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Please Fix The Assassin Rushes!


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#61 The6thMessenger

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Posted 03 September 2018 - 05:51 AM

View PostHorseman, on 03 September 2018 - 02:27 AM, said:

Not even that. I was in a pug once on IS side where someone called for Assassins in the lobby and the other people followed the call. We just went and swarmed the clanners, wrecking 17 or 18 mechs before the last of us died.


Don't get me wrong, but if you people managed to drop as 12-Assassins, that means you people were coordinated to some extent. I bet there were also drop-calling too.

That's sure as hell better than people just waddling around and dying, a semblance of focus-firing, following the drop-caller -- **** man, that's already coordinated, if not unit-level cohesiveness. And it's rather beautiful if it happens in a game. Must've been one awesome match!

View PostHorseman, on 03 September 2018 - 02:27 AM, said:

ASNs take getting used to - been there.


I'll save up for it.

View PostHorseman, on 03 September 2018 - 02:27 AM, said:

LRMs are often just kind of countered by the map itself. Hence why I rarely play them outside of Polar Highlands - and even when I do, it's only on a handful of maps.


Not to mention countered by competent mechs that could get within it's bubble of impotence.

#62 UnKnownPlayer

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Posted 03 September 2018 - 07:12 AM

You know what people have been complaining are totally OP? massive LRM teams. Also, ERLL snipe fests. Also PIR machine gun builds. Also, stormcrows in scouting. Also......... etc.

These are only "OP" when used in groups.

The alternative is for your IS opponent to bring their slow (60-70kph) brawl heavies with a range of 250-450m and slowly advance in to a hail of ERLL and LRMs, using cover as best they can until some enterprising soul starts narcing people and then they complain about something else being OP again.

We used to hate going up against TCAF and EVIL sniper lines, so we made split pushes with lights as flankers until we could mitigate some of their better use of range. I have seen full ECM / AMS heavy pushes overcome LRM builds on open maps. People started bringing 1 or 2 streak boats every wave when the PIR was released.
There is ALWAYS a counter and while you might find it cheesy or low skilled people had to get together, chat about the problem, come up with a solution and then work together to make it happen. Other groups then copy it when they see it happen and it becomes "OP" or "cheesy" or whatever because you then can't use your default play style.
I would suggest there are counters to the problems you are encountering, I'm just not going to tell you what they are Posted Image

#63 thievingmagpi

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Posted 03 September 2018 - 07:17 AM

View PostUnKnownPlayer, on 03 September 2018 - 07:12 AM, said:

You know what people have been complaining are totally OP? massive LRM teams. Also, ERLL snipe fests. Also PIR machine gun builds. Also, stormcrows in scouting. Also......... etc.

These are only "OP" when used in groups.

The alternative is for your IS opponent to bring their slow (60-70kph) brawl heavies with a range of 250-450m and slowly advance in to a hail of ERLL and LRMs, using cover as best they can until some enterprising soul starts narcing people and then they complain about something else being OP again.

We used to hate going up against TCAF and EVIL sniper lines, so we made split pushes with lights as flankers until we could mitigate some of their better use of range. I have seen full ECM / AMS heavy pushes overcome LRM builds on open maps. People started bringing 1 or 2 streak boats every wave when the PIR was released.
There is ALWAYS a counter and while you might find it cheesy or low skilled people had to get together, chat about the problem, come up with a solution and then work together to make it happen. Other groups then copy it when they see it happen and it becomes "OP" or "cheesy" or whatever because you then can't use your default play style.
I would suggest there are counters to the problems you are encountering, I'm just not going to tell you what they are Posted Image



This is one of the things that's really enjoyable about FP and makes me wish it were bigger.

#64 Crash Coredump

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Posted 03 September 2018 - 09:36 AM

View PostVonbach, on 01 September 2018 - 12:38 PM, said:

Dear PGI our assault snipers and LRM boats are actually getting attacked by fast medium mechs.



Please think of all the Lurmers playing with their left foot from their iron lungs

#65 UnKnownPlayer

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Posted 03 September 2018 - 09:56 AM

View PostCrash Coredump, on 03 September 2018 - 09:36 AM, said:


Please think of all the Lurmers playing with their left foot from their iron lungs


I do know of at least 1 player pretty much in that condition, has to use joystick, only got the use of one hand etc. But his team always works WITH him and he is an actual asset because LRMs are used in support and his team protects him from light rushes etc.

