Edited by Old MW4 Ranger, 26 September 2018 - 02:30 AM.
Piranha - More Kills Than Assaults.
#161
Posted 26 September 2018 - 02:28 AM
#162
Posted 26 September 2018 - 02:34 AM
#163
Posted 26 September 2018 - 02:59 AM
xVLFBERHxT, on 19 September 2018 - 02:57 AM, said:
Actually I'd argue a light should be the counter to the slowest, least agile, mechs in game.
#164
Posted 26 September 2018 - 03:35 AM
Lethe Wyvern, on 25 September 2018 - 11:40 PM, said:
If I can get 9 kills in it post agility nerfs its definitely overpowered. Then we look at the stats of the players who almost exclusively play it atm. Revealing huh? Of course some of them seem to be the most vociferous defenders of the Piranha strangely.
#165
Posted 26 September 2018 - 05:12 AM
Aramuside, on 26 September 2018 - 03:35 AM, said:
If I can get 9 kills in it post agility nerfs its definitely overpowered. Then we look at the stats of the players who almost exclusively play it atm. Revealing huh? Of course some of them seem to be the most vociferous defenders of the Piranha strangely.
So you made an conclusion from one lucky game? And what about the players who almost exclusively play piranhas? Can you show something beside the words and feelings? Id like to see some statistics and compare it to other lights and pilots.
#166
Posted 26 September 2018 - 05:31 AM
#167
Posted 26 September 2018 - 08:41 AM
Kaeb Odellas, on 25 September 2018 - 10:07 PM, said:
You're an LRM boat fighting a light mech at close range 1v1. You 100% deserved to lose that fight.
i mean true, my treb isint exaclty a brawler, but that wasnt my point. it was able to shoot off 3 alphas of 27 damage in less than 3 seconds turning me from full ct to red core, that seems a bit op especialy considering i was twisting. i couldnt turn back to shoot is how fast its cooldown was
#168
Posted 26 September 2018 - 08:48 AM
Aramuside, on 26 September 2018 - 02:59 AM, said:
Actually I'd argue a light should be the counter to the slowest, least agile, mechs in game.
Yeah that is the sort of way I would be going in terms of balance, the rock paper scissors sort of framework, obviously though in this scenario, rock might just hit paper with its medium laser, and invert the generic scenario on occasion.
Light doing best vs assault
Mediums doing best vs lights
Heavies doing best versus mediums
Assaults doing best versus heavies
And with their general stats in mind it makes a lot of sense, and plays out like this in game already.
#169
Posted 26 September 2018 - 10:37 AM
1) PGI releases Piranha
2) Player numbers drastically decrease every month
3) ...
4) Game dies! Profit for PGI because they get to keep all the money you spent on mechpacks but don't have to run or develop a game!
Edited by Dogstar, 26 September 2018 - 10:38 AM.
#170
Posted 26 September 2018 - 10:40 AM
If you want pure OPness, driving a piranha is gimping yourself.
#171
Posted 26 September 2018 - 10:47 AM
I took a break of several months and noticed the overall damage in quick plays has gone down quite a bit. Games are over with one winner with 2-3 mechs reaching barely 500- 600 dmg, the rest is around 200-400 or less. Which leaves two options, either players are suddenly very good at targeting components or the alpha strike capabilities of mechs are a lot higher than some months ago.
I guess the best defense against a piranha when you are lone assault is to drop an air strike or artillery strike on yourself, while torso twisting like hell .
When I started with MWO I liked it a lot that the gameplay was more tactical and slower than in fps games, but it seems PG wants to move more into the faster pace option.
Edited by Dryderian, 26 September 2018 - 10:51 AM.
#172
Posted 26 September 2018 - 10:48 AM
The Piranha is very good at being the scavenger of the battlefield. But try to run in ahead of everyone when the enemy is on alert and fresh. And you'll picked apart unless they have incredibly bad situational awareness.
#173
Posted 26 September 2018 - 10:56 AM
Nightbird, on 26 September 2018 - 10:40 AM, said:
If you want pure OPness, driving a piranha is gimping yourself.
