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Mad 4L Gaus Er Ppc Without Ghostheat?


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#61 GoodTry

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Posted 07 December 2021 - 09:29 AM

View PostBrauer, on 07 December 2021 - 09:26 AM, said:

2. You have misrepresented what the mech is capable of a number of times


What specifically? All I've said, and all I have issue with, is the addition to the game of 900m 50-pt PPFLD alphas flying around from an ECM+JJ mech.

View PostBrauer, on 07 December 2021 - 09:26 AM, said:

3. It's not unique


Is there another ECM+JJ mech with a 900m 50-pt PPFLD alpha? If so, I stand corrected.

Edited by GoodTry, 07 December 2021 - 09:30 AM.


#62 Brauer

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Posted 07 December 2021 - 09:40 AM

I thought it was clear that I took issue with this: "Again, I'm not saying it's OP. It's just not a good dynamic for the game to have big PPFLD alphas flying around from mechs that can easily hide and position anywhere. "Live in fear" is not a fun game mode."

4L is not easy to hide and can't get "anywhere".

There are plenty of mechs with scarier alphas, some of which are ppfld, some of which have JJs and/or ecm. It is, as you say, unique in some ways, but similar ppfld, or mechs with some ecm or just and ppfld (or semi-ppfld) exist. But it's not OP and it's not like it can jump up anywhere on a map or run to any spot on the map either. It also can get out-traded HARD. The biggest issue imo is its sustain.

Edited by Brauer, 07 December 2021 - 09:42 AM.


#63 pattonesque

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Posted 07 December 2021 - 09:42 AM

It's incredibly difficult for the -4L to trade against someone prepared for it, as a for-instance. it has to expose essentially the entire mech to get an alpha off, and it's slow enough that someone who knows where it is can fire and scoot back into cover before it can bring the gauss to bear.

#64 GoodTry

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Posted 07 December 2021 - 09:57 AM

View PostBrauer, on 07 December 2021 - 09:40 AM, said:

4L is not easy to hide and can't get "anywhere".


It has JJ burn time and thrust quirks, and people often run with 2. With 2 JJ's, it can hit the normal sniper perches in mining and tourmaline. I can't think of a single regularly-used sniper location on any map that you can't reach with it. Can you?

And by hiding, I mean that it has ECM and its optimal range is far outside of any ECM counter other than being hit with PPCs. Its weapons aren't nearly as obvious as ERLLs, too. So in practice it's common for it to get at least one or two shots in before it's even noticed. It adds a new thing to worry about to the game.

View PostBrauer, on 07 December 2021 - 09:40 AM, said:

But it's not OP and it's not like it can jump up anywhere on a map or run to any spot on the map either. It also can get out-traded HARD. The biggest issue imo is its sustain.


I feel like people keep missing this:

View PostGoodTry, on 07 December 2021 - 07:04 AM, said:

I'm not saying it's necessarily OP


View PostGoodTry, on 07 December 2021 - 07:28 AM, said:

Again, I'm not saying it's OP.


View PostGoodTry, on 07 December 2021 - 08:52 AM, said:

And I'm not saying they are OP.


Seriously. It's not about them dominating games and I'm not arguing that they are OP. My point is that the 2GR/2ERPPC build on an ECM+JJ mech adds a negative dynamic to the game, and it's not worth it when you could make the MAD-4L playable in so many other ways.

Edited by GoodTry, 07 December 2021 - 09:58 AM.


#65 Brauer

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Posted 07 December 2021 - 10:02 AM

View PostGoodTry, on 07 December 2021 - 09:57 AM, said:


It has JJ burn time and thrust quirks, and people often run with 2. With 2 JJ's, it can hit all the normal sniper perches in mining and tourmaline. I can't think of a single regularly-used sniper location on any map that you can't reach with it. Can you?

And by hiding, I mean that it has ECM and its optimal range is far outside of any ECM counter other than being hit with PPCs. Its weapons aren't nearly as obvious as ERLLs, too. So in practice it's common for it to get at least one or two shots in before it's even noticed. It adds a new thing to worry about to the game.



I feel like people keep missing this:







Seriously. It's not about them dominating games and I'm not arguing that they are OP. My point is that the 2GR/2ERPPC build on an ECM+JJ mech adds a negative dynamic to the game, and it's not worth it when you could make the MAD-4L playable in so many other ways.


I'm sorry, where did I say that you said it's OP? I said that your claims are incorrect. That's quite different. It's very slow, has to full expose to shoot, and the best build doesn't jump all that high. If someone is taking two JJs they're making some sacrifices to get that. In my opinion the 1JJ/LFE build is already a bit light on ammo. If someone is sacrificing ammo for another JJ or running an XL...well that's going to have its own issues.

I don't think the 4L adds a negative dynamic to the game. If I'm running around in my PIR I am already scouting everything I can before committing and I already know everything in the game can one-shot me. So it changes nothing for that mech. For other lights those same practi was and mindsets are helpful for success.

