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#41 Prototelis

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Posted 21 April 2019 - 04:25 PM

Dancing like 200 meters in front of an Hgauss mech is pretty damn fun.

View PostBloodwitch, on 21 April 2019 - 04:25 PM, said:


Question is, wouldn't reduce the firepower do the same thing?



No. That just makes individual shots more important.

Edited by Prototelis, 21 April 2019 - 04:27 PM.


#42 cougurt

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Posted 21 April 2019 - 05:57 PM

View PostY E O N N E, on 21 April 2019 - 09:14 AM, said:

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.

i find heavy gauss to be pretty scary, but i think that's down to the threat of being one shot more so than the likelihood of it actually happening. quad AC5 or arm mounted MPLs are definitely my preferred loadouts for popping lights.

#43 thievingmagpi

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Posted 21 April 2019 - 06:09 PM

at least with DHG you die instantly. other weapons you have to hobble around like an unfortunate soul.

#44 Y E O N N E

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Posted 21 April 2019 - 06:14 PM

View Postcougurt, on 21 April 2019 - 05:57 PM, said:

i find heavy gauss to be pretty scary, but i think that's down to the threat of being one shot more so than the likelihood of it actually happening. quad AC5 or arm mounted MPLs are definitely my preferred loadouts for popping lights.


Yeah, basically that. Combination of threat plus likelihood of it happening makes the latter choices more scary to me.

#45 Tarl Cabot

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Posted 21 April 2019 - 06:15 PM

View PostPrototelis, on 21 April 2019 - 07:37 AM, said:

Are you kidding bro? 16 v 16 would be sauce.


Why can't we have it all for QP? Rotate 8vs8?, 10 vs 10, 12vs12, 15vs15 every 2 weeks. Show alittle Clan luv!!

Suggestion is only for QP atm, where the population is the heaviest. If it is too much, then 10vs10 and 12vs12 (preferred if only PGI were to use only two different sets), or 12vs12 and 15vs15.

Edited by Tarl Cabot, 21 April 2019 - 06:19 PM.


#46 FRAGTAST1C

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Posted 21 April 2019 - 09:39 PM

View PostTarl Cabot, on 21 April 2019 - 06:15 PM, said:


Why can't we have it all for QP? Rotate 8vs8?, 10 vs 10, 12vs12, 15vs15 every 2 weeks. Show alittle Clan luv!!

Suggestion is only for QP atm, where the population is the heaviest. If it is too much, then 10vs10 and 12vs12 (preferred if only PGI were to use only two different sets), or 12vs12 and 15vs15.


I think the point is to make the population play FW more than QP. QP is meant for instant action. FW is where every mech is viable (apparently). Therefore, making everything available in Instant Action mode would mean certain death of other modes.

My view is that every player, once they get enough mechs to load two drop decks, should be deviated to playing FW. But given that solo dropping is almost certainly going to be worse (since you invest a lot of time and probably end up getting spawn killed), more effort should be put into making FW the ultimate mode, not QP.

#47 Prototelis

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Posted 21 April 2019 - 09:41 PM

Locking out of a game mode once you've reached a certain level of experience doesn't make any sense.

FP can be brutal even in groups, it is legit a shark tank at times.

#48 FRAGTAST1C

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Posted 22 April 2019 - 12:12 AM

View PostPrototelis, on 21 April 2019 - 09:41 PM, said:

Locking out of a game mode once you've reached a certain level of experience doesn't make any sense.

FP can be brutal even in groups, it is legit a shark tank at times.


I'm neither advocating that players should be locked out of a game mode after they reach a certain level of experience nor denying that FW is a shark tank at times. I'm suggesting that more effort should be made to making FW the ultimate mode instead of trying to make QP better. QP should always be treated as a stepping stone.

#49 C E Dwyer

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Posted 22 April 2019 - 05:43 AM

View PostFeral Clown, on 20 April 2019 - 03:52 PM, said:

I'd be really happy if it was possible. Was playing a Gauss Whammy and was in Alpha four games in a row....gave up and switched to assassin. It's not that I necessarily did poorly, but the stress of trying to catch up to team and not get chewed by a light lance was too stressful. Thing is I play mostly mediums anyway, but the day I felt like doing something different I couldn't.

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.



This isn't the fact that it's because there are more Assaults dropping, it just shows that, most teams are really really dumb or selfish in Q.P.

Don't blame the weight increase, blame the players.

#50 thievingmagpi

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Posted 22 April 2019 - 10:28 AM

The ratio of bads/team is too damn high





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