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Piranha - The Most Broken Mech In Mwo?


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#381 Jman5

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Posted 17 February 2019 - 09:35 AM

View PostGrus, on 17 February 2019 - 07:30 AM, said:

Big alpha mechs have a low dps. And when I say big, I'm referring to a DW with 104 alpha...

Not 8 DPS low. There are very few specialty assaults that I can think of that have 8-10 DPS. For example, some extremely long range builds that stack a TC 7 in their to boost their range further.

Something further to note. Machine guns on a Piranha do not get any RoF buffs in the skill tree or any +crit chance. Other weapons do get DPS benefits from cool downs, jam chance reduction time, and laser duration. You can also decrease the damage you take from machine guns by maxing out Reinforced Casing, or playing a mech with crit chance reduction quirk.

I was just looking around and realized the Charger Hero mech has a hilarious -70% crit receiving chance. For anyone reading this who is still worried about the Piranha, I have found your mech.

Edited by Jman5, 17 February 2019 - 10:15 AM.


#382 ShiverMeRivets

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Posted 17 February 2019 - 10:24 AM

View PostJman5, on 17 February 2019 - 09:35 AM, said:

Not 8 DPS low. There are very few specialty assaults that I can think of that have 8-10 DPS. For example, some extremely long range builds that stack a TC 7 in their to boost their range further.

Something further to note. Machine guns on a Piranha do not get any RoF buffs in the skill tree or any +crit chance. Other weapons do get DPS benefits from cool downs, jam chance reduction time, and laser duration. You can also decrease the damage you take from machine guns by maxing out Reinforced Casing, or playing a mech with crit chance reduction quirk.

I was just looking around and realized the Charger Hero mech has a hilarious -70% crit receiving chance. For anyone reading this who is still worried about the Piranha, I have found your mech.

So exactly one (1) specific mech model has this. There are a handful others with lower bonuses. What about the other 90+% of the mechs?

#383 kf envy

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Posted 17 February 2019 - 10:49 AM

View PostDjPush, on 04 July 2018 - 06:19 AM, said:


You clearly have never played one nor against one. The machine gun as a weapon needs to be fixed not the Piranha. Light machine guns and Machine guns shouldn't do damage to mech armor. I would be fine with heavy MG's doing damage to mech armor but not the others. The MG damaging mech armor is a BS mechanic implemented a few years ago because the cryhards that don't play this game anymore said: "but.. but.. but.. MG's and Flamers need to be a thing." NO THEY DON'T! They are anti personnel weapons, not anti mech weapons. Do you see any people walking around?

last I looked at my core book says the MGs do one damage against mech armor..... maybe you much be thinking of some other non BattleTech/mechworrior game

#384 FupDup

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Posted 17 February 2019 - 10:50 AM

View Postkf envy, on 17 February 2019 - 10:49 AM, said:

last I looked at my core book says the MGs do one damage against mech armor..... maybe you much be thinking of some other non BattleTech/mechworrior game

Light MGs are 1, MGs are 2, and Heavy MGs are 3 damage to armor.

#385 Curccu

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Posted 17 February 2019 - 11:41 AM

View PostShiverMeRivets, on 17 February 2019 - 10:24 AM, said:

So exactly one (1) specific mech model has this. There are a handful others with lower bonuses. What about the other 90+% of the mechs?

1 Mech is pretty much immune to this so called problem of yours, rest of the mechs work fine.

#386 Jman5

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Posted 17 February 2019 - 11:50 AM

View PostShiverMeRivets, on 17 February 2019 - 10:24 AM, said:

So exactly one (1) specific mech model has this. There are a handful others with lower bonuses. What about the other 90+% of the mechs?

It was an option to consider because some people here seem incapable of finding solutions to their problems beyond PGI nerfing things for them. You don't need a mech with crit chance reduction to beat up a dopey Piranha. However, if it really is such a nemesis for you, this + Reinforced Casing skills will greatly diminish their DPS.

Just give it a rest guys. The Piranha + Clan machine guns have been nerfed at least 3 or 4 different times since it came out.

#387 Antares102

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Posted 17 February 2019 - 12:24 PM

View PostJman5, on 17 February 2019 - 11:50 AM, said:

Just give it a rest guys. The Piranha + Clan machine guns have been nerfed at least 3 or 4 different times since it came out.


Toally agree.
Machine guns once were much MUCH more brutal which resulted in something like this
(and those where only 8x light MG):
Posted Image
https://mwomercs.com...t=201708warhorn

Edited by Antares102, 17 February 2019 - 12:24 PM.


#388 Angel of Annihilation

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Posted 17 February 2019 - 04:05 PM

View PostJman5, on 16 February 2019 - 10:03 PM, said:


Hold up. You would have to build something pretty funky to only get 8-10 DPS out an assault. Maybe some sort of weird PPC Awesome. Or maybe something with extreme range like an ER LL boat with a big TC. I have an even harder time believing that's the norm on the clan side. Almost every build's DPS I look at is in the teens or 20s and anything that is remotely short-mid range is going to have a good DPS.


