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Is Armor Quirks Kinda Op


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#1 Hellbringer

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Posted 17 March 2019 - 09:50 PM

Gents,

So i was messing around with a fafnir and with full skills, its got 92 (8 back) on side torso and a cray cray 150 ct (10 back). Loaded with uac5/uac10 and you got an insane powerhouse mech that is way tankier than anything clan can muster. Makes no sense considering the lore states that clan mechs were quite superior to IS mechs.

I guess this is PGI's on interpretation on battletech, but in FP when you have like 12 fafnirs walking around with uac5/uac10/heavy gauss you just cant match that. Not even close. Clan mechs are like paper compared to the IS. Plus clan runs hotter and you'll blow yourself up trying to kill these fafnirs.

#2 thievingmagpi

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Posted 17 March 2019 - 09:59 PM

Just don't get close to them. They're huge targets have have awful agility.

#3 K O Z A K

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Posted 17 March 2019 - 10:02 PM

have you heard of kiting? burst damage and falling back works well against somewhat mobile bases like fafnir

#4 El Bandito

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Posted 17 March 2019 - 10:06 PM

View PostHellbringer, on 17 March 2019 - 09:50 PM, said:

Gents,

So i was messing around with a fafnir and with full skills, its got 92 (8 back) on side torso and a cray cray 150 ct (10 back). Loaded with uac5/uac10 and you got an insane powerhouse mech that is way tankier than anything clan can muster. Makes no sense considering the lore states that clan mechs were quite superior to IS mechs.

I guess this is PGI's on interpretation on battletech, but in FP when you have like 12 fafnirs walking around with uac5/uac10/heavy gauss you just cant match that. Not even close. Clan mechs are like paper compared to the IS. Plus clan runs hotter and you'll blow yourself up trying to kill these fafnirs.


Those Fafnirs have slower speed and less range, so just kite them. Ever heard of the Mongols?

Without those quirks, the Fatnir would be sub-par.

As for Clan mechs being superior to IS mechs in lore that is very true, but this is a MP only game.

#5 Hellbringer

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Posted 17 March 2019 - 10:19 PM

easily said, not that easy to do. Considering the closest competitor in clan would be the kdk-3 or direwolf which feels like they have even worse hitboxes i dont think its remotely close. Plus the ecm gives the fapnir first strike ability.

If you are pushing in attack mode and they have all fapnirs where the hell are you hitting and running to? you come out the corner and you'll lose a side torso or an arm due to heavy gauss or dakka. Its the same on defense.

#6 El Bandito

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Posted 17 March 2019 - 10:23 PM

View PostHellbringer, on 17 March 2019 - 10:19 PM, said:

easily said, not that easy to do. Considering the closest competitor in clan would be the kdk-3 or direwolf which feels like they have even worse hitboxes i dont think its remotely close. Plus the ecm gives the fapnir first strike ability.

If you are pushing in attack mode and they have all fapnirs where the hell are you hitting and running to? you come out the corner and you'll lose a side torso or an arm due to heavy gauss or dakka. Its the same on defense.


You open up both gates and then whittle them down with strikes and enveloping fire. Works on maps such as Vitric.

Edited by El Bandito, 17 March 2019 - 11:58 PM.


#7 K O Z A K

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Posted 17 March 2019 - 10:28 PM

yeah IS assaults are really strong on siege, makes up for the lack of speed on the more open qp maps/modes

but if you face an organized 12 clan assault team you'll be having problems too

#8 justcallme A S H

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Posted 17 March 2019 - 11:20 PM

View PostHellbringer, on 17 March 2019 - 10:19 PM, said:

easily said, not that easy to do.


Practice makes perfect.

Fafnirs are a walking CT - literally hittable from ANY angle the Fafnif can turn.
They also run 48km/h most of the time vs a Clan Assault doing 60-65km/h or a Hvy doing 75-80km/h. Thus a "ball" of them is a ripe target for an Airstrike, 2-3 good ones and they've lost 20% hitpoints at least and there is nothing they can really do to avoid it.

