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Piranha - The Most Broken Mech In Mwo?


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#221 Revis Volek

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Posted 09 July 2018 - 03:12 PM

View PostMischiefSC, on 09 July 2018 - 01:39 PM, said:

@Yeonne -

I'm worried that maybe I haven't made myself clear.

I don't think MGs are OP in general. I don't think the Piranha is OP. I think it's performing out of scope with other lights but that's because other lights suck balls.

I think we both agree that small lasers of pretty much all sort need buffed. Also lights need their mobility back.

When you do that, isn't it just going to make MGs irrelevant again? We do that all the time - PPC/Gauss, LL/ERLL/LPL, ML/ERML, all of it. We make one set of weapons or even type of hardpoints irrelevant for a while or OP for a while.

So why not push the MGs sideways? So that when yes, SPL/ERSML/SML is better for burst damage and the primary weapon for lights (there's, what, 1 or 2 total variants of all mechs in this game that really only CAN boat MGs vs how many that have both energy and small ballistic hardpoints?) but it's actually not bad to take a couple/few MGs for destroying internal structure or whatever.

This isn't about Piranha OP. It's that right now small lasers suck so MGs are pretty much overall better. When/if you fix that, suddenly the MG ones are just worthless again because they were functionally just doing the same role. Make small lasers good again but keep MGs in a role that has value used alongside them.



Its the EXACT issue we are having with lasers. Lasers seem SUPER F-ing OP right now only because PGI has nerfed all other playstyles into the dirt. All there is left is poke meta. I cant poptart, i cant brawl (unless very specific mechs) i cant dakka and now they are finally adding an RNG element to my aim (Gauss Recoil).


Sounds like PGI knows what they are doing, ima sit back and watch this s*it burn to the ground.

#222 dario03

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Posted 09 July 2018 - 06:27 PM

View PostRevis Volek, on 09 July 2018 - 03:12 PM, said:



Its the EXACT issue we are having with lasers. Lasers seem SUPER F-ing OP right now only because PGI has nerfed all other playstyles into the dirt. All there is left is poke meta. I cant poptart, i cant brawl (unless very specific mechs) i cant dakka and now they are finally adding an RNG element to my aim (Gauss Recoil).


Sounds like PGI knows what they are doing, ima sit back and watch this s*it burn to the ground.


You can Dakka.... Especially with some assaults like the Annihilator and Mad Cat MKII. Just grab a MKII-B, slap some uacs on it and mash the fire buttons. It even just got a boost to ammo so you don't even need to worry about running out much. Just bring a couple of coolshots and fire all the time. Puts up numbers far beyond the Piranha pretty often but with far less omg op complaints for some reason.

You can also brawl. Saw plenty of it and mid range in the last mrbc. Its just a bit of a toss up on if your team will do what you think they will do when you push in. Which is really what lets laser boats work in qp, in organized play you just push in with the whole team.

Edited by dario03, 09 July 2018 - 06:33 PM.


#223 Grus

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Posted 09 July 2018 - 06:30 PM

View Postdario03, on 09 July 2018 - 06:27 PM, said:


You can Dakka.... Especially with some assaults like the Annihilator and Mad Cat MKII. Just grab a MKII-B, slap some uacs on it and mash the fire buttons.

You can also brawl. Saw plenty of it and mid range in the last mrbc. Its just a bit of a toss up on if your team will do what you think they will do when you push in. Which is really what lets laser boats work in qp, in organized play you just push in with the whole team.


Don't do that with the mk2b... you'll jam all your guns after the first clik.. alpha once then chainfire.

#224 Y E O N N E

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Posted 09 July 2018 - 07:32 PM

View PostMischiefSC, on 09 July 2018 - 12:10 AM, said:

Not moving the goal post at all. My point is that MGs are better than lasers currently. I'm not sure I agree that a 4MPL CMD is equal in performance to a 12 MG PIR.Aside from being almost double the DPS for 0 heat it's literally doing more damage/tic than the 4 MPL CMD. Even if they were trading at 130m (not really how it would work I'm sure) the PIR has the advantage, even beyond the IS XL stuff on a CMD. Ignoring the bonus crit damage of the MGs maybe the CMDs stronger quirks would give it an edge? 90m in range with the PIR faster, I dunno. I also compared the 12 MG PIR to the 12 E hardpoint PIR specifically to point out that the 12 MG one is better. That's the point.


