GuardDogg, on 14 April 2019 - 11:42 AM, said:
Ever hear/read, "Do not chase the squirrel"?
That refers to not breaking formation / not leaving a good position. Often players too slow to reach the "squirrel" will give chase despite having zero chance to catch up with it. That is the kind of stupidity that the "Do not chase the squirrel" reminder is meant to curb.
xX PUG Xx, on 14 April 2019 - 06:05 PM, said:
OH GAWDF...PU...LEASE.!!!! Do you understand physics? 100t Assualt moving at 40-50kphn.... Light to Heavy 'Mech moving at 60-90kph IN THE OPPOSITE DIRECTION!!! Which one gets left behind? It ain't rocket science and it is a long standing fault of QP that the Assault lance is on the left hand side, opposite the nominal rotation of the NASCAR/rotate-a-potatoe.
If the assault was moving in the opposite direction, that means he was running away from the battle.
GuardDogg, on 14 April 2019 - 07:21 PM, said:
t the start of round, all 3 lances do move, later all mechs are stretched out in a line.
That's when someone - perhaps one of those assaults - should call to regroup and wait for the assaults to catch up.
Wil McCullough, on 14 April 2019 - 08:34 PM, said:
Also hpg drop zonrs put assaults really close to the action. You're practically the first out if the gate. How you got left behind on hpg is baffling if it's not a pebkac issue.
Not necessarily a pebkac issue if they ended up in Bravo lance. Nascar on HPG almost universally goes counter-clockwise.
GuardDogg, on 14 April 2019 - 10:36 PM, said:
What ever. I am not the best when I do try. I couldn't care about numbers. So, piloting a assault at 39 kph, I am now considered a potato pilot.
Even the slowest assault mech can go 48 kph. You're complaining that you're not fast enough, but you're also deliberately making your mech too slow.
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Numbers, ranks mean nothing.
They tell a story: when you're in an assault mech, your team's chances of success are reduced by 20%. This has been consistent over multiple seasons.
Wil McCullough, on 15 April 2019 - 06:19 AM, said:
The stock urbie is a joke and pgi had to give it a non-existant engine to get it to.go at that speed.
PGI gave it an existing engine. The negative weight is a result of them subtracting the weightless mandatory heat sinks (which an Urbie needs to place 8 of) from engine tonnage.
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My brain can't.compute what he uses all the spare tonnage for.(...)I really don't know what guarddogg is stuffing into his mech. I'm not sure i want to know. Maylbe multiple tcom7s?
That KGC build doesn't exist due to hardpoints, but even the closest possible (6xHMG+1ERML+2xSSRM6) would still run our of crit slots long before he'd run out of tonnage - this is with a STD engine, no Endo and no Ferro.
GuardDogg, on 15 April 2019 - 11:43 AM, said:
Then power builds. A King Crab with 6 Heavy MGs, 3 SSRMs, and ERML does 1200 on a day of rounds, Then next days do 200-400 (what happened)?.
GuardDogg, on 17 April 2019 - 06:53 AM, said:
Where were you yesterday. Go back two pages. Oh that KC build is not a powerbuild. It is wonder build. Like why does it do so great (well for me). Get over 800 once in awhile. Weird. Got that build because seeing lights do so great with the weapons. Does great for infighting, and one on one.
That build doesn't exist. The only KGC with 6 ballistic slots only has 2 missile slots. Those with 3+ missile slots only have 2-4 ballistic slots.
And no, it's not a power build - you're running what's effectively a medium mech build (compare
https://mech.nav-alp...ed5ea972_BSW-X1 ) on an Assault chassis, which should have been the first warning sign that you've made a mistake.
All KGCs other than Kaiju can install LFE 325, 2xUAC10 and MRM40 - do this and your KGC will begin vomiting disgusting amounts of damage.
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Their is more to my builds, but they are mine making sure they do more than 60+ firepower and heat sinks over 140+. That is what I go for. They are not a build of only tags, that I saw one day on a assault.
There is no mech in MWO that can mount 140 heat sinks, and if you're building by the mechbay firepower readout you're approaching the entire build process wrong - what you should be doing is making sure that your weapons have reasonably close cooldowns and engagement ranges to one another, and that your speed is adequate for your engagement range (ie: if you're short range, your mech needs to have an engine as close to maxed as you can make it)
GuardDogg, on 16 April 2019 - 09:02 PM, said:
The topic is why blame assault pilots on the impossible. Like to be center, or at a grid at the same time and other issues. I am not the only one who feels the impossible. Been said, many times.
It isn't impossible if you build your assault correctly, that's the point that has been made to you repeatedly here.
GuardDogg, on 16 April 2019 - 09:47 PM, said:
Prototelis, on 16 April 2019 - 09:43 PM, said:
Don't bring a 38KPH assault. That **** is not and should not be viable.
Why, so now pilots have to give their 160 firepower, or 250 for your pleasure?
You need to balance your firepower, armor, cooling and mobility so that your mech is fast enough to reach the battlefield in a reasonable time and reposition when necessary - and 38 KPH doesn't do that outside of perhaps Siege Defense and Solaris.
Sacrificing all mobility for firepower is a mistake and the sooner you understand that the sooner you will start performing better.
GuardDogg, on 16 April 2019 - 11:54 PM, said:
I watched 10 mechs try to destroy a locust, that came in the middle of team, and the locust got away from all that firepower. How was that possible? 10 mechs firing a locust in the middle of the pack and the reg wasn't happening.
10 bad shots missing or failing to get their reticle on target in time speaks of them being terrible players, not of lights being OP.
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but not what should the community do about this problem of people asking for the impossible
#1 Some assault builds are just too slow for Quick Play. Any assault can be built with 48 KPH top speed, the slowest I go is 45 in a very specific Annihilator build.
#2 Some assault pilots are just terrible and allow themselves to be distracted from their goal position (or entirely fail to advance to it), fail to call for support and instead let one light stall (and possibly kill) them.
#3 Some teammates are unreasonable, but not as many as you claim.
So far you've defended #1 and #2 as a subset of #3 when they're not.
Edited by Horseman, 18 April 2019 - 03:40 AM.