dumbcat, on 03 August 2025 - 11:20 AM, said:
idk. from your comment it seems like youre surprised. maybe im not giving myself enough credit but i didnt think it was too hard to pull off more often than not. it let me create situations where i could pick a target where i would have an advantage and wouldnt need a lot of skill to win. i dont have a lot of skill anyway.
My brother in Comstar. This game is
notoriously difficult for a lot of people to wrap their heads around. There is a reason there is an arrow on the ground telling you where your legs point; it wasn't always there. Now, I grew up playing the tabletop game, so the way things work is intuitive, but for some reason a
lot of people have trouble with the game's specific mechanics - most notably having their feet face a different direction than they are looking. Now, that doesn't mean you're a magically skilled pilot - but it
does mean that your ability to analyze the game is better than a large number of past and current players. Your SRM-bomber Summoner is a case in point: that build is one of the primary ways experienced players use that Summoner - for the exact reasons you described. It's fairly fast and mobile, and all those SRMs inflict massive damage at close range.
The issue you're having in T3 is that players are more aware of their opponents and the map. If I spot your SRM bomber on the enemy team, I'm going to tell my team something like "Echo is an SRM bomb Summoner," which lets everyone know that they need to watch their back. Will they always? Hahahaha, no - but it still makes your job more difficult. Tier 3 players are much more likely to warn the team when the enemy kills them with a surprise flanking attack or a Light wolf pack, instead of just dying in silence and immediately disconnecting to find another match. They're also more aware of the danger posed by an SRM splat build at close range.
Now, for Gauss Rifles, they can be tricky. It's one of those very heavy ballistics that you found hard to fit onto your 'mech (you have to boat them with a larger chassis, or supplement them with lasers or PPCs.) As you've noticed, the weapon deals a large amount of pinpoint damage "from Narnia;" it also produces a single point of heat when fired, and throws the slug downrange at Mach Stupid. This made it... problematic... in the past, as Assaults with Jump Jets would mix them with ERPPCs and bounce up from behind cover to slam a huge pinpoint alpha at you from across the map. Changes were made to reign in that synergy, namely the charge mechanic and heat scale systems. It's the charge mechanic that makes Gauss fiddly - and harder for new players to use. I think Halfear means by his comment that in lower Tiers, you probably haven't often seen what Gauss Rifles can really do. A properly positioned Gauss sniper can control sight lines and restrict the avenues whereby close range 'mechs like yours can approach the enemy.
As for Jarl's, that's not quite what that means. I actually don't think Jarl's pays attention to Tier in its stats analysis - it just pays attention to the publicly-facing metrics it harvests, and then weights its rating based on weight class (it's harder to do a lot of damage in a Light as opposed to an Assault, for example.) So what that first month's rating means is that while you were in Tier 4/5, your stat metrics were in the 97th percentile of
all players. That's why you were catapulted up to Tier 3 so quickly.
When you start seeing championship players in your matches, wait a few minutes. Like, literally take a pause for three minutes to go get a snack, drink some water, work on your operatic skills, whatever - and then queue up again (or queue up immediately if you die really early in the match.) There's usually not just one match going on, so doing this can stop you from being matched with them as often - because those matches are
really frustrating sometimes. It's not just because they're good players, either (though they are) - it's because everyone and their cat sees those CS Series tags (or just recognizes the name) and collectively loses their mind. They'll run off to some semi-random part of the map instead going where they should, because they're trying to avoid the named players on the other team (this is
the stupidest thing they could do, but that's a rant for another thread.). This leaves those of us with a spinal cord playing catch-up and trying to do the right thing without half the team actually trying to fight back.
That's... rough - and heavily dependent on where you are in the world (and thus how likely your playing times are to coincide with theirs.) It's also sadly unavoidable. Just a matter of math and player counts; there's not enough players to have stricter Tier matching - and not enough high-level players to fill out their own Tier - so while the matchmaker does do the best it can... it's inevitable that you (and I) are going to get top-level players in your matches.
That's something that going to an 8v8 match format might help - people don't want to reduce the team sizes back to what they used to be, because you'd have to restrict premade goups more, and the larger team sizes make things a bit more dynamic - but with lower player counts, it might be unavoidable. Incidentally, they're doing a trial period to consider that - and in an 8v8 format, your SRM bomber will be more effective. =}
Edited by Void Angel, 04 August 2025 - 09:26 AM.