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Assault Mechs Need Some Attention


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#21 AncientRaig

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Posted 23 April 2018 - 11:21 AM

Even if you put, say, a pair of LPL in your arms, that means you have to take tonnage away from your other weapons. And while something like... I dunno, a Supernova (just as an example, I don't think anyone hates themselves enough to run one of those in S7), can do that between it's plethora of arm mounts and whatnot, something like an Atlas that's primarily quirked for AC20+SRM brawling, and is too tall to be able to see the lights it fights in S7 matches if they leg-hug even if they leg hug in front of it, doesn't really have an effective way to combat something like a Piranha running up to it and MGing off its legs in just a few seconds.

#22 CK16

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Posted 23 April 2018 - 11:22 AM

Put one streak 6 on you? Sounds dumb but better then nothing, and can still do nasty things to a 20tonner....

#23 CMDR Sunset Shimmer

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Posted 23 April 2018 - 11:22 AM

View PostAaronWolf, on 23 April 2018 - 11:16 AM, said:


Yes. Considering the AWS is in the trash-tier for Assaults basically, I have found that I spend more of my SKPTs on Mobility than attack these days as it works far better to make you survive bad engagements-while also nullifying one of the huge weaknesses most Assaults have...

...LACK OF MOBILITY.

Seriously, its like driving a boat without the points invested into it.


I just did a respec with a good amount into the mobility tree and all the pitch quirks... so I'll get back to you with my findings.

View Postsycocys, on 23 April 2018 - 11:18 AM, said:

Fair enough, I don't actually run the Piranha or Atlas's (often) so that's entirely possible. The lights I do run the last thing I want to do is actually rub armor.


Most lights dont, especially IS lights, clan lights on the other hand, oh they're more than happy to take a few bumps and keep shooting.

#24 AaronWolf

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Posted 23 April 2018 - 11:23 AM

View PostCMDR Sunset Shimmer, on 23 April 2018 - 11:22 AM, said:


I just did a respec with a good amount into the mobility tree and all the pitch quirks... so I'll get back to you with my findings.




The torso speed change will probably be the first thing you notice. XD

#25 CMDR Sunset Shimmer

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Posted 23 April 2018 - 11:27 AM

View PostAaronWolf, on 23 April 2018 - 11:23 AM, said:



The torso speed change will probably be the first thing you notice. XD


Atlas's torso speed was never terrible thankfully, at least not to me, I got used to piviting with throttle as well as turning.

but yeah it's a good bit snappier.

still not sure on the pitch though.

#26 sycocys

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Posted 23 April 2018 - 11:28 AM

May or may not help, but the way I did succeed against one with my Stalker (ac20 + srms) was to track the side of terrain to force the initial encounters to be away from the wall where I still could move. Then got some ac20 rounds to land forcing the guy into kiting.

If you are just backed up into a wall you have too much room for approach.

#27 Jonathan8883

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Posted 23 April 2018 - 11:37 AM

Just as bad is the fact that in most mechs, we can't look down enough to see what's going on around our feet.

#28 yrrot

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Posted 23 April 2018 - 11:38 AM

If most of your armament is in the torso, it's definitely worth doing mobility tree to get at least a few torso pitch nodes. It's like 6-8 points to get 3 pitch nodes (I think, not where I can look right now), which includes some yaw as well. It's noticeable, and helps even in QP with elevation changes--since it also helps you look up hills, etc.

#29 CMDR Sunset Shimmer

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Posted 23 April 2018 - 11:39 AM

Alright, after taking pitch nodes, things are better... not quite where I'd like them, but better... I think this should help enough to quell my issues... I still do think assaults could use a bit more pitch afforded to them by default, but yeah... that's my 2 cents for the day.

#30 AaronWolf

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Posted 23 April 2018 - 11:44 AM

View PostCMDR Sunset Shimmer, on 23 April 2018 - 11:39 AM, said:

Alright, after taking pitch nodes, things are better... not quite where I'd like them, but better... I think this should help enough to quell my issues... I still do think assaults could use a bit more pitch afforded to them by default, but yeah... that's my 2 cents for the day.


Glad to hear it has helped! :)

#31 mogs01gt

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Posted 23 April 2018 - 11:53 AM

View PostDarian DelFord, on 23 April 2018 - 11:04 AM, said:

Ummmmmmm Put something heavier in there?
The problem is all you big bad assaults put all your heavy weaponry in your Torso's because you think its kewl or something to use your arms to protect your torso's. Well sorry but we lights know this and take advantage of it.
YOU CHOOSE to not put anything heavy in your arms.... So YOU CHOOSE to be vulnerable to ANTYHING that can get under your torso pitch.

Its called mech design. The mechs are designed to keep their weapons in the torso. PGI has created game mechanics that allows lights to leg hump without any fear of heavier mechs knocking them across the map. Whether its TT or lore, that isnt how Mech Warrior was designed/thought up.

Edited by mogs01gt, 23 April 2018 - 11:53 AM.


