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Annihilators Rules Solaris 7

Annihilators Rules Solaris 7

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#1 Ebins

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Posted 22 April 2018 - 02:54 PM

Look folks, it's obvious. Annihilators are ruling the assault class in Solaris 7. Look at the top ten rankings. Look at how many times you face them in combat. Look at how many times you out damage them but they still pull off wins. They have too much armor, too many quirks, and way too many hard points for them to be on equal footing with other assaults mechs. This is just like when the Kodiaks came out and ruled everyone else.

Russ Bullock and the devs, I'm calling you out. Please take an extremely close look at them and how they dominate Solaris 7. They need to be fixed ASAP.

#2 LordLosh

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Posted 22 April 2018 - 03:11 PM

Don't think it's going to happen till next month. Really hope I'm wrong but blancing a mech in one mode will piss everyone else off in all the others and might not be warranted there. But I agree 164 ct armor vs. 134 is no contest along with un needed weapons quirks

#3 Golm

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Posted 22 April 2018 - 03:16 PM

I agree. I felt forced to buy a ANH 2A. Now, I only lose to another ANH. And I am not a great pilot (pretty bloody, average, to be honest).
In my MCIIB I could beat anything that was not an ANH. Never did beat one either.

#4 Nesutizale

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Posted 23 April 2018 - 12:43 AM

Annis don't dominate Solaris, just go into another division. D1 is the "delet button" devision and its boring. Just don't play it.

#5 calmdawn

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Posted 23 April 2018 - 01:12 AM

And what about quick play or faction play: are teams balanced by weight or by divisions or by elo?

Dire wolf - the closest to Annihilator clan mech, still he is not a match to it, although clans have less available tonnage.

#6 Nesutizale

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Posted 23 April 2018 - 02:26 AM

12 man teams have a good average of people playing in the 12 man group. So its a bit "selfbalanceing" there. Though you have a team drop limit in place because coordination beats weight.

Theirfore its a complete different beast compared to a 1v1 match. In 1v1 you can put two people of the same skill in two different mechs and you will then see a trend of what mech is better over time.

#7 calmdawn

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Posted 23 April 2018 - 02:55 AM

My idea is - you generally tend to win if you take mech from higher division of they same weight, if matchmaker is counting mechweights.

Also, in terms of Solaris, the present clan 240 tons restriction is obsolete - or maybe is it my only opinion?

#8 Nesutizale

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Posted 23 April 2018 - 07:09 AM

When you can only take 200t in a 2v2 yes that 40 tons you will never use. Also what tons restriction in solars? There isn't any except that there aren't mechs over 100t...yet?

#9 Luminis

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Posted 23 April 2018 - 08:19 AM

View PostEbins, on 22 April 2018 - 02:54 PM, said:

Russ Bullock and the devs, I'm calling you out. Please take an extremely close look at them and how they dominate Solaris 7. They need to be fixed ASAP.

Yes, they dominate Div1, but nerfing their quirks is gonna hurt them plenty in game modes where their shortcomings matter - e.g. anything but Solaris. The damn thing's an absolute beasts in S7's setting, but their slow speed, huge size and less-than-stellar ability to peak & poke means they actually need their quirks to be as viable as they are elsewhere.

They could arguably take a small nerf without it affecting their viability too much, but if it's not breaking them outside of S7, it's probably not enough to bring them down to par in S7.

I'd rather see PGI buff the less viable Assaults. Not like the DWF couldn't do with a couple points of additional armour, it's not exactly a dominant Mech in 12v12, is it? Same for the Atlas. Put that thing in Div1 and crank the armour quirks up another notch. The hardpoint limitations and geometry are going to hold it back in other game modes anyway.

#10 Flutterguy

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Posted 23 April 2018 - 03:37 PM

Annihilators don't need to be nerfed. Piranhas just should be bumped to Div 1.

#11 Throe

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Posted 24 April 2018 - 10:32 AM

I've beaten many Annihilators in my Quickdraw IV-Four so far. The only ones that give me any cause for concern are the ones with dual LB-20-X ACs. All the others have too much DPS and not enough burst to take me out before I can either blow off both their side torsos, center torso, or legs. Unless they catch me on open ground, which is exceedingly rare, given their marked speed disadvantage.

I mean, I'm certainly not a top tier pilot either, but at my skill level, so far, I don't really have any objection to fighting Annihilators.

#12 RickySpanish

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Posted 24 April 2018 - 06:08 PM

They're only strong because many of the maps are just a tad too lacking in cover and crucially, multiple avenues of movement. Caves and to an extent Mech Factory are the only two that come to mind. The other maps allow even the Annihilator's slow speed to soon push its opponent into a corner with no avenue for escape.

