Public Mech Rating 2023
#21
Posted 15 February 2023 - 01:13 PM
#23
Posted 16 February 2023 - 12:04 AM
Uzi Foo, on 15 February 2023 - 01:15 PM, said:
while this is true, its really unfortunate. finding the spread between the best and worst variant might bring some attention to the not so good variants.
i especially think the mixed hardpoint variants fare the worst. their quirks tend to be all over the place and dont really focus on any particular thing. i find a lot of them usually need to leave many of their quirks and hardpoints on the table for a viable build.
Edited by LordNothing, 16 February 2023 - 12:06 AM.
#24
Posted 16 February 2023 - 02:15 AM
Edited by Vsolid, 16 February 2023 - 02:15 AM.
#25
Posted 16 February 2023 - 07:31 AM
LordNothing, on 16 February 2023 - 12:04 AM, said:
i especially think the mixed hardpoint variants fare the worst. their quirks tend to be all over the place and dont really focus on any particular thing. i find a lot of them usually need to leave many of their quirks and hardpoints on the table for a viable build.
This is inevitable. There is no benefit to using multiple different weapon systems, and there is a serious downside - the extra mental load associated with juggling multiple different projectile speeds and firing modes - harder to use setups are simply worse, unless the potential output is significantly higher.
Since we take hardpoint configs from a turn based game where you roll dice to see if you hit, and there is therefore no mental load downside involved, there are obviously going to be configurations which simply do not translate to functional mechs for a game where aiming is based on skill.
In fairness, those designs would also be trash in 'real life' for machines designed too be operated by a single pilot with no gunner - the build philosophies that work in MWO are much closer to what would work in reality (ignoring the overall silliness of using giant walkers in the first place, of course)
#26
Posted 16 February 2023 - 12:32 PM
one thing mw5 does to correct the weaker variants is to give them more slots for upgrades. carrying that over to mwo would just involve a quirk that grants extra skill nodes. the off variants tend to get a lot of weak general quirks, instead of strong specific quirks. since the later doesn't work on a mixed build so much. you could also strengthen the general quirks a lot, considering that you wont be able to use all of them unless you make your loadout really diverse.
mental load is real, i can manage about 3 groups with a different weapon system on each. or 4 if im doing a left right split of 2 different weapon systems. this is really intuitive but only really works with symmetrical builds, also on a lot of erll/ppc boats or srm brawlers. even just having to deal with a 4th weapon like a tag/narc is almost impossible to juggle without fumbling.
#27
Posted 16 February 2023 - 04:36 PM
Vsolid, on 16 February 2023 - 02:15 AM, said:
I pilot the CRB a lot. But it's been less and less with how un-fun it is to pilot. The base torso twist speed is atrocious (108 vs 130+ for other IS medium mechs). It's a chore to play compared to any other 50 ton mech.
Edited by Uzi Foo, 16 February 2023 - 04:46 PM.
#28
Posted 17 February 2023 - 11:34 AM
Also interesting to see the cauldron broken out separately. Explains why mechs like the Adder, and to a lesser extent the Cougar and Zues probably wont get much love from the Cauldron. They already think those mechs are about average but both the public and the elite teams disagree, at least as of the latest data. Very much appreciated!
Edited by Vorpal Puppy, 17 February 2023 - 12:32 PM.
#29
Posted 17 February 2023 - 12:59 PM
#30
Posted 17 February 2023 - 01:19 PM
- Public vs Cauldron vs TopCompTeams
More info inside the sheet.
#31
Posted 17 February 2023 - 01:28 PM
LordNothing, on 16 February 2023 - 12:32 PM, said:
one thing mw5 does to correct the weaker variants is to give them more slots for upgrades. carrying that over to mwo would just involve a quirk that grants extra skill nodes. the off variants tend to get a lot of weak general quirks, instead of strong specific quirks. since the later doesn't work on a mixed build so much. you could also strengthen the general quirks a lot, considering that you wont be able to use all of them unless you make your loadout really diverse.
mental load is real, i can manage about 3 groups with a different weapon system on each. or 4 if im doing a left right split of 2 different weapon systems. this is really intuitive but only really works with symmetrical builds, also on a lot of erll/ppc boats or srm brawlers. even just having to deal with a 4th weapon like a tag/narc is almost impossible to juggle without fumbling.
Yep.
Despite not liking how it may reflect on my skill as a player, simpler is better when it comes to loadouts for me. My most successful mechs usually just have two weapon groups, often lasers and LRM's, or autocannons and srm's. A third weapon group isn't awful, but it does slow down my response time. More than three weapon groups is something I gave up on long ago.
#32
Posted 17 February 2023 - 02:07 PM
An6ryMan69, on 17 February 2023 - 01:28 PM, said:
Yep.
Despite not liking how it may reflect on my skill as a player, simpler is better when it comes to loadouts for me. My most successful mechs usually just have two weapon groups, often lasers and LRM's, or autocannons and srm's. A third weapon group isn't awful, but it does slow down my response time. More than three weapon groups is something I gave up on long ago.
I gotta agree with this. I usually set up for brawling with 3 weapon groups. 1-guns 2-lasers and my 5 button for missles (srm's usually) If I run out of ammo those heat searing lasers are a backup. (I try not to run out of ammo)
Something I think about after watching Maverick though is another button to fire AMS instead of having it be passive. Maybe I'm just crazy then. Hate when it gives away my position.
#33
Posted 17 February 2023 - 03:54 PM
An6ryMan69, on 17 February 2023 - 01:28 PM, said:
Yep.
Despite not liking how it may reflect on my skill as a player, simpler is better when it comes to loadouts for me. My most successful mechs usually just have two weapon groups, often lasers and LRM's, or autocannons and srm's. A third weapon group isn't awful, but it does slow down my response time. More than three weapon groups is something I gave up on long ago.
its really a finger limit for me. group 1 and 2 are just the left/right mouse buttons, which get a dedicated finger. but groups 3-6 are all at my thumb. my mouse has a 6-pack of buttons on the side with the top row sticking out more than the bottom. the front 2 are easy to get to, especially the top one, so i use that for my tertiary group (which is actually group 5 because i didn't want to change all my groupings when i changed mice). the one below it can be used if i want to split them up or if say i have 2 kinds of missiles (rare). they get harder to use further back and the top one is usually the easier to hit. so i never really use more than 4 even though i can in theory have all 6 on my mouse.
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