

Assault Mechs Need Some Attention
#21
Posted 23 April 2018 - 11:21 AM
#22
Posted 23 April 2018 - 11:22 AM
#23
Posted 23 April 2018 - 11:22 AM
AaronWolf, 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.
sycocys, on 23 April 2018 - 11:18 AM, said:
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.
#25
Posted 23 April 2018 - 11:27 AM
AaronWolf, 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
Posted 23 April 2018 - 11:28 AM
If you are just backed up into a wall you have too much room for approach.
#27
Posted 23 April 2018 - 11:37 AM
#28
Posted 23 April 2018 - 11:38 AM
#29
Posted 23 April 2018 - 11:39 AM
#30
Posted 23 April 2018 - 11:44 AM
CMDR Sunset Shimmer, on 23 April 2018 - 11:39 AM, said:
Glad to hear it has helped!

#31
Posted 23 April 2018 - 11:53 AM
Darian DelFord, on 23 April 2018 - 11:04 AM, said:
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
Posted 23 April 2018 - 02:04 PM
#33
Posted 23 April 2018 - 02:13 PM
#34
Posted 23 April 2018 - 02:24 PM
Alexander of Macedon, on 23 April 2018 - 02:13 PM, said:
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
Posted 23 April 2018 - 03:57 PM
CMDR 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
Posted 23 April 2018 - 04:26 PM
Viktor Drake, on 23 April 2018 - 03:57 PM, said:
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
Posted 23 April 2018 - 04:46 PM
Zergling, on 23 April 2018 - 10:55 AM, said:
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
Posted 23 April 2018 - 04:49 PM
Samial, on 23 April 2018 - 04:46 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,

(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
Posted 23 April 2018 - 05:22 PM
CMDR 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..
Apache1990, 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,

(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.
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