#21
Posted 02 October 2018 - 03:49 PM
#24
Posted 02 October 2018 - 10:29 PM
Dregian Bloodwrath, on 02 October 2018 - 07:54 AM, said:
Wow...just wow.
an enemy team with a high composition of LRM carriers is by definition vulnerable to brawling. I could write you an instruction manual on how to do this but...why waste the time on it.
As a clan player your faction has the perfect answer to LRM boats.
You have some excellent ECM mechs.
You have the highest DPS light mech in the game with the PIR-1 and an Arctic Cheetah is pretty much ideal for Lurm hunting
You have mechs with multi AMS including several triple AMS and one quad AMS mech. Clan can out AMS the I.S. easily.
I have seen one 20 ton mech take out 3 annihilators...so what?
You do have something that can LITERALLY go toe to toe with an Annihilator it's called a PIR-1. the tactic is simple. Run up behind the Annihilator and literally stand so close to the target that it can't see you while spamming 12 MGs at it's legs.
To quote Mr. Miyagi "if do right no can defense"
Edited by Lykaon, 02 October 2018 - 10:34 PM.
#25
Posted 03 October 2018 - 12:41 AM
Well either clanners are monumentally slow on the uptake or they are so carried away with the laser vomit meta that they can't come up with a counter to LRMs or Assault mechs.
Git gud ffs!
Edited by Dogstar, 03 October 2018 - 12:41 AM.
#28
Posted 03 October 2018 - 06:31 AM
Lykaon, on 02 October 2018 - 10:29 PM, said:
Sadly the majority of people are big cowards so instead of the brawl they rather hide the entire match playing in the hand of the lurmtards.
#29
Posted 03 October 2018 - 07:20 AM
Mystere, on 02 October 2018 - 11:40 AM, said:
Mole, on 02 October 2018 - 12:31 PM, said:
Well i mean you literally cant miss the anni its so frigin big and slow so it makes sense it has good armor quirks. have you ever seen an anhialator dodge incoming fire? i havent
#30
Posted 03 October 2018 - 08:01 AM
Dregian Bloodwrath, on 02 October 2018 - 08:19 AM, said:
What good old days? LRMs have always been an issue. Remember LRMAgeddon?
#31
Posted 03 October 2018 - 08:27 AM
Eisenhorne, on 02 October 2018 - 08:15 AM, said:
First of all, brawling has been obsolete for a very long time. This isn't new. Clans haven't been especially good at brawling anyway. If you're better than your opponents by a significant margin in skill you can get away with a brawl push, but it's not ideal. Orion IICs, Linebackers, Arctic Wolves, Piranhas, all very good close-in fighters that can go toe to toe with IS mechs. Annihilators are good, but hellbringers fry them. Poke, burn them with a laser alpha, get back into cover, repeat. EZ.
Mad cat II's have extremely good firepower as well, great at blowing through IS heavies and assaults, though they have trouble with Annihlators and Fafnirs, you really need the more maneuverable Hellbringers / Ebon Jaguars to take them out with laser pokes.
Clan ERLL boats have very good range and firepower as well. Much longer burn time than IS mechs like battlemasters, but 6 ERLL mechs like the SNV or MAD-IIC have great range and can deal 66 damage per salvo (fire lasers in sets of 2, waiting .5 sec between sets), and can fire it twice before overheating. Very good mechs.
I've just started playing clan mechs in FP (less than 500 invasion games so far) but I've found they have distinct advantages over IS mechs in certain engagements, you just need to make the most of those advantages.
A big mistake I see a lot in Clans is closing too early on the first couple of waves.
Even on mid-brawl maps you need to milk that 500m sweet spot for a long time on waves 1 and 2 as Clans and maximize your damage outside IS LBX/HGauss/Splat/ML range. Clan ballistic boats are really strong - when you can burst and fade at range. Face tanking a Fafnir at 200m is a Clan anything will get you destroyed.
Brawling isn't dead - IS has some incredible brawlers. Cyclops 10Q is a beast still. Cyclops/Fafnir LBX boats are strong AF. Assassins, especially in groups, make any Clan team clench a bit. On the right map LBKs, Huntsmen and Scorch-style builds are strong and while not what they were there are some CMPL builds that wreck face.
However IS assaults and Clan dakka are even stronger right now so brawling goes on the back burner.
#32
Posted 03 October 2018 - 09:39 AM
Clan brawl is more dependent these days on finding the flank of the enemy and/or using superior speed to achieve an element of surprise in order roll up less than fully organized/set-up enemies. However, if the enemy has combat ID (from scouting) or is a good team you are going to have a tougher time achieving that and it’s easy to run into a brick wall of IS 100 tonners, so Clan brawl is much riskier than IS brawl. Wearing IS brawlers down first with laser or dakka is more the go-to strategy now....at least seems so.
Edited by Marquis De Lafayette, 03 October 2018 - 09:41 AM.
#33
Posted 03 October 2018 - 09:56 AM
Dregian Bloodwrath, on 02 October 2018 - 08:19 AM, said:
The reason I and many other regular players avoid the forums is the raging negativity and constant bitching about the same things from opposite directions.
