

4/4/4/4
#21
Posted 20 April 2019 - 04:45 PM
#22
Posted 20 April 2019 - 04:51 PM
On one hand, it means there is a lot more potential damage and missiles to be farmed for the weekly events. On the other... it does make slower mediums a bit less interesting to play. Nearly anything you face can out DPS and out tank you. Faster mediums are okay, but sometimes just can't DPS enough to get through anything.
My damage figures are definitely going up though and not because I am miraculously getting better. Just more potential damage on the field every game.
#23
Posted 20 April 2019 - 05:31 PM
Feral Clown, on 20 April 2019 - 03:52 PM, said:
Think games would be better if we could at the very least have matchmaker have a ratio of perhaps 8/4 and group heavies and assaults together and then the four spots reserved for lights/mediums. Although with population I doubt anything that would increase wait times would ever be considered. But hey, I feel your pain.
Exactly! I would very much like to see at least somewhat of a semi decent team composition. It's not like it has to be 4/4/4/4
but at least cap a single weightclass to 6 (already half the team).
Beside, i've been running nothing but warhammer, occasionally a Fafnir 5B (when my whm yet again got desolved by the firepower 4+ assaults and i want to drop the 80 points "F U" on someone's CT) and an assassin to butt hump assaults.
Y E O N N E, on 20 April 2019 - 04:45 PM, said:
You say that, sure.
My problem is that i get slotted into alpha lance with a warhammer and a fraking night gyr on HPG. It was a wonder we got outta there alive.
Matches are not designed for 6 to 10 assaults on each team. especially not conquest and domination matches.
Good luck playing objectives if you're fastest mech is an 80kph shadowhawk.
I mean sorry but if a domination game ends with no shoots fired because every single mech was to slow to reach the circle then we sorta know something went wrong along the line.
There is also waaaay to much firepower on the table. I see 100 ton mechs disolve every single game.
What was that about TTK to low? Sure lets run a game with 8 assaults and 3 heavies, that will do.
At the end of the day it's simply match quantity vs match quality.
Current waiting times aren't bad for me with medium and heavy, less then 1 min on average.
I am 100% willing to wait for a somewhat balanced mech composition.
Edited by Bloodwitch, 20 April 2019 - 05:32 PM.
#24
Posted 20 April 2019 - 05:32 PM
#25
Posted 20 April 2019 - 05:48 PM
It used to be you could essentially dodge damage from assaults as a light or medium, but these days with dual H-Gauss and ERPPC commonplace, one wrong move and you explode instantly.
Not to mention heavy nerfs to lasers across the board (which fast flanker mediums utilized heavily) have incentivized daka which really only assaults can carry en-masse.
#26
Posted 20 April 2019 - 05:52 PM
Wut.
#27
Posted 20 April 2019 - 07:36 PM
#28
Posted 21 April 2019 - 12:16 AM
Y E O N N E, on 20 April 2019 - 05:52 PM, said:
Wut.
To be fair, dual heavy gauss is probably the scariest besides a full sssrm huntsman you can encounter in a light.
It's all ups and down.
Dual heavy gauss is easy to backstab or flank, ssrm are fairly worthless for anything above 50 tons.
FireStoat, on 20 April 2019 - 07:36 PM, said:
So how about NOT releasing single mechs?
Remember when mechs got released in packs?
Invasion pack? i can't recall everyone and their mom playing with 20 direwolfs back then.
Appearently this is lostech now.
But yes, with the way releases are nowadays, we get idiotic 20 assaults per match games.
Hench me asking for something similar to 4/4/4/4.
Having 8 huntsman doesn't break the game nearly as much as having 8 assaults. At least you can try playing objectives instead of bruteforce middle because everything else would be way to slow to execute.
Like, limit a weightclass to 6 per game. Sure, might happen you drop 6 annis and 3 nightgyr and 3 stock urbies on conquest but that would be something out of the ordinary.
I still think having something like 10 assaults and heavies on the deck isn't good for the game.
TTK is hilariously short, games snowball way too fast with the stupid high number of firepower currently present.
Edited by Bloodwitch, 21 April 2019 - 12:24 AM.
#29
Posted 21 April 2019 - 12:45 AM
Bloodwitch, on 21 April 2019 - 12:16 AM, said:
To be fair, dual heavy gauss is probably the scariest besides a full sssrm huntsman you can encounter in a light.