You know, like a team.

#66 LTC Kilgore

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Posted 03 September 2018 - 10:37 AM

their hit boxes are absolutely broken... especially if they have a ping of 100 or more...

but the assassin pilots will never admit it, they'll say things like "you missed" without ever acknowledging WHY they are using the assassins to begin with (the broken hitboxes)

#67 Eisenhorne

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Posted 03 September 2018 - 10:41 AM

View PostLTC Kilgore, on 03 September 2018 - 10:37 AM, said:


but the assassin pilots will never admit it, they'll say things like "you missed" without ever acknowledging WHY they are using the assassins to begin with (the broken hitboxes)


Or maybe it's just that IS doesn't have another mech that can jump, go that fast, have that much firepower, and has armor / structure quirks. The narrow hitboxes are icing on the cake.

#68 MischiefSC

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Posted 03 September 2018 - 10:46 AM

View PostS O L A I S, on 02 September 2018 - 08:43 PM, said:

do you also think know the K9 is OP AF?


Fixed that for you.

Because my K9 is amazing and incredible and always the best light to take regardless of map or mode and **** anyone who says otherwise.

Because bro, it has sirens.

EFFIN' SIRENS.

My arm decal says 'FUN POLICE'

The very fact that the K9 exists accounts for 25% of why MWO is still a good and fun game.

Edited to add for context:

Posted Image

Edited by MischiefSC, 03 September 2018 - 10:51 AM.


#69 renegade666

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Posted 03 September 2018 - 10:48 AM

View PostLTC Kilgore, on 03 September 2018 - 10:37 AM, said:

their hit boxes are absolutely broken... especially if they have a ping of 100 or more...

but the assassin pilots will never admit it, they'll say things like "you missed" without ever acknowledging WHY they are using the assassins to begin with (the broken hitboxes)


Well if you'd asked why we were using Assassins, we would've gladly explained that we're tired of messing about at range and prefer balls-out whites-of-your-eyes brawling and, well, Alpine Peaks doesn't allow for that. So, naturally, we picked mechs which would give us the speed to close the gap and actually brawl.

Also, you did miss. Then you took out my leg. So facts be facts o7

#70 LTC Kilgore

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Posted 03 September 2018 - 10:54 AM

View PostEisenhorne, on 03 September 2018 - 10:41 AM, said:


Or maybe it's just that IS doesn't have another mech that can jump, go that fast, have that much firepower, and has armor / structure quirks. The narrow hitboxes are icing on the cake.

The uziel can go fast, has as many hardpoints as the assassin, can jump... so, why isn't it used? oh yeah, the hitboxes

the hellspawn has a variant with 4 missile hardpoints, armor quirks, JJs and can go as fast as the assassin, but it isn't used because its hit boxes aren't broken either....

View Postrenegade666, on 03 September 2018 - 10:48 AM, said:


Well if you'd asked why we were using Assassins, we would've gladly explained that we're tired of messing about at range and prefer balls-out whites-of-your-eyes brawling and, well, Alpine Peaks doesn't allow for that. So, naturally, we picked mechs which would give us the speed to close the gap and actually brawl.

Also, you did miss. Then you took out my leg. So facts be facts o7

I remmeber you... you were in that drop, with a wildly fluctuating ping (going from between 260 and 425) adding a lag shield to the broken hitboxes. and weren't you the one that claimed I shot your cockpit, even though it was a hit in the leg??

#71 UnKnownPlayer

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Posted 03 September 2018 - 10:55 AM

nah they have MASSIVE torsos. Dont shoot torsos. Shoot legs.

#72 TWIAFU

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Posted 03 September 2018 - 10:56 AM

View PostEisenhorne, on 03 September 2018 - 10:41 AM, said:


Or maybe it's just that IS doesn't have another mech that can jump, go that fast, have that much firepower, and has armor / structure quirks. The narrow hitboxes are icing on the cake.


No, it's because it was on Alpine and all the PPCs and LERMs could not be used.

Because some have learned to to play peek a boo and not play that game.

#73 Vellron2005

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Posted 03 September 2018 - 11:23 PM

View PostEisenhorne, on 03 September 2018 - 10:41 AM, said:


Or maybe it's just that IS doesn't have another mech that can jump, go that fast, have that much firepower, and has armor / structure quirks. The narrow hitboxes are icing on the cake.