#32 Rugarou

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Posted 23 April 2018 - 02:04 PM

Bring back knockdown mechanics without the old bugs. Then let us see who the real light pilots are.

#33 Alexander of Macedon

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Posted 23 April 2018 - 02:13 PM

Yeah, let's bring back knockdowns, and at the same time give lights proper scaling & agility (where relevant) again. The sea of tears will overflow. No more JR7s the size of Cicadas, no more FS9s that are less agile than heavies.

#34 AaronWolf

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Posted 23 April 2018 - 02:24 PM

View PostAlexander of Macedon, on 23 April 2018 - 02:13 PM, said:

Yeah, let's bring back knockdowns, and at the same time give lights proper scaling & agility (where relevant) again. The sea of tears will overflow. No more JR7s the size of Cicadas, no more FS9s that are less agile than heavies.


I would definitely like to see my FS9 get its original body back...right now its like it went to the local Mech-Dons every day for a year, getting the biggest grease burgers and is flirting with a reactor meltdown.

And I would definitely welcome back the 'dance of death' rather than seeing people bodyhugging all the time too.

#35 Angel of Annihilation

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Posted 23 April 2018 - 03:57 PM

View PostCMDR Sunset Shimmer, on 23 April 2018 - 11:05 AM, said:


Ok, how about this: In lore, I'd have just reached down and picked the ****** up and thrown him across the ******* arena.

Or, I could have kicked him and knocked him over.

Given I'm not allowed those options, an adjustment to assaults to allow further waist pitch traversal, seems like a fair compromise.


You have a point hehe.

However, the game can't be balanced around Solaris and 1vs1 duels, it just can't. Soon as you start balancing the game around 1 vs 1 duels, especially when it is two mechs of such different tonnage values, then the QP and FW balance goes to hell.

What needs to happen is that matches be matched up by weight class. Lights vs Lights, Mediums vs Mediums, heavies vs heavies, Assaults vs Assaults. You can keep the same divisions but just lock in the weight classes. If that doesn't work, then maybe make it so you can only see one weight class above or below you, i.e. Lights vs Lights and Mediums only. Assaults vs Assaults and Heavies only, etc.

#36 Zergling

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Posted 23 April 2018 - 04:26 PM

View PostViktor Drake, on 23 April 2018 - 03:57 PM, said:

What needs to happen is that matches be matched up by weight class. Lights vs Lights, Mediums vs Mediums, heavies vs heavies, Assaults vs Assaults. You can keep the same divisions but just lock in the weight classes. If that doesn't work, then maybe make it so you can only see one weight class above or below you, i.e. Lights vs Lights and Mediums only. Assaults vs Assaults and Heavies only, etc.


Or alternatively, only see enemy mechs 15-20 tons heavier than your own at a maximum.

So a Piranha could see an Arctic Wolf, but no heavier than that.

Edited by Zergling, 23 April 2018 - 04:27 PM.


#37 PocketYoda

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Posted 23 April 2018 - 04:46 PM

View PostZergling, on 23 April 2018 - 10:55 AM, said:

Arm mounts, use em.

Makes no difference.. if you cannot see them when they run up to you no amount of arm unlock will help. they are off the screen you cannot hit them. Moving backwards makes no difference as they move closer..

Edited by Samial, 23 April 2018 - 04:49 PM.


#38 Apache1990

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Posted 23 April 2018 - 04:49 PM

View PostSamial, on 23 April 2018 - 04:46 PM, said:

Makes no difference.. if you cannot see them when the run up to you no amount of arm unlock will help. they are off the screen you cannot hit them. Moving backwards makes no difference as they move closer..


You clearly haven't abused the ability of Blackjacks and Riflemen to aim straight down from the top of anything on mechs you can't see, Posted Image.

(If you're backed against a wall, you can also hold control to free look and get vision of their target box.)

Edited by Apache1990, 23 April 2018 - 04:53 PM.


#39 PocketYoda

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Posted 23 April 2018 - 05:22 PM

View PostCMDR Sunset Shimmer, on 23 April 2018 - 11:12 AM, said:


Does it actually do enough to be viable? To be honest, I'd actually forgotten about the mobility tree.

No it doesn't the cooldown on larger weapons is too slow so it makes zero difference to a mech that small and fast..

View PostApache1990, on 23 April 2018 - 04:49 PM, said:


You clearly haven't abused the ability of Blackjacks and Riflemen to aim straight down from the top of anything on mechs you can't see, Posted Image.

(If you're backed against a wall, you can also hold control to free look and get vision of their target box.)

Not if they are off screen, you cannot bend down enough to see or hit..

Edited by Samial, 23 April 2018 - 05:24 PM.


#40 Apache1990

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Posted 23 April 2018 - 05:32 PM

View PostSamial, on 23 April 2018 - 05:22 PM, said:

Not if they are off screen, you cannot bend down enough to see or hit..


That's why I mentioned using freelook, you can turn the camera to see them even if the torso won't go that far.





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