#21
Posted 17 July 2024 - 09:57 AM
They need to be at a set damage per second, and a hsl of 4 or 5 , so sync firing causes a little more heat.
We're talking about a 270 meter 1/2 ton AC2, with high velocity and pinpoint accuracy.
As usual, the problem is boating.
#22
Posted 17 July 2024 - 03:08 PM
#23
Posted 17 July 2024 - 03:10 PM
Saved By The Bell, on 01 July 2024 - 05:39 AM, said:
Usual lights die too fast against them. Big guys cant hit them properly and die too.
A bit too much, like it were cheat vipers some time ago.
Streaks can help, yes.
#24
Posted 22 July 2024 - 03:58 PM
Cyborne Elemental, on 17 July 2024 - 09:57 AM, said:
They need to be at a set damage per second, and a hsl of 4 or 5 , so sync firing causes a little more heat.
We're talking about a 270 meter 1/2 ton AC2, with high velocity and pinpoint accuracy.
As usual, the problem is boating.
So the problem is a highly accurate 270m range, 28 alpha on a light?
Honestly less worried about Warthogs than say a PIR-B with 4HMLs + 4MGs....
40 alpha + 150kph speed + tiny target.
or for just 5 tons more, a Arctic wolf with ECM + 2HMLs + 4SRM6s, Not as pin-point sure,
but harder to kill and if you've already taken a few hits, don't even need to aim, just SRM crit
fishing.
Boating is just the easy option, doesn't mean its the best option.
#25
Posted 22 July 2024 - 04:16 PM
Sure, fourteen APG is significantly scarier than twelve machine guns. The Adder is also twice the size and half the agility of the Doomfish without all that much extra in the way of durability. It's a short-range ambush predator that only really excels when it gets the drop on unwary targets. Don't be an unwary target, especially in ground you know is good for concealing ambush predators. if you're in a tight warren like the middle of Polar Highlands or anywhere on the map in River City or Solaris, you know to keep a gimlet eye out for AP-bristlin' Adders. See one, weather the first few salvoes without panicking, blow its yabbos off.
Same answer as the Doomfish - see it, aim at it, shoot it, and try to avoid letting it get the drop on you. If it gets the drop on you anyways, then you done got outplayed and the Adder pilot deserves their munchies.
Edited by 1453 R, 22 July 2024 - 04:16 PM.
#26
Posted 24 July 2024 - 09:37 PM
Is this IS's answer to the Clan Adder ADR-W(L)?
https://mwomercs.com...-supporter-pack
First, it was boating MG's (Piranha et al).
Now, it's boating...
Edited by w0qj, 24 July 2024 - 09:38 PM.
#27
Posted 24 July 2024 - 10:12 PM
#28
Posted 25 July 2024 - 07:42 AM
I don't think the warthog is actually that powerful. Its just easier to play well.
One of the things I actually like about this game, despite having come back from a nearly 10 year
break, I actually found that most of my original mechs are actually still viable with a bit of rebuilding.
I've got a few light mechs which can happily core assaults from behind in a single volley, my warthog can't
do that and is slower and has no ecm.... 2HML + 4SRM 6 in the back from close range is far more
worrying to me. Warthog has great sustained fire, but unless its duelling other lights, it hasn't got the armour
or speed to sustain that vs heavier mechs. Literally the only mechs I have any real problem with gauss WHs
is other lights and those are generally faster so can run away.
#29
Posted 25 July 2024 - 08:47 AM
Edited by Ignatius Audene, 25 July 2024 - 08:47 AM.
#30
Posted 25 July 2024 - 08:59 AM
This sounds more like a problem with you running off solo tbh. Warthogs are very strong 1v1. This game isn't balanced around 1v1. They are far weaker in group fights where if they try and use that dps they can be focused down. Lights generally value burst damage much more highly and they can pop out, fire and relocate without taking return fire.
Warthog is a very good mech, but I wouldn't say its even the best light mech.
#31
Posted 26 July 2024 - 10:02 AM
more streaks, more streaks
#32
Posted 28 July 2024 - 06:20 PM
Yeah, I'll give that Flack Viper a run... hmmm...
#33
Posted 29 July 2024 - 04:25 AM
Drenzul, on 25 July 2024 - 08:59 AM, said:
This sounds more like a problem with you running off solo tbh. Warthogs are very strong 1v1. This game isn't balanced around 1v1. They are far weaker in group fights where if they try and use that dps they can be focused down. Lights generally value burst damage much more highly and they can pop out, fire and relocate without taking return fire.