You are moving the goalpost in the sense that you keep shifting the focus of the discussion to something else when the entire premise is that the CMD-TDK, WLF, ACH, and MLX chassis are where they need to be in terms of shape, size, agility, and raw durability, and that we are comparing the performance of one set of weapons to the next. We are comparing the strength of MGs relative to what's available on the field now, conjecturing what happens if we nerf the durability on the WLF or buff the durability on the ACH is not going to get us anywhere. So maybe "moving the goalpost" is the wrong phrase there, but you are having a difficult time staying focused, and I will expound on that in the next section.

You also might want to check your math, there, because you are way off. A quartet of IS Medium Pulse will deal 24 damage at a rate of 40 DPS before skill nodes (47 after). With three Heavy Smalls and 12 MGs on the PIR-1, you are only going to deal 28.25 (30 after skills) and 12 of that isn't even pin-point unless you are very close. The Cipher is actually a little stronger, here, dealing 33.1 (36.1 after skills), but it's still not as bursty as the TDK and it still doesn't have the range (242 pre-skills, up to 275 post), speed (165 kph), agility, or durability (lots). The FLE-17 is very similar. That said, the 'Mechs don't really play anything alike, it's more like Snake and Mongoose. Ditto SRM bombers like the Jav.

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I said all along you can buff the small lasers back up but that currently MGs are stronger for all the reasons you listed. As to the ACH vs WLF, I was asking that if the ACH has the same quirks as the WLF would you take the MG+laser ACH over the WLF, specifically because MGs on the ACH (with JJs and good mobility) vs the WLF with just IS lasers.


This is a non-productive question, because you are asking me if I'll take an unreasonably durable ACH with MGs and lasers over a reasonably durable WLF with only-lasers. The answer is very likely yes, because you've removed one of the chief drawbacks to MGS: the required exposure time to actually use their DPS. So, duh, I take the MGs and spam away with nigh invincibility. How does that show us the MGS are overperforming, though? All that shows is that you've made that 'Mech too durable, which was a silly exercise because durability is not a problem on the ACH as it stands now. Hell, I'd even take our unreasonably durable ACH with just lasers over the reasonably durable WLF, now.

You can't take a broad axe to target a specific problem. Too much collateral, ends up breaking everything else. You should know better than that, given that's what PGI has been doing for years now.

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I get that MGs are the thing on lights because of the laser nerfs. It's why I've said buff small/ER small/small pulse lasers.

The only reason I said nerf MGs or make them more niche in some form or fashion is, again, if you have them competing in the same role as lasers you're always going to have a better/worse scenario that makes mixed MG + energy loadouts an additional casualty. Give them complementary roles or just different roles and you increase the viable options for mechs.


Make them more complementary? One deals low alpha, high sustained DPS (in numbers), and generates no heat. The other deals high alpha, low to moderate DPS, and generates large amounts of heat. Both are hitscan, both are very resource efficient. They could not possibly become any more complementary than already are, which if I were in your shoes I would say is part of the problem. We can, however, make them more gimmicky by reducing damage and increasing crits, but that would be even worse. If we reduce their damage and crits, they just don't get taken on anything but those boats (and RIP my Arrow). If we add a silly mechanic like the RAC jam bar to them, we take those boat 'mechs out of play because they don't have the alpha and they can't use their DPS...unless your bar is long enough that you can still get a kill in but then that's not being an effective nerf anymore (and we also make taking any less than a boat would pointless). Adding heat to them makes them less complementary, but unless the heat is atrocious it won't make a difference to the MG boats unless you also implement ghost heat. Congrats, it's a mess! A mess you didn't need to get into because there is no problem (except perhaps the crit rate)!

All of that said, the lasers are where they are because of the bigs; they are generally very good on the bigs. Buffing the lasers straight-up will also buff the MG boats. We have these things called quirks, though, which allows us to dodge the sort of power-creep a global buff would entail to make the lasers not-**** on specific 'Mechs. Apply ER laser duration and/or heat quirks onto the ACH-C Set of 8 or the relevant energy arms; presto, your cERML ACH is now competitive with the ERML WLF! Presto, your cMPL ACH or even PIR-3 can compete with 6x ML WLFs and LCT-1Es.

And we haven't even touched SRMs. The cSRM4 and 6 spread way too much to use effectively on an ACH or MLX and the only Clan Light that can feasibly boat cSRM2 is a gigantic toilet seat with similar bolted-to-the-floor agility. On the IS side, the Oxide isn't much better, but the Javelin actually acquits itself pretty well but is overshadowed by the ASN-21 and -23 in the same role.