Oh, you mean its just that the IS has no other mechs that broken? The speed and maneuverability of a light. The firepower of a heavy. The survivability of an Atlas.. I wonder why there are no other mechs like that..

Edited by Vellron2005, 03 September 2018 - 11:24 PM.


#74 Eisenhorne

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Posted 03 September 2018 - 11:28 PM

View PostVellron2005, on 03 September 2018 - 11:23 PM, said:


Oh, you mean its just that the IS has no other mechs that broken? The speed and maneuverability of a light. The firepower of a heavy. The survivability of an Atlas.. I wonder why there are no other mechs like that..


Lol.... if you honestly believe what you just typed, then you truly are terrible at this game. The assassin is only 5 tons heavier than a light, so yea it has the speed of a light. It has 3 SRM6, which is significant, but nowhere near the firepower of any heavy mech I've ever played. It's got good survivability, but it's not invulnerable, and certainly not as durable as an Atlas. I've one-shot them before if the pilot makes a mistake and I can get a good bead on it with a Hellbringer.

Try playing one yourself. See if you still think it's "broken". Just because you can't lurm it to death before it kills you doesn't mean it's broken, it just means LRM's have a massive glaring weakness or two that you want to have removed so you can just lurm with impunity.

#75 Horseman

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Posted 03 September 2018 - 11:40 PM

View PostThe6thMessenger, on 03 September 2018 - 05:51 AM, said:

Don't get me wrong, but if you people managed to drop as 12-Assassins, that means you people were coordinated to some extent. I bet there were also drop-calling too.

True, but my point is that this wasn't a premade - what coordination transpired was entirely dependent on tools already built into the game (lobby, in-game voice comms), available to any pug team.

Edited by Horseman, 03 September 2018 - 11:47 PM.


#76 The6thMessenger

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Posted 04 September 2018 - 01:01 AM

View PostHorseman, on 03 September 2018 - 11:40 PM, said:

True, but my point is that this wasn't a premade - what coordination transpired was entirely dependent on tools already built into the game (lobby, in-game voice comms), available to any pug team.


I've seen uncoordinated premades. I don't think you should be completely concerned whether it's pre-made or not, it's all about the coordination, and so judge it by coordination, by result, not by arbitrary appearance.

Don't get me wrong, it's still scary something like [228] for 10 enemy straight, but why have this assumption based on arbitrary information when we can just go straight to the source/result?

#77 H I A S

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Posted 04 September 2018 - 06:06 AM

View PostVellron2005, on 01 September 2018 - 12:19 PM, said:

3) Assassin is too fast for close range lock-ons



That's pure gold :D

#78 Roland09

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Posted 04 September 2018 - 08:57 AM

View PostMischiefSC, on 03 September 2018 - 10:46 AM, said:


Posted Image


I take the risk of taking the thread off-topic with my positive vibes and would like to commend you on your improvised Judge Dredd decals. BZ.

#79 MischiefSC

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Posted 04 September 2018 - 09:37 AM

View PostRoland09, on 04 September 2018 - 08:57 AM, said:


I take the risk of taking the thread off-topic with my positive vibes and would like to commend you on your improvised Judge Dredd decals. BZ.


This topic includes people saying the Assassin with 3xSRM6 or 4xSRM4 has the firepower of a heavy. Off topic is a favor.

Posted Image

This image is all people need to know on how to play a K9.

Also, without question, I need the Eagle right shoulder and big left shoulder bolt-ons.

#80 Prototelis

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Posted 04 September 2018 - 11:16 AM

I don't think the assassin has broken hitboxes, and I don't pilot the thing that often.

What I have noticed is that people tend to try to shoot the moving parts of the very skinny legs and either end up shooting between them, paint brushing both legs, or missing altogether. That or they're attempting an XL check without accommodating for the ounce of bounce in each one of those steps.

Yeah, its a strong mech, but then again every mech in the game is strong 1v1 against an isolated potato launcher.

Edit: Also, "lag-shielding" is a ******** excuse. If you've played with high ping you would know that the person getting ****** most often is the player with the high ping.

Edited by Prototelis, 04 September 2018 - 11:17 AM.






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