Got to Mechdb, input your favorite OP build and you will soon see that your sustain on most Assaults is about 8-10 DPS. Keep in mind that DPS is a running total, DPS doesn't stop just because you stopped firing in order to cool down your mech. Mechdb'd DPS calculations taking cooling into account. Assaults may be able to burst 20+ DPS but they aren't sustaining that. The PIR-1 on the other hand sustains that DPS and is only limited by the amount of ammo it is carrying.

#389 Angel of Annihilation

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Posted 17 February 2019 - 04:13 PM

View PostJman5, on 17 February 2019 - 11:50 AM, said:

It was an option to consider because some people here seem incapable of finding solutions to their problems beyond PGI nerfing things for them. You don't need a mech with crit chance reduction to beat up a dopey Piranha. However, if it really is such a nemesis for you, this + Reinforced Casing skills will greatly diminish their DPS.

Just give it a rest guys. The Piranha + Clan machine guns have been nerfed at least 3 or 4 different times since it came out.


So your saying you should have to invest heavily in the the skill trees in order to tone down one weapon type of weapon, the MG, something fairly rarely mounted on anything aside from light mechs, and that is the solution? Not hardly.

Again the PIR doesn't need a nerf, MGs do and this is across all mechs that can mount more than 4 MGs. Will that indirectly nerf the MG-centric PIR, unfortunately yes but it is what is needed to be done to fix what has to be the most broken weapon in the game, the MG. Make it so MGs only do straight damage to internal structure, ie 1 point of damage is one point of damage, instead of crits triggering 2-3 points of damage, then make it so the critical hit chance has diminishing returns so that 12 MGs doesn't result in a scenario where at least 1 of those 12 MGs is critting 100% of the time it has it MGs trained on an enemy mech and the problem is solved. Then if a mech that reliant on MGs like the PIR-1 is under performing, buff the individual mech.

#390 Darian DelFord

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Posted 17 February 2019 - 04:30 PM

View PostAngel of Annihilation, on 17 February 2019 - 04:13 PM, said:


So your saying you should have to invest heavily in the the skill trees in order to tone down one weapon type of weapon, the MG, something fairly rarely mounted on anything aside from light mechs, and that is the solution? Not hardly.

Again the PIR doesn't need a nerf, MGs do and this is across all mechs that can mount more than 4 MGs. Will that indirectly nerf the MG-centric PIR, unfortunately yes but it is what is needed to be done to fix what has to be the most broken weapon in the game, the MG. Make it so MGs only do straight damage to internal structure, ie 1 point of damage is one point of damage, instead of crits triggering 2-3 points of damage, then make it so the critical hit chance has diminishing returns so that 12 MGs doesn't result in a scenario where at least 1 of those 12 MGs is critting 100% of the time it has it MGs trained on an enemy mech and the problem is solved. Then if a mech that reliant on MGs like the PIR-1 is under performing, buff the individual mech.



Again just out of curiosity....

How much DPS do you as an assault need to kill a 20 ton mech with no structure quirks?

#391 Prototelis

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Posted 17 February 2019 - 05:51 PM

Y'all conflating burst DPS, DPS before overheat, and sustained DPS.

#392 Darian DelFord

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Posted 17 February 2019 - 05:58 PM

View PostPrototelis, on 17 February 2019 - 05:51 PM, said:

Y'all conflating burst DPS, DPS before overheat, and sustained DPS.



Yup and to illustrate the point a bit.

forward to 2:00 in the below video. 3k rounds of ammo with 0 misses and i did a whopping 327 points of damage.

Yes I know he had inflated armor, but this goes to show just how utterly worthless MG's are against armor.


Edited by Darian DelFord, 17 February 2019 - 05:58 PM.


#393 Jman5

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Posted 17 February 2019 - 07:42 PM

View PostAngel of Annihilation, on 17 February 2019 - 04:05 PM, said:


Got to Mechdb, input your favorite OP build and you will soon see that your sustain on most Assaults is about 8-10 DPS. Keep in mind that DPS is a running total, DPS doesn't stop just because you stopped firing in order to cool down your mech. Mechdb'd DPS calculations taking cooling into account. Assaults may be able to burst 20+ DPS but they aren't sustaining that. The PIR-1 on the other hand sustains that DPS and is only limited by the amount of ammo it is carrying.


You said nothing about sustained DPS. Besides, sustained DPS is a contrived stat and often misleading without context. oftentimes simply pulling energy weapons out of a mixed build (energy ballistic, energy missile) and adding nothing will increase your sustained DPS. Or another way to put it, not alpha striking your hot guns when you find yourself in an extended brawl will increase your sustained DPS.

