Heavy Money, on 20 March 2023 - 03:42 PM, said:
Lol the MAD II is IS and is one of the most durable mechs in the game.
My bad... Thought you typo-ed MAD IIC which is simply crap compared to the IS ones
However...
All MAD variants, either IS or Clan have one huge issue when it comes to their design from the sides : They are one big
"Please shoot my Arms and Torso's off as soon as you see me!" target sadly!
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And Anni and DWF are two of the best mechs in the game.
Shows how much you understand what's going on.
I understand enough of this game to know that if you are in one of those you are F-ed because you are a huge slow target that gets EATEN ALIVE VERY FAST
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Quirks are being used to compensate for bad hardpoints and hitboxes, catch IS up to clan, and in some cases, specialize a variant into some particular loadout to give it a useful role. You can dislike this, but saying it isn't what they are supposed to do is meaningless.
There's no rule that says that, and that is what is being done.
According to old posts made by C337Skymaster quirks are supposed to improve mechs by giving their let's say "less usefull" weapon a bit more usefull quirks like for example one of the Griffin variants :
- 4 x Missile
- 2 x Energy
The energy Slots would then get some kind of Cooldown buff for example or a bit of extra range/less heat/etc.
What the Cauldron is doing currently however :
Improve the Missile slots! More Ammo! Less Heat! Shorter Cooldown! And so on...
That's just wrong!!!
the check engine light, on 20 March 2023 - 03:48 PM, said:
If the Annihilator weren't insanely cumbersome it would be absolutely nightmarish, as it is it commands enough focus from enemy pilots to make learning it daunting.
The only thing it does good is DAKKA as far as I have seen and all other options are sub-optimal in general, unless you are extremely lucky!
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MAD II != MAD IIC and the MAD IIC was actually my hands down strongest performer during trial mech use as Cadet, paper armor or no - the MAD 4HP may pleasantly surprise me but I'm anticipating there being a lot of PSR down during skilling/learning.
Yeah, I misread/understood there, but compare these two :
- MAD-3R = IS Heavy
- MAD-IIC-A = Clan Assault
The MAD-3R is simply A LOT BETTER!!!
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DWF is a lot like the Annihilator in the sense that it's a gigantic attention magnet and can't easily disengage from persistent Red Team attention, with the caveat of being more fragile.
Exactly!
Rhaelcan, on 20 March 2023 - 05:44 PM, said:
Bro. Guess you aren't a tier 5 player if you don't SEE THE FAFNIR being CT'd almost. every. *******. game.
I might become one in a couple of months because of all these crappy teams I am in these days!
Voice of Kerensky, on 20 March 2023 - 11:51 PM, said:
I see some other issues there than simply just Group Drops if I am honest :
- Winning Team has better Players in general.
I recognize some of the names
- Winning Team has better Mech choices.
- Losing Team has a lot mechs that might be useless LURM builds.
- Losing Team simply has very poor performing Players.
And that's just stuff that comes to mind without seeing a replay of the game
DAEDALOS513, on 21 March 2023 - 09:46 AM, said:
I have to strongly disagree.. I mainly play disadvantaged mechs and derive pleasure from making them work.. and I've tried hard making the Kintaro work.. any Kintaro.. and failed. It has waaaay too many disadvantages. No one plays it and it needed something.. hopefully these patch changes will be enough.
KTO-18 with 5 x SRM6 is simply #WINNING most of the time!
KTO-GB a.k.a. Golden Boy Champion can do the same, but without the HSL+1 quirk that was added to the KTO-18 last year.
KTO-19 is a great Scout and Support mech which can be used to protect big slow mechs against fast little Light mechs and can deliver a decent punch with the following :
- Streak SRM2
- TAG
- Light PPC
- LFE Engine
- Not sure if it has BAP or not...
Try it and see if it works for you or not