Assault Mechs And Iq
#121
Posted 01 July 2021 - 11:58 AM
~Leone.
#122
Posted 01 July 2021 - 12:19 PM
McGoat, on 01 July 2021 - 11:52 AM, said:
of course they need it. do you even play quickplay solo at all? or do you just play in the safety of your group? because I see slow assaults getting abandoned by their teams and killed constantly.
#123
Posted 01 July 2021 - 12:26 PM
Khobai, on 01 July 2021 - 12:19 PM, said:
this happens but, crucially, is avoidable much of the time with good positioning and minimap awareness
sometimes it happens to me and I get pissed at my team. It is largely my fault though.
#124
Posted 01 July 2021 - 12:31 PM
pattonesque, on 01 July 2021 - 12:26 PM, said:
this happens but, crucially, is avoidable much of the time with good positioning and minimap awareness
sometimes it happens to me and I get pissed at my team. It is largely my fault though.
its avoidable yet it still happens way more than it should
i dont see the issue with increasing the speed of the slowest mechs in the game to reduce the chances of that occurring.
it will improve the state of quickplay for everyone. nobody likes watching their slow afk assaults die because they dont start moving right away and then fall behind everyone and get killed. or they just die during nascar because they cant keep up.
#125
Posted 01 July 2021 - 12:37 PM
Khobai, on 01 July 2021 - 12:19 PM, said:
Lately I play about 50/50 Solo/Group. At the onset of SoupQ I almost entirely played solo for my own personal testing. I am well familiar with how it plays and even when left behind make sure I do my part in killing and damaging mechs.
Again, this is the expense of such powerful loadouts.
#126
Posted 01 July 2021 - 12:40 PM
Khobai, on 01 July 2021 - 12:31 PM, said:
its avoidable yet it still happens way more than it should
i dont see the issue with increasing the speed of the slowest mechs in the game to reduce the chances of that occurring.
it will improve the state of quickplay for everyone. nobody likes watching their slow afk assaults die because they dont start moving right away and then fall behind everyone and get killed. or they just die during nascar because they cant keep up.
Mechs don't die in Nasar because they cant keep up,,,,,,,
They die because they get left behind
they get LEFT behind
unless you want all mechs to run at same speed
SAME SPEED
this will continue to happen
its not a mech speed problem its players attitude problem
#127
Posted 01 July 2021 - 12:44 PM
El Cid, on 01 July 2021 - 12:40 PM, said:
Mechs don't die in Nasar because they cant keep up,,,,,,,
They die because they get left behind
they get LEFT behind
unless you want all mechs to run at same speed
SAME SPEED
this will continue to happen
its not a mech speed problem its players attitude problem
im talking about before the nascar even begins. you see slow assaults die just because they spawn in bad locations. and if theyre not moving IMMEDIATELY they can find themselves dead in the first 3 minutes. theres still a lot of absolutely terrible spawn locations like that on various maps.
but yes nascar is very much a problem too. and the entire reason slower mechs get left behind is because they cant keep up with the faster mechs. so if you make the slowest mechs faster they can keep up a little better.
and no its not a player attitude problem. its a legitimate strategy. the entire reason people nascar is so the faster mechs on your team can catch the slower mechs on the opposing team. so if you make the slower mechs faster it helps reduce that problem.
the closer all mechs are to going the same speed the less likely nascar is to occur. im not saying all mechs should go exactly the same speed. im just saying the huge speed gap between the slowest and fastest mechs should be closed up some by making the absolute slowest mechs a little bit faster.
Edited by Khobai, 01 July 2021 - 12:48 PM.
#128
Posted 01 July 2021 - 12:49 PM
El Cid, on 01 July 2021 - 12:40 PM, said:
Mechs don't die in Nasar because they cant keep up,,,,,,,
They die because they get left behind
they get LEFT behind
unless you want all mechs to run at same speed
SAME SPEED
this will continue to happen
its not a mech speed problem its players attitude problem
You are wrong. Mechs die because they get shot. Even if you brought a team of twelve mechs all going the same speed, some'll still die. I play CW. It happens plenty there. In fact, more'n half the mechs brought into any quickplay drop'll likely die. Doesn't matter what speed they go, others'll find 'em.
~Leone.
#129
Posted 01 July 2021 - 01:36 PM
Khobai, on 01 July 2021 - 12:44 PM, said:
the closer all mechs are to going the same speed the less likely nascar is to occur. im not saying all mechs should go exactly the same speed. im just saying the huge speed gap between the slowest and fastest mechs should be closed up some by making the absolute slowest mechs a little bit faster.
It's absolutely a player attitude issue, it's the entire issue. Overall skill floor is so low in MWO. Players can't position properly, don't have map awareness/game sense. Hell some can't even mechlab well enough to understand what a 15% hear diffence is when it's clearly spelled out.
As I have said earlier - 7000+ games in SoloQ and I could maintain a 2.0-3.0 WLR by not running in a circle every game.
If you make the slowest mechs faster the NASCAR rotation will become even WORSE as players rotate harder and faster than ever before to catch that tail.
The DWF ain't getting no speed quirk.