I have killed plenty of the damn things, so I really don't know where to fall on the issue. Just that general idea of it outperforming others and being an issue of continuing powercreep I have issue with personally.
#174
Posted 26 September 2018 - 11:55 AM
#175
Posted 26 September 2018 - 01:21 PM
cougurt, on 26 September 2018 - 11:55 AM, said:
Yeah, I think there is a bit to much put into the killing blow as well. Like I've compared my Piranha to my Mad Cat a few times and while the Piranha does have more kills per match it has much lower damage per match and if group and solo stats were separate I would bet the Mad Cat would have a better win/loss (lot of factors outside of my control of course, but it feels more like a carry mech). Thing I keep telling people is the Piranha is great at finding the mechs that are open and killing them, but who do you think opens them? My Mad Cat on the other hand can quickly open a fresh mech's front armor from 800m or more, it just doesn't always get the kill because they duck behind cover and trying to chase them down isn't that mechs strong suit.
Edited by dario03, 26 September 2018 - 01:22 PM.
#176
Posted 26 September 2018 - 01:42 PM
Nightbird, on 26 September 2018 - 10:40 AM, said:
If you want pure OPness, driving a piranha is gimping yourself.
I love this idea that someone would just make something like this up lmao
#177
Posted 26 September 2018 - 01:55 PM
Nightbird, on 26 September 2018 - 10:40 AM, said:
If you want pure OPness, driving a piranha is gimping yourself.
I can definitely do that if you really want. I'm garbage at piloting assaults though, so it's not exactly a great comparison. And my sample size for most assault mechs are going to be way too low to be useful.
#178
Posted 26 September 2018 - 02:06 PM
dario03, on 26 September 2018 - 01:21 PM, said:
Yeah, I think there is a bit to much put into the killing blow as well. Like I've compared my Piranha to my Mad Cat a few times and while the Piranha does have more kills per match it has much lower damage per match and if group and solo stats were separate I would bet the Mad Cat would have a better win/loss (lot of factors outside of my control of course, but it feels more like a carry mech). Thing I keep telling people is the Piranha is great at finding the mechs that are open and killing them, but who do you think opens them? My Mad Cat on the other hand can quickly open a fresh mech's front armor from 800m or more, it just doesn't always get the kill because they duck behind cover and trying to chase them down isn't that mechs strong suit.
yeah, i don't think it's an especially capable carry mech. less skilled players get 5+ kills with it and come to the conclusion that it's super OP, when the reality is that most of those matches would have been won regardless, just with a more even kill distribution. i won't deny that it's a strong mech, but it still takes a very skilled player or solid teamwork to utilize it effectively.
#179
Posted 26 September 2018 - 02:11 PM
Dryderian, on 26 September 2018 - 10:47 AM, said:
I took a break of several months and noticed the overall damage in quick plays has gone down quite a bit. Games are over with one winner with 2-3 mechs reaching barely 500- 600 dmg, the rest is around 200-400 or less. Which leaves two options, either players are suddenly very good at targeting components or the alpha strike capabilities of mechs are a lot higher than some months ago.
I guess the best defense against a piranha when you are lone assault is to drop an air strike or artillery strike on yourself, while torso twisting like hell .
When I started with MWO I liked it a lot that the gameplay was more tactical and slower than in fps games, but it seems PG wants to move more into the faster pace option.
Not sure when but a change was made to damage numbers so arms aren't given when a ST is blown away.
#180
Posted 26 September 2018 - 02:17 PM
Kaeb Odellas, on 26 September 2018 - 01:55 PM, said:
I can definitely do that if you really want. I'm garbage at piloting assaults though, so it's not exactly a great comparison. And my sample size for most assault mechs are going to be way too low to be useful.
Key to assaults is playing a handful of steps ahead and knowing when you are committing or not. When you are committed, best to slug it out where you are, how you are than trying to retreat, exposing yourself. Remember, fear is the mind killer.
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