Warthog is a very good mech, but I wouldn't say its even the best light mech.
i know how to pilot lights. But this weapon doesn't have a lock on like streaks and the velo is instant. So its just an 300m radius of light leg death and since u are its natural prey good luck avoiding him over the match and still do something. Once hit and u are crippeled a 2nd hit and its gone. 'Unlike other weapon system this is on a platform fast enough so predictingand avoiding its posittion is hard. And its not the stare xpl type of dps. With 1,8 secs cooldown, its not uncommon u can get a 2nd shot out before there is cover available. Sure the warthog is no atlas hp wise, but we still talking 50 tonners level of armor).
This role was once for covered for example bye the two snub lights. Only this is double the dps, harder to spot, faster velo, easy to get a 2nd shoot in because of faaaaaster cooldown and less heat. Sure that is not a direct comparision, but i think u can notice a scheme.
Especilly since there isnt only potato que, but stuff like fp where currently 4th wave often has like 7+ warthogs (that should tell something alone) and u need to engage.
#34
Posted 29 July 2024 - 07:52 AM
Ignatius Audene, on 29 July 2024 - 04:25 AM, said:
i know how to pilot lights. But this weapon doesn't have a lock on like streaks and the velo is instant. So its just an 300m radius of light leg death and since u are its natural prey good luck avoiding him over the match and still do something. Once hit and u are crippeled a 2nd hit and its gone. 'Unlike other weapon system this is on a platform fast enough so predictingand avoiding its posittion is hard. And its not the stare xpl type of dps. With 1,8 secs cooldown, its not uncommon u can get a 2nd shot out before there is cover available. Sure the warthog is no atlas hp wise, but we still talking 50 tonners level of armor).
This role was once for covered for example bye the two snub lights. Only this is double the dps, harder to spot, faster velo, easy to get a 2nd shoot in because of faaaaaster cooldown and less heat. Sure that is not a direct comparision, but i think u can notice a scheme.
Especilly since there isnt only potato que, but stuff like fp where currently 4th wave often has like 7+ warthogs (that should tell something alone) and u need to engage.
Magshot/Gauss is not instant. It has a definite velocity. Its just at 300m, minimum lead needed no matter how fast they are going.
Of all the warthogs I see, somewhere between 50-66% are running gauss. If it was that OP you wouldn't still get the machine-gun warthogs, let alone that kinda %.
Warthogs are absolutely designed to take down other lights, that is their main design role to guard the assaults/heavies from back stabby lights.
Honestly shooting at a light's legs at over 100m with gauss normally results in a lot of the shells missing entirely between the legs unless you have a really clean shot.
Lot a people who don't really light playing lights take the warthog in FP just because its the most 'heavy-like' of the light mechs. So they get something they enjoy playing for minimal tonnage.
Also a lot of people take them for if the enemy pulls out a few stealth fleas etc.
Don't think they are much more dangerous to a well designed light than any other mech. Lights should either be faster than the warthog or able to brawl roughly as well or shouldn't be getting in a position to let the warthog engage them.
Sure you run round a corner in a flea to find a warthog in your face, you are gonna have a bad time....
Then again, you run round the same corner and there is a heavy/assault doing the same, good chance
you are about to have your leg alpha'ed off even quicker anyway if the pilot is halfway decent (a big if!)
same as a bad warthog pilot will equally fail.
Lots of tactics to make warthogs effective with a bit of team-play, just do need to play carefully around them
and don't let them get the drop on you.
#35
Posted 28 August 2024 - 07:25 PM
#36
Posted 28 August 2024 - 11:44 PM
#37
Posted 30 August 2024 - 08:12 AM
#38
Posted 30 August 2024 - 09:38 AM
Saved By The Bell, on 30 August 2024 - 08:12 AM, said:
The Warthog has 14 AP Gauss, which each deal 2 damage every 2 seconds (before skills) for a naked DPS of 14. 14 DPS is high, but it is hardly outlandishly high. Many other 'Mechs can match or exceed this value, and most of them are more durable than an Adder. An assault 'Mech that loses a duel against a Warthog, provided both 'Mechs start fresh, is an assault 'Mech that deserved to lose for whatever reason. Hell, most heavy 'Mechs are going to take that duel as well.
The Warthog is indeed a powerful machine. As others have said, it excels as an escort 'Mech, dissuading enemy lights from harassing the Blob and acting as a capable hunter-killer when combat has worn targets down and it can pursue and finish off wounded quarry. Provided it is itself still fresh enough to do so. It cannot be safely ignored, but it is far from infallible, nor is it invincible in duels. Remember that most of a Warthog's ammunition is by necessity in its arms - blow its fragile and relatively easily targeted arms off quickly and you can often deprive the eight remaining guns of anything to shoot.
The 'Mech can be beaten. Much like the Doomfish, the first step is not to treat it as an Invincible God of Battle that cannot possibly be contested. Treat it like any other 'Mech whose firepower you have to respect, and act to reduce that firepower as quickly and efficiently as you can.
By not panicking, and shooting it. Preferably more than once. With big guns.
#40
Posted 31 August 2024 - 10:17 PM
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