#66 GoodTry

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Posted 07 December 2021 - 10:04 AM

View PostBrauer, on 07 December 2021 - 10:02 AM, said:

But it's not OP


#67 Brauer

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Posted 07 December 2021 - 11:27 AM

View PostGoodTry, on 07 December 2021 - 10:04 AM, said:


So you couldn't find anywhere where I said you said it's OP.

I have said it's not OP, that's not exactly a surprise here

Edited by Brauer, 08 December 2021 - 05:56 AM.


#68 pattonesque

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Posted 07 December 2021 - 11:45 AM

it went from being basically never used to "powerful but flawed" which is a good place for a robot to be. It's not like it's the release version of the KDK-3 or something

#69 pbiggz

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Posted 07 December 2021 - 11:47 AM

View Postpattonesque, on 07 December 2021 - 11:45 AM, said:

it went from being basically never used to "powerful but flawed" which is a good place for a robot to be. It's not like it's the release version of the KDK-3 or something


The KDK-3 ironically being the mech OP is using as an example of something weaker than the Marauder.

#70 pattonesque

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Posted 07 December 2021 - 11:52 AM

View Postpbiggz, on 07 December 2021 - 11:47 AM, said:


The KDK-3 ironically being the mech OP is using as an example of something weaker than the Marauder.


man, I think the non-ghost heat quad UAC/10 KDK-3, on release, might have been the most powerful mech this game has ever seen. A ranged 80-point double-tap on a fast clan 100-tonner with cockpit-height mounts. People were putting up 2000-damage games with it on the regular.

And I remember threads from the time claiming it was bad because people kept getting cored out in their CTs. Which, sure, it had and has a large-ish CT, but talk about telling on yourself.

Edited by pattonesque, 07 December 2021 - 11:52 AM.


#71 ScrapIron Prime

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Posted 07 December 2021 - 12:11 PM

View Postpbiggz, on 07 December 2021 - 07:10 AM, said:

I think it does. Being able to put 50 points down range on one or two components is easily balanced by having that come from a mech that is not fast, maneuverable, or durable.


You left out geometry. Balancing mechs is about how they take fire. That 4L takes fire to those high mounts like crazy. So do ebon jags and timberwolves and a lot of other mechs.

The shape of the mech determines how it soaks fire. The 4L is buffed enough so that it is played despite this drawback. the Cataphract less so, which is why they're rare, as you can only make that bullet catcher silhouette so durable because no one can miss it. Like you can't miss the CT of a Jenner so few people play them.

When's the last time you saw an Uziel? Would you flip your lid if Cauldron proposed a massive cooldown on all its weapons? Probably not, because they're easy to shoot to pieces.

A 4L can dish it out, yes, but its not dishing out more than other top assaults and it is BAD at soaking fire.

#72 Aidan Crenshaw

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Posted 07 December 2021 - 02:06 PM

View PostGoodTry, on 07 December 2021 - 09:57 AM, said:

Seriously. It's not about them dominating games and I'm not arguing that they are OP. My point is that the 2GR/2ERPPC build on an ECM+JJ mech adds a negative dynamic to the game, and it's not worth it when you could make the MAD-4L playable in so many other ways.

What would you suggest?

#73 Heavy Money

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Posted 07 December 2021 - 02:44 PM

GoodTry is getting some of the specifics of their complaint wrong, but I get the general idea, and I actually agree in spirit. MWO is already a punishing attrition game, and having big PPFLD alphas makes small mistakes even more punishing. This isn't necessarily a big deal at high levels of play where people have lots of ways to punish each other's mistakes on both a tactical and strategic level. But it does matter more at lower levels. I've been a 4L player long before it got buffed, and was one of the loudest (or at least wordiest) in asking for the current buffs. But I also totally understand how demoralizing it is to be in the early stages of a match, and suddenly out of seemingly nowhere, your side torso is opened and you're going to spend the rest of the match with your head down.

The game already suffers from too timid of players at lower ends of skill, and this sort of thing contributes to that effect. Its not as visible as LRMs, but it is still frustrating because it feels like you've lost before you even got to play. It seems fickle and random and it isn't fun. The fact that this isn't really the case, and that some more understanding of the game and practice can turn the situation around, doesn't make the people feeling this way feel any better because they aren't there yet. Now, of course, all this stuff is subjective and there's lots of areas where it applies other than the 4L. But just because the whole issue is fuzzy and subjective doesn't mean there isn't something to it. It doesn't mean we can't consider if 50 PPFLD alphas are actually necessary and good for the game, even if they can be countered.