View PostMischiefSC, on 09 July 2018 - 01:39 PM, said:

@Yeonne -



I'm worried that maybe I haven't made myself clear.



I don't think MGs are OP in general. I don't think the Piranha is OP. I think it's performing out of scope with other lights but that's because other lights suck balls.



A lot of Lights suck balls. A lot of Lights also do not suck balls, though. Locust, Flea, Wolfhound, Cheeto, Mist Lynx, Piranha, Commando, Javelin, Osiris...all of them are competent. All of them can put up reliably high numbers in QP, and all of them can have a significant battlefield impact. MG boats feel out of scope relative to the others because they do all of their work inside a compressed time frame and because, at least in QP and probably largely in FP, people just can't aim for sh*t. That means MG Lights can play stupidly and get away with murder. Should we start balancing for player ability?



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I think we both agree that small lasers of pretty much all sort need buffed. Also lights need their mobility back.



Yes.


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When you do that, isn't it just going to make MGs irrelevant again? We do that all the time - PPC/Gauss, LL/ERLL/LPL, ML/ERML, all of it. We make one set of weapons or even type of hardpoints irrelevant for a while or OP for a while.



Not necessarily, no. Good brawl-range lasers are scalpels and give you more time to evade while having highly efficient damage. MGs are cudgels, and do not allow you to really evade because their damage becomes very inefficient if you do. Like I said above, Snake and Mongoose. A good SPL boat could probably reliably put down an MG boat with a two-shot to the CT, the trick is first dodging or mitigating the laser burst from said MG boat.



And as I said previously, just buffing the smalls will also buff the MG boats. While some Smalls need direct buffs, using quirks to really give going all-in on energy for a variant or pod set is probably the best option.



Quote

So why not push the MGs sideways? So that when yes, SPL/ERSML/SML is better for burst damage and the primary weapon for lights (there's, what, 1 or 2 total variants of all mechs in this game that really only CAN boat MGs vs how many that have both energy and small ballistic hardpoints?) but it's actually not bad to take a couple/few MGs for destroying internal structure or whatever.



PIR-1, PIR-CI, FLE-19, FLE-FA, MLX-G, ACH-E, ACH-SH, SHC-P, BJ-A are the main MG boats in this game. And while the PIR is definitely superior in the role, the performance of the FLE as an MG boat is still acceptable.



And as I said before, there really isn't a way to push them sideways that doesn't make them not worth having on 'Mechs that can't boat the big numbers or that doesn't. You always have to come back to quirks to offset whatever you did in some way or you need to add a new mechanic.



Quote

This isn't about Piranha OP. It's that right now small lasers suck so MGs are pretty much overall better. When/if you fix that, suddenly the MG ones are just worthless again because they were functionally just doing the same role. Make small lasers good again but keep MGs in a role that has value used alongside them.



It's not just small lasers. All Clan lasers are sub-optimal for "classic" Light 'Mechs (read: not faux Mediums). IS still have their Medium-class to lean on.



Also, I will also point out that the small lasers are still getting used. An all-small boat may not be good, but smalls still make good supplements to other lasers (i.e. SL/ERSL with MPL on IS 'Mechs) and to the MGs were are talking about (on both sides). Clan ER Smalls are also still very powerful on 'Mechs like the Nova.



I wouldn't worry too much about role overlap. Snake and Mongoose.


Edited by Yeonne Greene, 09 July 2018 - 07:58 PM.


#225 MischiefSC

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Posted 09 July 2018 - 08:57 PM

View PostYeonne Greene, on 09 July 2018 - 07:32 PM, said:

snip


Honestly I'd rather give MG related quirks to mechs that need them and slightly nerf MGs overall - however I should clarify that mean that in context of either reducing DPS but increasing crit rate or just buffing the health of all weapons/equipment.

You listed some lights that have 1 variant that work in spite of their crappy weapons due to huge quirks. You're better off buffing the weapons they use (small lasers in some form/fashion), giving them all mobility and dialing those quirks back.

There are like 95 ****ing lights in the game. 95. There's about 10 that are not terrible and are okay, with enough effort.

While several area very similar (like 1 hardpoint difference, etc) the principle is the same.

You're also talking about 'good performance out of them' while ignoring that getting good performance out of a light takes way more effort and skill than good performance out of a heavy.

