Why? It was obvious from the day they announced they were going to be implementing it that it was going to be nothing but total crap.
Still though, even with Solaris going on, I would expect there to be quite a few people who would be itching to take out their shiny new mech. Also based on the posts I have read over the last 6 months about Solaris, at least half the player base leans in the same direction I do in regards to Solaris so again, I would expect a good number of players to be more interested in their new mechs than Solaris, at least enough to make a few drop.
Also, there didn't seem to be that much of a shortage of them in QP drops. I was seeing 2-3 Fafs per team for the most part so people are playing them, however they just aren't posting about them which again goes back to my gut feeling that overall there just isn't enough notable about them, good or bad, to motivate people to post about them aside for a disappointed few who were hoping for something alot better.
I guess we will find out if I am right or not in a few weeks, once the Solaris new wears off and the Youtuber videos and their impressions of the mechs actually start showing up.
Edited by Viktor Drake, 17 April 2018 - 08:26 PM.
#25
Posted 17 April 2018 - 08:29 PM
Viktor Drake, on 17 April 2018 - 08:25 PM, said:
Because the vocal community seems to like it?
Quote
Just look at the forum. Everyone's talking about Solaris. No one cares about the Fafnir.
Are there some in QP now? Of course. Do you recognize many of the names of people running them?
Quote
You're free to believe what you want, but I'm telling you - The CT is a bullet magnet, and you don't need a rush of forum goers to tell you that. Just look at the pictures I posted - Those were tested out today. The Fafnir's CT is worse that the Hunchback's hunch.
#26
Posted 17 April 2018 - 08:48 PM
#27
Posted 17 April 2018 - 08:59 PM
Sample size: 1 match.
#28
Posted 17 April 2018 - 09:03 PM
#29
Posted 18 April 2018 - 05:30 AM
Dee Eight, on 17 April 2018 - 09:03 PM, said:
You know I actually miss the traditional leaderboard events we used to get back in the day where you actually had to compete for the top slots to earn the rewards. I mean I guess it is nice to just play and earn whatever is available to be unlocked but but I don't get near the sense of accomplishment out of it as I did working my tail end off to insure I was in the Top 20 with the mech on the leadboard.
#30
Posted 18 April 2018 - 08:26 AM
#31
Posted 18 April 2018 - 09:11 AM
Good: ECM, faster and more agile than Anni, feels better than Mauler, similar to Sleipnir.
Bad: CT nose is way too long and can be hit from all frontal angles. There's simply no good way to twist off damage once exposed. My best match involved working a flank and hill-humping to glory. This might be a mech better suited for normal gauss and ranged hill-peaking.
#32
Posted 18 April 2018 - 12:51 PM
Edited by Shin Kicker, 18 April 2018 - 12:57 PM.
#33
Posted 18 April 2018 - 12:59 PM
Viktor Drake, on 17 April 2018 - 08:15 PM, said:
No offense to everyones opinions here in the thread but based on past experience, one tiny thread griping about a problem tends to just be a place to collect the small minority of player that have a gripe about one aspect of the mech or even those player that were pre-disposed to the idea the mech was going to be bad. Typically if there is a real issue, there would be 4-5 thread going, all full blaze.
Also not seeing any complaint threads about it being OP either so my guess if that in the grand scheme, the Fafnir is actually just plain old average which is going to disappoint alot of people who were hoping for an another Annihilator or maybe even a pre-nerf KDK-3 for the IS side of things. Of course this disappoints me as well to be honest since an average mech isn't worth spending real cash on. Unless something comes to light over the next few days, I guess it will be waiting to C-bills before I pick up a Faf.
Out of the box ( any of the four of them ) Fafnir is like the beauty queen who cant walk without falling on her face. It really is a small annihilator. now, I love my Annihilator. I can get 800 or 900 damage out of it and i'm a horrible player, but it didnt start that way. Annihilator sucked at first. I ended up selling most of them ( i bought the seventy dollar pack ) because i was disgusted. I didnt make that mistake with Fafnir. I worked with it all day yesterday.
Fafnir is a 100 ton mech, with the armor of a 90 ton mech and extreme in your face ( point blank ) weapons. Its not OP. If anything, it's under-armored. but after playing with only the weapons, i was finally able to coax a 672 damage game out ofit last night. It's a good mech, but not at first, and it needs better armor.