#13 Christophe Ivanov

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Posted 25 April 2018 - 10:39 AM

If you can, LEG the Anni AS SOON AS POSSIBLE. Once you get one leg out of commission, You stand a good chance to eliminate it as it's very slow turning to fight it's opponent. I own 6 Anni's and mastered one and I find the MB one the worst one to pilot. Another alternative is to headshot the Anni if your aim is good.

Edited by Christophe Ivanov, 25 April 2018 - 04:56 PM.


#14 Throe

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Posted 25 April 2018 - 10:54 AM

View PostChristophe Ivanov, on 25 April 2018 - 10:39 AM, said:

Another alternative is to headshot the Anni if your aim is good.

I particularly like the idea of this, although I don't dare try it with MRMs. It just seems like such an inviting target if you can break vertical cover and just see the tip of the Annihilator's head, because they never have weapons that high.

#15 So long and thanks for the fish

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Posted 26 April 2018 - 08:31 AM

Div 1 meta is clear and solid, yes.

But who has tried to beat it? I've played it alot with my 6xLBX2+6 small pulse Dire. I haven't bothered to change it because it's doing about average so I can play it there, but I can also take it to FP in particular.

But the thing is, I've not seen anyone seriously trying to make a build that can beat the Annihilator with something other than Annihilator. All other Dire's that I've seen have been rather easy kills with a LBX2 Dire having 14 tons of ammo.That's how optimal my Dire is for S7. I haven't checked the Fafnir hardpoints but the ones I've seen have less chances to even beat most other mechs, than the Anni.

All I see is complaints about Annihilator but no attemps to beat it.

Edited by Teer Kerensky, 26 April 2018 - 08:31 AM.


#16 RickySpanish

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Posted 26 April 2018 - 09:17 AM

View PostTeer Kerensky, on 26 April 2018 - 08:31 AM, said:

Div 1 meta is clear and solid, yes.

But who has tried to beat it? I've played it alot with my 6xLBX2+6 small pulse Dire. I haven't bothered to change it because it's doing about average so I can play it there, but I can also take it to FP in particular.

But the thing is, I've not seen anyone seriously trying to make a build that can beat the Annihilator with something other than Annihilator. All other Dire's that I've seen have been rather easy kills with a LBX2 Dire having 14 tons of ammo.That's how optimal my Dire is for S7. I haven't checked the Fafnir hardpoints but the ones I've seen have less chances to even beat most other mechs, than the Anni.

All I see is complaints about Annihilator but no attemps to beat it.


Here's what I have tried so far:

1. Vote in maps that allow you to duke around the Anni and exploit its slow speed. Result: It's actually not a terribly slow 'Mech, there are 3/5 maps that the Anni does very well on, so tactical map voting is out.

2. Attempt to get behind using slight speed advantage, best guess of Anni location and seismic sensor. Result: Works occasionally, most pilots will have seismic to counter this.

3. Shoot out weapons or legs. Result: Too much armour, the Anni will always out damage you in a straight up fire fight.

4. Trap Anni on high / low ground. Result: Anni actually has great pitch range, there are few places where this is possible.

5. Out range / snipe / poke. Result: Impossible, as the map size and arrangement of cover and obstacles is such that even with a ~50 kph top speed, they will be able to dominate the map and eventually push you into a corner.

With two pilots of equal skill, the Anni is always the better choice, it will always win, there are no downsides to picking this 'Mech in division 1.

The only possible issue I can see with the Anni is that with the common dakka builds, it relies on high face time to defeat you. You will rarely see an Anni twist to avoid damage unless it's running LB-X's. Therefore, perhaps it will be easier to head shot than most other 'Mechs. This does of course require you to take aim, at which point there is nothing stopping our friend, the Heavy Gauss Anni from evaporating you in return.

#17 Dionnsai

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Posted 26 April 2018 - 10:02 AM

View PostGolm, on 22 April 2018 - 03:16 PM, said:

I agree. I felt forced to buy a ANH 2A. Now, I only lose to another ANH. And I am not a great pilot (pretty bloody, average, to be honest).
In my MCIIB I could beat anything that was not an ANH. Never did beat one either.


I've beaten many annihilators with the 2b, but there are definitely some annihilator builds/pilots that are unbeatable with a mkII

Edited by Dionnsai, 26 April 2018 - 10:02 AM.