Certainly I can make similar arguments about number of valid mediums, heavies and assaults. However even a mediocre Heavy or Assault, indeed most mediums, can still make a showing for itself and by dint of tonnage can usually adapt to whatever the meta is. Lights, conversely, get a super narrow set of options along with the worst armor/structure (except for my Urbie which nobody gets to ******* touch. It has a siren and I can make it look like Judge Dredd).

We never used MGs 99% of the time before because lasers were better. Now MGs are better so we don't use lasers. In the current model when we increase mobility and buff small lasers MGs will be the inferior option because for a light burst DPS > sustained DPS.

We are many years down the road and balance is still terrible in waves. I'm of the opinion we need to just kill it with fire and start over and try to carve space out for weapons like the MG.

#226 Jay Sovereign

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Posted 24 December 2018 - 04:49 AM

Everyone in this forum is so contrary to common sense. I just played 2 matches in a row where a piranha killed medium mechs in head on fights. It was barely moving around - it just never stopped firing.
It's OP and it needs to be nerfed

#227 RickySpanish

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Posted 24 December 2018 - 05:19 AM

View PostJay Sovereign, on 24 December 2018 - 04:49 AM, said:

Everyone in this forum is so contrary to common sense. I just played 2 matches in a row where a piranha killed medium mechs in head on fights. It was barely moving around - it just never stopped firing.
It's OP and it needs to be nerfed


Did you really get destroyed so hard that you needed to thread necro from July? Come on my friend, just equip literally any other weapon system than LRMs and you can saw its legs off. They have like 20 hit points INCLUDING structure.

#228 Kaini Industries

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Posted 24 December 2018 - 05:27 AM

NB4 Lock

#229 Weeny Machine

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Posted 24 December 2018 - 07:15 AM

View PostJay Sovereign, on 24 December 2018 - 04:49 AM, said:

Everyone in this forum is so contrary to common sense. I just played 2 matches in a row where a piranha killed medium mechs in head on fights. It was barely moving around - it just never stopped firing.
It's OP and it needs to be nerfed

Posted Image

#230 Gen Lee

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Posted 24 December 2018 - 07:31 AM

Had a match recently where two little fishies found themselves in the wrong position. They both charged at me. Unleashed a volley of 2x ATM12, first fish melts. The other, seeing what happened to his friend, decides rushing me isn't his best life decision, and turns to run away. I could have killed him with just one ATM12 to his backside...but gave him both just to be sure. He may have been able to close the gap and possibly get within my minimum distance and only eat a few missiles if he'd have kept charging at me, but his fate was already sealed either way. I wasn't alone, just the first that caught sight of 'em.

Piranha's can be a devastating light mech, but only if you know how to use them properly, I'll be the first to admit that I suck with lights in general, and Piranha's in particular lol.

#231 Daggett

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Posted 24 December 2018 - 08:43 AM

View PostJay Sovereign, on 24 December 2018 - 04:49 AM, said:

Everyone in this forum is so contrary to common sense. I just played 2 matches in a row where a piranha killed medium mechs in head on fights. It was barely moving around - it just never stopped firing.
It's OP and it needs to be nerfed

The Piranha is very strong, that's true. But it's also a high-risk, high-reward mech. This means that even in competent hands it will regularly suddenly blow up. ATMs one-shot it, streaks one-shot it, strikes one-shot it, dual-gauss one-shots it.

Also the cockpit steals a lot of peripheral vision which makes it much more likely that such things happen out of nowhere:
https://www.twitch.t...donDeIlluminati

I highly advise to play it by yourself and you will see that it has some disadvantages which can be exploited when fighting against it.
In my opinion being so fragile it is okay that it has more firepower than other lights. While lights like the WLF are not that explosive, they are so tough that you can pull off similar numbers than in a PIR, probably much more consistently.

If your PIR was barely moving around, than it's victims simply had mediocre aim or other problems. A competent player will punish a barely moving Piranha, that's for sure.

Edit:
I just witnessed this proof:
https://clips.twitch...usBunnyPipeHype

That Piranha even got back to some speed but he failed to create an escape route. So he got punished.

View PostRickySpanish, on 24 December 2018 - 05:19 AM, said:

They have like 20 hit points INCLUDING structure.

Actually it's 37 with full survival tree and 28 without. And since the PIR-1 needs nothing from the weapons and operations tree except ammo nodes, there is no reason to not beef it up so it can survive at least some pressure. Posted Image

Edited by Daggett, 24 December 2018 - 10:54 AM.