#34
Posted 18 April 2018 - 01:04 PM
Shin Kicker, on 18 April 2018 - 12:51 PM, said:
I ditched the two gauss rifles and replaced them with 2xAC-10's and 2xAC-5's and got rid of the pulse laser. the difference in cool down/reload times between the two types of AC's means your putting a steady rate of fire down range and not giving your enemy an opportunity to recover.. It's quite the satisfying loadout, or would be IF the damned hit boxes were smaller and you didnt die from a minor scratch..
#35
Posted 18 April 2018 - 02:14 PM
I suppose buffing each component and additional armor AND structure will help for all variants.
LT + Current 10 + 20 armor and 15 structure
CT Current 20 + 30 armor and 20 structure
RT Current 10 + 20 armor and 15 structure
LA, RA + 20 armor
LL, RL + 20 armor
If its not beefy and can take a beating after this then I dont knwo what
#36
Posted 18 April 2018 - 02:28 PM
#37
Posted 18 April 2018 - 03:58 PM
#38
Posted 18 April 2018 - 04:25 PM
#39
Posted 19 April 2018 - 01:13 PM
Bombast, on 17 April 2018 - 07:29 PM, said:

Bombast, is this an "official" representation of the hit boxes or a mockup that you did? If this is the way PGI actually setup the hit boxes, then it's no wonder this 'Mech is getting CT gutted in every game.
I played this 'Mech last night for 3 or 4 hours. It is a VERY difficult 'Mech to play. You are basically a walking CT. I played at least a dozen games and each game had anywhere from 2 to 4 of these on each team. I only remember seeing one or at the most two of these ever missing any arms or side torsos. Every one of them was getting gutted in the CT. The legs are pretty tanky. I had two occasions when light 'Mechs tried to leg me and they failed. Why they were trying to leg a 100 ton assault that is known to only carry anything that explodes in the side torsos is beyond me, but that's what they seemed to be targeting.
The CT sticks out so far that you cannot twist off damage. If you twist off more than 25 degrees from your target you are doing yourself a grave mistake if you are face tanking your opponent. The torso twist speed is not fast enough for you to bring your guns back on your target before they can tear out your CT. Most of the games I played the arms got little damage. Everyone just aims for the center and usually hits it.
Observances for those interested...
> I have about 1-half of the Survival tree filled. It helped slightly but you still cannot face tank for long without getting the CT destroyed.
> Current armor quirks are not nearly enough to make this 'Mech viable, even with the Survival tree. The main reason being that the CT is just EVERYWHERE on this 'Mech. There's no place to twist it out of target position.
> Torso twist speed too slow. Even if you stay within the +-25 degree twist, the speed is too slow to spread damage from fast hitting weapons. Slower ones like LRMS, AC/20s, UAC/20s, and RACS you can spread damage slightly.
Ways to fix this 'Mech...
1> One way is to shrink the CT hit boxes down to what is actually the CT. This will make both Side Torsos bigger, but, you would be able to twist and spread damage a little better than you can now. And I would much rather loose a ST than the CT. The 'Mech will still be alive with a missing ST but not the CT. Then keep the current CT armor quirks and make increase both side torsos to 25 or 30.
2> Second best would be to increase the armor quirks. The following values would be what is needed from what I've experienced so far...
CT = at least 40. 50 would actually be closer to what's needed to keep this 'Mech in the fight long enough to use its weapons.
ST = 30
Arms = 15
Legs = 10
3> The best way to fix this 'Mech is to do what should have been done in the first place. That is to lengthen the ST to the cockpit cap plate and make the armor plates that run up around the radius of the ST as thick as the lower plates on the ST. This would provide a little more protection from getting top CT hit from the side. Then lengthen the arms to the same position relative to the new ST position that they are now. Then make the hit boxes as suggested in item 1.
And good luck with getting any of this done with PGI. Why they think a 'Mech has to be this crippled when it hits the battlefield is beyond any logical reasoning.
This 'Mech is harder to play than a Victor by quite a lot. I love the Victor, and have found several ways to play it and make it successful. But so far, I have not found any way to overcome the crippling mechanics that PGI has put into this 'Mech. You can play it, but you are going to take a beating. And most of that beating is going straight to the CT.
#40
Posted 19 April 2018 - 01:23 PM
Captain Grayson Lighthorse, on 19 April 2018 - 01:13 PM, said:
Right after the patch dropped, some unit mates went into a private match and tested the Fafnir out, working out it's hit boxes. So no, those are not official, but they are well tested.
Gotta love XL safe 100 tonners.
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