It's very easy to counter IS big tonnage drops first wave. You just have to use some basic strategy.

#9 Nightbird

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Posted 17 March 2019 - 11:36 PM

IS death traps once you start playing them, usually it's only people that play only side that thinks the other is OP /thread

#10 General Solo

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Posted 18 March 2019 - 02:44 AM

Narc/lerm perhaps

Narc has big range (600-650m) with right quirks and mech, I use Summoner B Quad Lerm10s and narc
Big assaults are relatively stationary targets and are not that hard to pop narc at that range.
Doh any supporting ECM could be a problem, so narc them first, using the element of surprise to kill their ecm first.
Then tell your Supernovas to do their thing.

Situational

#11 kapusta11

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Posted 18 March 2019 - 03:42 AM

So what if you have 150 CT armor? Fafnir is a walking CT. My MCII can spread damage to both STs AND arms for a total of 427 armor. It moves at a speed of 63 kmph which is 15 kmph faster than Fafnir and has fully actuated arm mounted UAC5s/10s.

#12 K O Z A K

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Posted 18 March 2019 - 06:32 AM

View Postkapusta11, on 18 March 2019 - 03:42 AM, said:

So what if you have 150 CT armor? Fafnir is a walking CT. My MCII can spread damage to both STs AND arms for a total of 427 armor. It moves at a speed of 63 kmph which is 15 kmph faster than Fafnir and has fully actuated arm mounted UAC5s/10s.


To be fair you really dont need to go through all that as just like the fafnir it has a big ct, or you could just take the enormous arms which is basically a kill

#13 Acersecomic

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Posted 18 March 2019 - 06:36 AM

Lorewise IS was trying to close distance to Clans in order to have even odds, while clans used range to maintain superiority.

Also, Clan Dakka kinda OP. Just ask my mobile MadCatII-B with accurate full movement range arm actuators and 80 ballistic alpha every 3 seconds.

#14 Lykaon

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Posted 18 March 2019 - 09:29 AM

View PostHellbringer, on 17 March 2019 - 09:50 PM, said:

Gents,

So i was messing around with a fafnir and with full skills, its got 92 (8 back)



So 8 rear armor and 42ish internals?

So around 50 total health for a rear side torso (that is roughly barn sized)

And,if I recall clanners get a 20 ton mech that can kick out 50+ damage alpha strikes with the PIR-2.

So what's the issue? 20 tons that can easily run up and erase a side torso of a slow moving huge assault mech in mere seconds.


In a faction warfare drop just have a couple of these little monsters in reserve allow the I.S. Fafnirs to get comfy facing down your main line and sweep into the rear with a pair of PIR2s.

They are now screwed. Needing to dedicate a min. of 5 to 1 tonnage ratio to deal with a 20 ton threat in the rear and also being a chassis that is ill suited to dancing with a tiny agile mech that dishes out serious damage with a single trigger pull.

The PIRs hit and fade never presenting a solid target to engage for the Fafnirs while the Fafnirs can not ignore the PIRs due to how they have the capacity to annihilate them from the rear. The rest of the clanners now leverage the chaos and focus fire the hopefully disarrayed I.S. battle line.

#15 Athom83

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Posted 18 March 2019 - 09:34 AM

Clan get lighter (and smaller) weapons that have slight bonuses over their direct IS equivalents (usually just +range and velocity, sometimes higher damage), while also getting better weight savings options that cost less slots and give more weight reduction. And IS gets more max armor potential. Seems to balance out to me.

#16 Prototelis

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Posted 18 March 2019 - 09:37 AM

View PostNightbird, on 17 March 2019 - 11:36 PM, said:

IS death traps once you start playing them, usually it's only people that play only side that thinks the other is OP /thread


Nightbird OP in firestarter.

PGI nerf jenner more plz.





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