The main problem with the 4L is that every aspect of it is super polarized. Its incredibly feast-or-famine because its its 100tons, its a Marauder, and its a long ranged specialist, and its a PPFLD mech.
  • 100 ton mechs already succeed or fail hard based on positioning. You get it right and you can single-handedly determine the match. You get it wrong and you get picked apart and end up with 200dmg and screwed your team.
  • Marauders have very polarized hitboxes and mount locations. If you face into enemy fire (especially spread fire), you can spread it easily. If you get hit from the side, especially by spread weapons, you get wrecked. If you can protect your right torso with most of your weapons well, then you can take a lot of damage before you lose firepower. If not, you get neutered fast. Etc.
  • Long ranged specialists can deal damage where other cannot, and where the enemy often can't effectively return fire. But then they are vulnerable to being pushed, and have trouble fighting off fast mechs. So again, polarized results.
  • PPFLD rewards good accuracy the most, but also is rougher to miss with as misses are total compared to spread weapons or lasers. And you have a long cooldown in most cases.
So its one of the most polarized mechs/playstyles there is before we even get to what the enemy does in response. If you position well and aim well and the enemy doesn't pay attention to you, its one of the nastiest farmers in the game. Conversely, if they know how to counter you properly with either counter-sniping or skirmishers, then you can easily accomplish much less before you die than even other ranged specialists could. And even if you do everything right and your enemy doesn't really counter you properly, your team can ditch you and you're screwed anyhow.




So this means that when looking at high skill players vs high skill players, especially in coordinated/group play, everything looks fine. The enemy isn't going to let you farm them as badly, but also your team won't ditch you and will cover you from skirmishers, etc. You're not going to get as many 1k+dmg games, but also much less games below ~200dmg. A lot of people in this thread saying its fine are having this experience.

On the other hand, when its lower skill players vs other low skill players, its going to feel like a lot of random dice rolling for how it performs, because it basically is. Some matches it'll go well, some it'll be crap. T5 and T4 players I know who have played it say it feels like "it does as well as everyone else lets it, and I don't feel in control at all." And in High tier vs lower tier matchups, which I occasionally end up in when grouped with lower tier friends, its an absolute farm fest unless my team just completely ditches me. Which I'm sure is no fun at all for the people on the receiving end. Yes, I would farm them in plenty of other mechs too, but it wouldn't necessarily be as bad or demoralizing.

So the question is, could it be less polarized while still being good? And would that decrease the frustration both for people playing and playing against it? I think it could be, but it'll be hard to get right, and it's probably better to just tone down the heat quirk a bit and put that time and attention into other areas for now.

If we did want it to be less polarized, do something like removing the 2nd ERPPC HSL, putting it back to 2GR+1ERPPC or 2LGR+2ERPPC. Then give it a bunch more cooldown quirks to make up for the lost DPS, velocity to make it easier to land shots with, maybe even range, and of course leave the heat quirk. It'd need to come out ahead of the current DPS, and there should be some appreciable difference between 2GR+1ERPPC and 2LGR+2ERPPC (right now the 2nd is just better. More quirks for regular gauss could put it ahead. Perhaps even Ammo.) This would also free up some weight as compared to 2GR+2ERPPC, which would allow more speed or JJ, making positioning and repositioning a bit easier. Infotech quirks like target info time or sensor range or whatever could spice it up too. You could even buff its defenses with more -crit chance so it doesn't lose weapons as quickly, or even rear armor quirks so its less vulnerable to harassment without giving up front armor. More Stealth armor quirks could give a reason to actually use it.

With these sorts of changes, the alpha would be less crushing, but it'd be easier to hit with and less punishing to miss due to lower CD. It'd have slightly higher DPS, which would help in any sustained shootout like when getting pushed or harassed, but not help that much in long range trading (although the lower CD would make misses less punishing when trading). It'd be easier to play in general due to more speed/JJ, would free up skills from Operations to put into firepower or even mobility in the case of 2GR+1ERPPC, and overall reduce how polarized the mech is. It'd be much more user friendly especially at lower skill levels and could still be good at high tiers. It'd just be difficult to get all the numbers right and not accidentally put it back in the gutter. (And if the MAD-6S got some heat quirks, it'd still give an option for a 50PPFLD sniper with its LGR+4ERPPC, but its much tougher to paly due to the heat and more firepower in the arms.)

I assume that its getting its -energy heat quirk nerfed by some amount, and that'll probably tone down how often we see it. So that'll likely be enough to end any concern due to it becoming rare again. So it'll probably be fine even with just that. But there is potentially a more optimal state for everyone.

Edited by Heavy Money, 07 December 2021 - 02:55 PM.


#74 PocketYoda

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Posted 08 December 2021 - 05:19 AM

There are far more broken mechs in MWO than the MAD-4L

#75 panzer1b

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Posted 08 December 2021 - 01:05 PM

its at least useful now, i mean 50PPFLD on a 100t mech isnt anything taht crazy when a bloody MCII-DS can hit something for 92 (30 of that PPFLD) pinpoint and have enough cooling to do 2 back to back alfas. I mean even the BAS-B can do the same bloody build AND move 64kph with the loss of 3 DHS (so you cant quite double alpha, but its still very strong DPS considering you are doing almost 100 friggin damage which is pinpoint and extremely likely to outright core someone who isnt atively shielding (not hard to get free shots out when you have ECM and avoid UAVs).

TLDR, 50PPFLD from a very sluggish and easily stripped mech is nothing to cry about even if its at long range. At least when you compare it side by side to lighter, more agile, and tankier clam assaults that are running around with 92 alpha strikes (at notably higher single exposure damage, burst, and sustained DPS too, all with the loss of extreme range which is situational at best). Keep the mech as is, it needs that loadout to justify its existence...





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