It's all ups and down.
Dual heavy gauss is easy to backstab or flank, ssrm are fairly worthless for anything above 50 tons.
As a Light prime, I would not agree with that assessment. ERPPCs, IS AC/5s, and pulse lasers are all scarier than HGauss.
#30
Posted 21 April 2019 - 03:01 AM
#31
Posted 21 April 2019 - 04:56 AM
You think MM isn't working now.........wait till then and a lot more people leave. And, all that money you just spent,,,,,,well, thank you and good night (and, you'll hear our hosts chuckling for weeks after that......)
Edited by Asym, 21 April 2019 - 04:56 AM.
#32
Posted 21 April 2019 - 06:23 AM
#33
Posted 21 April 2019 - 06:25 AM
I'd quit complaining about nothing and get used to the idea that life doesnt throw things at you in neat calculable packages.
Edited by IronWatch, 21 April 2019 - 06:26 AM.
#34
Posted 21 April 2019 - 07:33 AM
Y E O N N E, on 21 April 2019 - 12:45 AM, said:
Weird, i find dual heavy gauss to be the easiest way to deal with lights. Might be because i play mainly heavys and assaults and might got something to do with light'mechs being to cocky.
ERPPCS? Hm.. no min range so diving is a thing, also pretty hard to hit past snub range. AC/5? even quad boats need 3 consecutive shoots on the same component to do a little bit more damage then one dual heavy gauss hit.
Asuming the pilot can aim, i'd rather dive an erppc, ac5 or pulse boat rather then a dual heavy guass build (granted, more nimble build, not an anni).
PhoenixFire55, on 21 April 2019 - 06:23 AM, said:
/woooosh
IronWatch, on 21 April 2019 - 06:25 AM, said:
lol k
Edited by Bloodwitch, 21 April 2019 - 07:45 AM.
#37
Posted 21 April 2019 - 08:06 AM
Also MOAR CHAOS.
#39
Posted 21 April 2019 - 09:14 AM
Bloodwitch, on 21 April 2019 - 07:33 AM, said:
Weird, i find dual heavy gauss to be the easiest way to deal with lights. Might be because i play mainly heavys and assaults and might got something to do with light'mechs being to cocky.
ERPPCS? Hm.. no min range so diving is a thing, also pretty hard to hit past snub range. AC/5? even quad boats need 3 consecutive shoots on the same component to do a little bit more damage then one dual heavy gauss hit.
Asuming the pilot can aim, i'd rather dive an erppc, ac5 or pulse boat rather then a dual heavy guass build (granted, more nimble build, not an anni).
It's not single or even double AC/s you need to worry about, it's the quadruple setups that blow legs and sides out.
You dive on PPCs that don't have a min range? Wat. Also most people running ERs are using quirked 'Mechs and/or TCs, so they are actually fairly reliable even out to LL range, usually with better convergence than HGauss.
HGauss has that charge up delay to exploit and, usually, pitch issues of you get close enough. It's rounds are also only 100 m/s faster than a Clan ERPPC. In the grand scheme of things, HGauss is less likely to get a hit on my Fleas or Locusts than those other things I mentioned.
#40
Posted 21 April 2019 - 04:25 PM
Y E O N N E, on 21 April 2019 - 09:14 AM, said:
I'd rather dive an erppc boat (or AC5 BW) then diving a heavy gauss boat, yup.
I am on the opposite spectrum of you, i am much more confident dealing with lights with dual heavy gauss then let's say a warhawk PPC boat or an AC5 BW.
That's why i mentioned it.
.
Prototelis, on 21 April 2019 - 08:06 AM, said:
Also MOAR CHAOS.
Question is, wouldn't reduce the firepower do the same thing?
Teams run effectively on 1000 tons and sometimes even more currently.
A 4/4/4/4 would include 4 more players, but the maximum tonnage would be a bit over 1000 ton assuming everyone runs the upper end of the weightclass.
The old 3/3/3/3 capped out below 800 tons and it had an even 25% to lose any weightclass.
Current system often runs 8 assaults in adition to 4 other mechs which could also be heavies, so the change of losing an assault first is 66%. Imo, part of the reason games tend to snowball so hard and fast.
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