#18 MischiefSC

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Posted 26 April 2018 - 04:06 PM

You mean Division 1 where there are 0 of the mechs that counter them.

Not all of Solaris 7.

I really want to thank you for your hyperbole though. It's important to blow things out of context and proportion, I mean otherwise how can anyone take what you're saying seriously?

#19 Throe

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Posted 26 April 2018 - 05:00 PM

QKD-IV4; 2xMRM40, 1xERSL, 1xJJ, LE280

Aim for Annihilator side torsos or legs, but keep on target once you pick, either way. For the early match, you want to keep your distance and fire as much as possible from cover.

On 'Mech Factory, it's best to engage from the opposite side of the central areas on either end of the arena, where there are horizontal bars, since they happen to be at a perfect height for you to shoot between them while preventing full engagement from all of the Annihilator's weapons most of the time. If they start heading to come around one side or the other, aim to keep them on the opposite side. If you're behind cover, stop moving and use your audio to listen to their footsteps while facing directly through the cover in the direction of their last known location. It will quickly become evident which side they're attempting to flank you on, and you can move in the opposite direction either before they break cover on that side, or just afterward, so you can light them up with an alpha on the way. If they try to climb a ramp, just get away, and engage at range as opportunities present, between cover. If they avoid the above mentioned areas, then you'll just have to sustain stick and move gameplay until you can close for a kill shot. Often, if they do avoid the above areas, you'll have plenty of opportunity to shoot their legs between breaks in cover.

If you notice them trying to leg you, you'll want to close to facehugging distance before the match is over, before they manage to remove a complete leg. They can't bring their weapons to bear on your legs at point blank range, so it'll prevent the legging attempt entirely and force them to instead take your torsos, after they've already wasted time/DPS trying to knock a leg off. The best way to do this is to force them to come around cover to get to you and then rush them from a starting point that is already as close as possible. If you don't feel you can close the distance in time, just play keep away until they get frustrated and push your cover. This strategy is the primary reason I don't aim for legs from the outset of a match, since it means you wasted your early shots too if you didn't manage to leg them before they got close to legging you in return. If you both end up legged, you still lose your speed advantage, which is the only thing keeping you alive most of the time.

This QKD build is barely fast enough to circle strafe some of the slower Annihilators, but I'm not very good at determining how slow they are early enough to use this reliably. If I do get into a situation where I'm able to circle strafe them I'll usually try to take a leg off, if it's convenient to do so, since they're the only components you can reliably shoot from almost any angle. Rear torsos are almost as good, since they're often very lightly armored, and your 80 point alpha can *always* break through and do some real damage to a torso.

Use the jump jet to drop from platforms without taking leg damage, so you can surprise them from another angle. Also use the jump jet to break vertical cover at least once per match, since your weapons are high mount anyway, and they rarely expect this, even when they can hear your jump jets.

The Annihilator is extremely slow to bring weapons to bear, so often I can get a full alpha off before they can return fire, and I'm back behind cover by the time they fire(like between the pillars on Steiner Arena. Don't be afraid to cut a shot short if you think they're lining their shot up too quickly, it's better to avoid the return fire. This QKD build has plenty of ammo to hit 600+ damage in a match so long as you're accurate, which is plenty to destroy an Annihilator. I often end up with 800+ damage against ANH and DWF opponents.

Remember that it's almost always better to fire both MRM40 as a pair. The ghost heat takes you from 23 heat to 24.61 heat, which is really a marginal difference, especially since you almost always have the option to cool behind cover between shots.

Once you've closed for the final kill, usually after you see a bare CT, start chain firing the MRMs to save heat. Aim at the "neck" and/or "head" if your opponent tries to shield their CT by turning slightly to one side during the final showdown.

#20 So long and thanks for the fish

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Posted 26 April 2018 - 05:21 PM

Annihilator has about 161+73 on CT. Dire has 129+73. You can have little more if you take entire survival tree but the Anni stats come from one top players loadout I checked, so he didnt' take it all either. Difference 32. 6xAC2 has nominal DPS of 16.7. That is a lot on it's own, plus it's very easy to use. I think the biggest problem is the fairly narrow CT of Annihilator. Never realized it because, because elsewhere Annihilator is not so big problem. How it has that kind of CT and CT quirks. For the huge ST's I can understand quirks but CT??

Assults can't dance with other assults so I don't think legging or ST destruction is going anywhere. Dire with 3xUAC5 2xUAC10 has nominal DPS of 17. That is what I'm currently trying. Double tap for a while, take cover to cool off and unjam, repeat until either is dead. I find the biggest problem to be hitting CT only.





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