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Test Feedback - Not Seeing The Point


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#1 MakeItGoBoom

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Posted 14 July 2018 - 01:06 PM

I've done my round of test matches, and it was about the same as everyone else has been reporting. Lots of clan mechs firing laser salvos, doing minimal damage, and sitting there overheated while they get picked apart. Am I the only one who thinks that a Bushwhacker really shouldn't be able to face-tank a MAD-IIC? It was bad. Really bad. As in just walk in, wiggle the nose to splash damage, and then shoot until they override and suicide or get picked apart.

I'm really not seeing the point of even thinking about a nerf in the first place. Sure, there are some clan mechs that can boat a bunch of lasers, but with just a bit of torso-twisting, you can splash that damage all over. I think the dual heavy gauss builds are far more unbalanced than a laser alpha build. 50 pinpoint damage is far more devastating than 90 points spread all over the place from a mech that then has to spend 15-20 seconds cooling down. The counter to a laser boat is the same as the counter to a LRM boat - just push into them.

The real victims if the nerf is implemented will be the clan lights & mediums, not the alpha boats. Most of them have a similar number of laser hardpoints as the IS mechs, but the longer burn time and higher heat from clan weapons is going to make them unplayable if the damage is reduced.

#2 Grus

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Posted 14 July 2018 - 08:10 PM

I'm running my Sliphner just to see how much I can tank now... it's crazy..

#3 Rusharn

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Posted 14 July 2018 - 09:19 PM

I concur, the clan mechs cannot hold up against a push from IS mechs. Save for a few exceptions such as my MAD-IIC prime and Warrant that has spare space already so switching an Ermed to an ERlarge actually increased there alpha damage, the nerf to the Med laser line makes it hard to repel IS mechs, or even Clan mechs that have switched to brawling. The Clan mechs are over heating, even dying from overrides and can't put out enough damage to hold back pushes. Some of my heavies and mediums now have IS levels of alpha damage, but fire slower, with longer burn times, and are much hotter. Even having the Clan heat sinks is not enough to keep up with the heat generated during a push making double cool shot and the cool shot time reduction almost a must.

#4 Remover of Obstacles

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Posted 15 July 2018 - 04:21 AM

Deathstrike is even stronger. Buy me - PTS has tons of MC - if you don't have one, go try it. (Please stop playing your dual heavy gauss)

Hellbringer still has ecm and high mounts. Still very workable, just need a few build adjustments. Largely ignored even in 4 vs 4.

Blood Asp may have one or two builds that got better, still very dangerous to use without ECM and pug armor. Builds with mixed heavy ballistics and lasers that were tonnage starved before are worse and even more subpar to Madcat MkII.

Dire Wolf is still a walking target, but great when completely ignored/second line.

Dual Heavy Gauss is now exalted higher to god among insects and absolutely insane if they are sick enough to bring flamers and get to brawl range.

I saw a piranha just running machine guns - no lasers at all. I think he did 600+, well more than double anything a clan laser build in the match could do.

Mediums and lights that were 'meh' before and now even more garbage.

Edit - clan gauss rifles still explode when tickled and now have shake and it is just as much of a non-issue as it is on heavy gauss.

Going to try Kodiak-3 with 2x Gauss Rifle, 3x LPL, 1x ERML next, but I think the de-sunk engine and lack of agility will still be too much and clearly sub-par to Madcat MkII Pay to Win Hero.

Seeing a lot of suicides. This is happening when heat is still above 85% and your torsos are cored out and clan pilots are trying to help their teammates by squeezing out one more shot of whatever has the shortest cool down. I mean they could sit there and take wait to get hit, but I think their team would agree that getting some damage out is better. And usually you are taking are taking hits as the suicide happens and it is just a coin flip on whether heat or enemy damage gets the last tick of structure.

Laser duration is even more painful now.

Edited by Remover of Obstacles, 15 July 2018 - 04:36 AM.


#5 Ritter ohne Furcht und Tadel

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Posted 15 July 2018 - 05:35 AM

OMG...these PTS has a bad Hitreg and my ping is sooooo high.......80 more than the gameclient..........even PGI

#6 Grus

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Posted 15 July 2018 - 06:11 AM

View PostRemover of Obstacles, on 15 July 2018 - 04:21 AM, said:

Deathstrike is even stronger. Buy me - PTS has tons of MC - if you don't have one, go try it. (Please stop playing your dual heavy gauss)

Hellbringer still has ecm and high mounts. Still very workable, just need a few build adjustments. Largely ignored even in 4 vs 4.

Blood Asp may have one or two builds that got better, still very dangerous to use without ECM and pug armor. Builds with mixed heavy ballistics and lasers that were tonnage starved before are worse and even more subpar to Madcat MkII.

Dire Wolf is still a walking target, but great when completely ignored/second line.

Dual Heavy Gauss is now exalted higher to god among insects and absolutely insane if they are sick enough to bring flamers and get to brawl range.

I saw a piranha just running machine guns - no lasers at all. I think he did 600+, well more than double anything a clan laser build in the match could do.

Mediums and lights that were 'meh' before and now even more garbage.

Edit - clan gauss rifles still explode when tickled and now have shake and it is just as much of a non-issue as it is on heavy gauss.

Going to try Kodiak-3 with 2x Gauss Rifle, 3x LPL, 1x ERML next, but I think the de-sunk engine and lack of agility will still be too much and clearly sub-par to Madcat MkII Pay to Win Hero.

Seeing a lot of suicides. This is happening when heat is still above 85% and your torsos are cored out and clan pilots are trying to help their teammates by squeezing out one more shot of whatever has the shortest cool down. I mean they could sit there and take wait to get hit, but I think their team would agree that getting some damage out is better. And usually you are taking are taking hits as the suicide happens and it is just a coin flip on whether heat or enemy damage gets the last tick of structure.

Laser duration is even more painful now.
NIEN! I will not! (I have a d's and now it's ****..) I'm running the big IS mechs because this is what we WILL see in FP.. and I want to see how well it performs to counter it. And what hills it quick and effectively.

#7 Remover of Obstacles

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Posted 15 July 2018 - 06:18 AM

View PostGrus, on 15 July 2018 - 06:11 AM, said:

NIEN! I will not! (I have a d's and now it's ****..) I'm running the big IS mechs because this is what we WILL see in FP.. and I want to see how well it performs to counter it. And what hills it quick and effectively.


Sorry - let me clarify. Deathstrike alpha is more effective at longer ranges. Midrange/brawl got bent over hard.

I don't think anyone wants to play ERLL trade wars.

Edited by Remover of Obstacles, 15 July 2018 - 06:20 AM.


#8 Grus

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Posted 15 July 2018 - 06:32 AM

View PostRemover of Obstacles, on 15 July 2018 - 06:18 AM, said:


Sorry - let me clarify. Deathstrike alpha is more effective at longer ranges. Midrange/brawl got bent over hard.

I don't think anyone wants to play ERLL trade wars.


Yes, it's mid range is a waste of time. Snipe of GTFO. MAYBE a modified scorch build w/mpl and lbx20's will work... I'll have to log on in a bit to test. But 500m to 700m is a ******* joke..

#9 Grus

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Posted 15 July 2018 - 06:35 AM

I'm waiting for the "well that's uber the optimal range of your erll" crowd.. idk when the last time they tried to hit a light or fast med at close range (brawl) with erll... but the duration is WAY to long for that. Hell our cERSL has the same duration as a ISLL... where the **** is the balance there?





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