#130
Posted 01 July 2021 - 01:57 PM
Leone, on 01 July 2021 - 12:49 PM, said:
You are wrong. Mechs die because they get shot. Even if you brought a team of twelve mechs all going the same speed, some'll still die. I play CW. It happens plenty there. In fact, more'n half the mechs brought into any quickplay drop'll likely die. Doesn't matter what speed they go, others'll find 'em.
~Leone.
you seem to hav3e missed the entire point
im not in disagreement with you at all,
the point is suddenly speeding up assault mechs wont stop Nascar
there will always be faster, and slower mechs
#131
Posted 01 July 2021 - 02:06 PM
you call it strategy
I call it attitude
so what?
faster mechs leaving slower mechs to get the slower mechs on the other side
I don't think anyone in a slower mech says to the team please leave me behind
so you can get that easy kill, I'm sure some very good players in slow mechs may
be able to handle them self's, but it doesn't seem like strategy to me, at least not a good one ....................... unless
you are all doing it together and watching for your slower mechs, but you see that's the team that wins in a Nascar
Team .. Win
not 4 or 5 guys rack up damage and the score goes up and the rest of the team loses.
#132
Posted 01 July 2021 - 02:38 PM
Balancing hundreds of different mech patterns around the cancerous idea of "but can it keep up with all the other... very smart people, running in front of me?" is faulty right at it's premise.
Sorry, i'd rather have Dire Whale be what it is supposed to be all this time, a weapon platform that shreds things the moment it looks at them. A 48 kph "base" assault speed is it's counter-balancing trade-off. Hell, a few Anny builds run slower than that.
3 kph is not going to change anything. Want a faster mech, get a faster mech, it's simple as that. Seems like MC-2 already fills that role for you.
#133
Posted 01 July 2021 - 02:46 PM
#134
Posted 01 July 2021 - 04:13 PM
As to loadouts, if you have any type of Surprise Atlas skill left in your bones, the loadout I have been running:
Twin UAC10(torsos)
Twin LBX20 (arms)
ammo and stuff. Not much else to say, I mean it's a DWF so most everything else is locked anyway.
All it takes to play this is:
1.Situational awareness of the minimap
2. Awareness of what your team consists of as far as mobility and range
3. The ability to position with your team to take advantage of the above
4. Awareness of where the enemy is
5. Awareness of where the enemy is moving, even when they aren't a bunch of red dots located for you by 3 or more UAV's.
6. Knowing how to not poke your nose out to trade with the ERPPC mech@800 meters
7. Knowing how to WAIT for the enemy that has finally crept into your web of SURPRISE ATLAS(DWF) to be stupid enough to ramp hump or otherwise poke their nose out into your waiting utter destruction that pretty much can dismember a King Crab before it overheats.
Wait, thats a lot. OWAIT THATS WHY THIS MECH IS HARD TO PLAY. Because your reward for being able to do the above is 700 or more damage with 2 solo kills (or more) and c-bills galore from your "assists"(read: you blew appendages off the mech and left a torso open at orange or worse) So you know what? SPEED BUFFS FOR ALL. Why have any high risk/reward/skill ceiling mechs in the game?
Alright, I concede. You want to buff DWF, give it a 50% hill climb buff perk. It's already FAT, but it is SO STRONK, and never skips leg day. It should be able to climb that 30 degree ramp in stride.
#135
Posted 01 July 2021 - 07:06 PM
Khobai, on 01 July 2021 - 12:19 PM, said:
I dropped in my brawler annihilator and blapped a rifleman in two shots and stripped most of the arms off a light wolf pack before they got me.
I dropped in a brawler direwolf (micropulse and lbx) immediately after, on polar highlands, and did well over 500 damage without trying.
The problem isn't the mechs [redacted]
Edited by Ekson Valdez, 01 July 2021 - 10:16 PM.
#136
Posted 01 July 2021 - 10:37 PM
You Tier1 may be, killed some Tier 4, before they got you.
When I dropped to Tier 4, I killed 7 with Kodiak, they dont fight.
Edited by Saved By The Bell, 01 July 2021 - 10:40 PM.
#137
Posted 01 July 2021 - 11:48 PM
pbiggz, on 01 July 2021 - 07:06 PM, said:
I dropped in my brawler annihilator and blapped a rifleman in two shots and stripped most of the arms off a light wolf pack before they got me.
I dropped in a brawler direwolf (micropulse and lbx) immediately after, on polar highlands, and did well over 500 damage without trying.
The problem isn't the mechs [redacted]
I couldve sworn you told me in another thread that mechs werent dying in 2-3 alphas
now they are? either TTK is too low or it isnt
#138
Posted 02 July 2021 - 02:24 AM
Khobai, on 01 July 2021 - 11:48 PM, said:
That's... not how overall TTK works, or in general.
The last agility patch buffed it across the board, that's simply a technical fact.
Overall, it depends on the player you're shooting at and your own aim, as it always did. No amount of agility buffs is going to increase the lifespan of players staring at their enemies 24/7. Hence, TTK increases the better the player is at twisting, while maintaining their dps.
Just because you CT drilled 3-4 players in a single match, doesn't mean it's going to happen the next one and that "TTK is low". It's a matter of quality of the players available in the queue, at the time.
#140
Posted 02 July 2021 - 02:44 AM
Increases to accel/deccel and turn rates might make all the difference you need in somebody hitting or missing your open components. The greater the range you're being shot at, the more you will notice that.
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users