#232 Tordin

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Posted 24 December 2018 - 08:49 AM

Remember when the Arctic cheetah, Firestarter etc were "broken" I do and its just as hilarious this time as then. What happened to those to those mechs you say? Well Lord Nerf had his bat swung at them.

#233 MrMadguy

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Posted 24 December 2018 - 09:16 AM

When Light is literally invulnerable - it's just a half of problem. When Light also has ton of fire power - it's completely OP thing.

P.S. Funny thing, but none of around 15 last Gauss shots hit any Piranha 'Mech in several last games. Including that first one, when Piranha was running strait at me and I was aiming directly at it's face. Should we think about old sweet hitreg problems again or Piranhas just have some "special" broken hitboxes, like Spiders, Firestarters and Arctic Cheaters?

Edited by MrMadguy, 24 December 2018 - 09:16 AM.


#234 LordNothing

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Posted 24 December 2018 - 09:36 AM

anyone who thinks the piranha is op cant aim. i do as good in the pirhana as i do in any other machine gun light, but it seems like i die a lot more. it cant take damage at all.

Edited by LordNothing, 24 December 2018 - 09:41 AM.


#235 Weeny Machine

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Posted 24 December 2018 - 09:40 AM

View PostMrMadguy, on 24 December 2018 - 09:16 AM, said:

When Light is literally invulnerable - it's just a half of problem. When Light also has ton of fire power - it's completely OP thing.




You are right...
the first part of YOUR problem is: you cannot aim else you wouldn't write such crap about invulnerable lights
the second part is that you obviously also do not know for which part you need to aim...oh well, but aiming is again the problem

#236 Grus

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Posted 24 December 2018 - 09:51 AM

View PostObiwayne, on 04 July 2018 - 02:55 AM, said:

I bought 3 Piranha's yesterday and Im thrilled. Never liked light mechs, never played them much.

But the Piranha with all that hardpoints, it's speed, agility and it's hitboxes is different.

It seems to be a bit too much tbh. Kinda feels like op.


Just wait untill you buy the commando.

#237 MrMadguy

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Posted 24 December 2018 - 09:58 AM

View PostBush Hopper, on 24 December 2018 - 09:40 AM, said:

You are right...
the first part of YOUR problem is: you cannot aim else you wouldn't write such crap about invulnerable lights
the second part is that you obviously also do not know for which part you need to aim...oh well, but aiming is again the problem

No, I just talk about simple balance. If you're small and fast and therefore almost invulnerable, then you shouldn't have firepower, cuz having all pros without having any cons - is literal definition of OP. And thing about aiming is standard "entry skill threshold" problem. Playing any Light - is about running around non-stop, abusing JJ-shield and pew-pewing. Trust me - I had tried playing Arctic Cheater at some point and it was as easy, as I had assumed. And I need to learn to aim, lol. I play this game since Open Beta, you know. And I don't know, how to aim? And I still need to learn to aim? I don't even know, how new players play this game. May be they play Piranhas?

#238 Y E O N N E

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Posted 24 December 2018 - 10:00 AM

Being small and fast does not make one invulnerable or even close to it.

#239 Der Geisterbaer

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Posted 24 December 2018 - 10:10 AM

View PostMrMadguy, on 24 December 2018 - 09:58 AM, said:

And I need to learn to aim, lol.


Considering that other players manage to shoot me out of my PIR-1 with Gauss weaponry with decent regularity there's indeed a chance that you "need to learn to aim".

View PostMrMadguy, on 24 December 2018 - 09:58 AM, said:

I play this game since Open Beta, you know. And I don't know, how to aim? And I still need to learn to aim?


Common misconception right there: The time you spent trying to improve a particular skill doesn't necessarily correlate with how good you get. In other words: Maybe you know how to aim on a theoretical level but are incapable of aiming with required precision on a stricly practical level.

View PostMrMadguy, on 24 December 2018 - 09:58 AM, said:

I don't even know, how new players play this game. May be they play Piranhas?


And now it fallacy time ... well at least some level of entertainment.

Edited by Der Geisterbaer, 24 December 2018 - 10:11 AM.


#240 MrMadguy

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Posted 24 December 2018 - 10:11 AM

View PostYeonne Greene, on 24 December 2018 - 10:00 AM, said:

Being small and fast does not make one invulnerable or even close to it.

Tell it to Lights, who can openly attack 4-6 enemy 'Mechs and survive easily. Any other 'Mech would be blown up within split-second.





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