Secondly, what it doesn't tell you up front is context of your heat profile. How long does it take you to overheat, how long does it take you to cool down. If it takes a while to overheat or you're cooling down crazy fast then it hardly matters.

My firestarter build for example has an 11.67 DPS but only a 6.84 sustained DPS. I don't run any heat skills on it and yet it takes 22 seconds of non-stop alphastriking for me to overheat. Sustained dps is practically irrelevant even though it's over 40% lower.

The final issue is that mechdb can't show the effect of heat skills. In total for IS, there is 10.5% heat reduction, 10% heat dissipation, and 15% heat capacity. Plus you can strap on 2 coolshots if you like. In real games, this makes a big difference in your actual sustained DPS in any realistic engagement. It's worth pointing this out because there are no machine gun ROF skills so what you see is what you get. meanwhile something with a bunch of heat skills will be better than what you see on mechdb.


View PostAngel of Annihilation, on 17 February 2019 - 04:13 PM, said:


So your saying you should have to invest heavily in the the skill trees in order to tone down one weapon type of weapon, the MG, something fairly rarely mounted on anything aside from light mechs, and that is the solution? Not hardly.

Again the PIR doesn't need a nerf, MGs do and this is across all mechs that can mount more than 4 MGs. Will that indirectly nerf the MG-centric PIR, unfortunately yes but it is what is needed to be done to fix what has to be the most broken weapon in the game, the MG. Make it so MGs only do straight damage to internal structure, ie 1 point of damage is one point of damage, instead of crits triggering 2-3 points of damage, then make it so the critical hit chance has diminishing returns so that 12 MGs doesn't result in a scenario where at least 1 of those 12 MGs is critting 100% of the time it has it MGs trained on an enemy mech and the problem is solved. Then if a mech that reliant on MGs like the PIR-1 is under performing, buff the individual mech.


I never said you had to do anything. I said the opposite right in the paragraph you quoted:

Quote

You don't need a mech with crit chance reduction to beat up a dopey Piranha.


I said playing a mech with crit chance reduction quirks and/or skills will improve your performance against machine guns. This is a factual statement. You do not have to do this any more than you have to use your mech's tonnage. But it does help if you use the tools you are given. Also, every weapon has critical hit chance so reducing crit chance will help you against everything. The fact that it works especially well against Machine guns is just a bonus in my mind.

Anyway, Clan Machine guns already had their crit nerfed at least twice (lower crit chance, lower crit damage). If you took away their crit bonus damage they would terrible for their weight and range. If you made it diminishing returns on crit chance what we would likely end up with is everyone gravitating toward the piranha or light with the optimum mix of energy and ballistics. Or they would just ditch ballistic versions entirely and stick to the energy Piranha or srm lights.

One final point, I just want to add. The simple fact is that depending on what you're playing the game is full of stuff that feels unfair because they can work especially well against your build. You want to complain about your torso-mounted assault (?) getting its guns critted out from behind by machine guns. I want to complain about the dual heavy gauss builds or quad LBX that make my light go from healthy to dead in one alpha because I turned the wrong corner at the wrong time. Or suddenly running straight into a streak boat medium that tears me to pieces in mere moments. You're not going to find a shortage of inequities when it comes to light mechs. It's very easy to just throw your hands up and say it's hopeless, but when you think about these problems a little bit, solutions emerge. Instead of throwing your hands up, try to think about ways to deal with this problem you're having with machine guns.

Edited by Jman5, 17 February 2019 - 08:02 PM.


#394 Prototelis

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Posted 17 February 2019 - 07:54 PM

Heat containment is broken, FYI.

#395 GeminiWolf

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Posted 17 February 2019 - 08:00 PM

Lets see how long we can keep this thread alive! Jul 04 2018!

#396 Prototelis

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Posted 17 February 2019 - 08:02 PM

It'll last until the next "MUH ASULT" thread. Its only back because it got necro'd.

#397 Darian DelFord

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Posted 17 February 2019 - 08:05 PM

Just imagine if every assault pilot, would pilot like this in a fight against a light mech? Do you still think they would cry Nerf Lights?




#398 GeminiWolf

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Posted 17 February 2019 - 08:09 PM

View PostDarian DelFord, on 17 February 2019 - 08:05 PM, said:

Just imagine if every assault pilot, would pilot like this in a fight against a light mech? Do you still think they would cry Nerf Lights?




I scream NERF DARIAN DELFORD! :)

#399 General Solo

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Posted 17 February 2019 - 08:42 PM

Most assualts are a lot worse

He lived moar than 30 seconds (Doh positioning)

At least stalled for time

Edited by OZHomerOZ, 17 February 2019 - 08:44 PM.


#400 General Solo

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Posted 17 February 2019 - 08:58 PM

Kinda a typical reaction to lights

PANIC

Best to stay frosty

Aim, disable or kill

No more light mech problem

Sure dont always work, but it works alot too

Edited by OZHomerOZ, 17 February 2019 - 08:59 PM.






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