X is OP
X is UP
Z is the wrong play style
Y is the right play style
It is almost always the same damn complaints over and over.
With all that grief the last thing needed is to intenti9nally stir the **** let alone to do so and then gleefully wave the spoon in the air afterwards.
#34
Posted 03 October 2018 - 10:01 AM
Ken Harkin, on 03 October 2018 - 09:56 AM, said:
X is OP
X is UP
Z is the wrong play style
Y is the right play style
It is almost always the same damn complaints over and over.
With all that grief the last thing needed is to intenti9nally stir the **** let alone to do so and then gleefully wave the spoon in the air afterwards.
"The joke is on them, I was only pretending to be ********."
#35
Posted 03 October 2018 - 12:59 PM
Marquis De Lafayette, on 03 October 2018 - 09:39 AM, said:
Clan brawl is more dependent these days on finding the flank of the enemy and/or using superior speed to achieve an element of surprise in order roll up less than fully organized/set-up enemies. However, if the enemy has combat ID (from scouting) or is a good team you are going to have a tougher time achieving that and it’s easy to run into a brick wall of IS 100 tonners, so Clan brawl is much riskier than IS brawl. Wearing IS brawlers down first with laser or dakka is more the go-to strategy now....at least seems so.
Pretty much. Splatbacker is still strong in some situations - wave 3 is a great example as LBK vs a slower IS heavy or Assassin is fine.
It's waves 1 and 2 that get you. If you can get the LBX and HGauss to trade with your five&dimes and CAC10s and Cermls at 500m you'll win. You push in early you'll get smashed. You can also go for 4xheavies on Clans, expect to take a drubbing on 1&2 and then make up on 3 and 4 but its risky.
The PIR is strong - in the hands of a good light pilot in a mixed environment. 12 PIR on wave 4, not so much.
#36
Posted 03 October 2018 - 03:36 PM
Variant1, on 02 October 2018 - 08:06 AM, said:
......
I beg your pardon? Not God tier? How dare you desecrate Our Lord and Savior the Annihilator. May the Lord smite you down.
#37
Posted 03 October 2018 - 07:47 PM
Stonefalcon, on 03 October 2018 - 03:36 PM, said:
......
I beg your pardon? Not God tier? How dare you desecrate Our Lord and Savior the Annihilator. May the Lord smite you down.
no please i did not mean to blaspheme!
#38
Posted 03 October 2018 - 08:42 PM
That and itll leave clam with the absolutely strongest generalist build as dakka, which is already insanely powerful and can easily go toe to toe with laser vomit and about anything that IS can carry on their mechs. All this nerf will do is make many good players switch to dakka mechs like the MCII-B (or about any assault with 4 cannon slots), or just stick to the absolute most powerful vomit builds before which will see a small nerf but wont exactly remove them from play.
Honestly, what really annoys me with these constant nerfs is how they primarily affect already subpar or just bad mechs exponentially more then the top performers in teh game. Yes the top mechs get nerfed, but when everything else becomes even more unplayable then it is already then whats the point...
#39
Posted 03 October 2018 - 09:02 PM
panzer1b, on 03 October 2018 - 08:42 PM, said:
That and itll leave clam with the absolutely strongest generalist build as dakka, which is already insanely powerful and can easily go toe to toe with laser vomit and about anything that IS can carry on their mechs. All this nerf will do is make many good players switch to dakka mechs like the MCII-B (or about any assault with 4 cannon slots), or just stick to the absolute most powerful vomit builds before which will see a small nerf but wont exactly remove them from play.
Honestly, what really annoys me with these constant nerfs is how they primarily affect already subpar or just bad mechs exponentially more then the top performers in teh game. Yes the top mechs get nerfed, but when everything else becomes even more unplayable then it is already then whats the point...
yup.
all it does is give us fewer interesting options. would be nice to have a variety of different playstyles and useful loadouts, but all nerfs do is remove chouce.
and they make any non-meta mech go from good/average to bad.
#40
Posted 04 October 2018 - 06:43 AM
thievingmagpi, on 03 October 2018 - 09:02 PM, said:
yup.
all it does is give us fewer interesting options. would be nice to have a variety of different playstyles and useful loadouts, but all nerfs do is remove chouce.
and they make any non-meta mech go from good/average to bad.
Problem is that the IS already has and has always had that same problem.
We're just narrowing the list of viable mechs on both sides.
All in all when everyone on my team is playing strict meta and pre-built decks and smart synergy strategies Clans are still stronger. However my IS deck is still more FUN to play but also consists of very few mechs to play.
I like the theme of increased mobility. The KDK3 needs the same mobility buffs the other KDKs got and the other KDKs need another round of the same. The KDK still isn't playing at the same level as the Annin/Fafnir/Sleipnir but it would be nice if it was closer. Some survival buffs for HGN II, some heat quirks for the MAD IIC, some near Ubie level survival stuff for the IS Jenner and Clan Jenner IIC....
You could put some fun back in MWO. It's still potentially there.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users



























