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Thoughts On Legend Bull Shark


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#201 Quicksilver Aberration

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Posted 23 October 2025 - 05:21 PM

View Posta 5 year old with an Uzi, on 23 October 2025 - 04:01 PM, said:

...I think this more rationally gets at why I am upset. I see teams stall out HARD when there are Railsharks in play. Gaussvomits get challenged more frequently by Blue. Blues see Railsharks and will not rally or gun for them anywhere near as often. Going after one solo is risky as hell (been there done that got the Tshirt).

I don't notice any difference with PUG behavior. It doesn't matter whether it's a railshark or whatever, PUGs have always had a penchant for passive play when they feel like they are outgunned/outranged. Maybe the Railshark has made it a bit worse but not enough to really mention, PUGs still doing PUG things.

#202 Ttly

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Posted 24 October 2025 - 02:44 AM

View PostQuicksilver Aberration, on 22 October 2025 - 12:34 PM, said:

Using the RL Spitfire for an argument is certainly.......interesting.

Dire Star, Giga Drill Dire, any mech with only rockets. They are all stupid gimmicky mechs that maybe net you one kill (which is effectively a trade because you are now useless for anything but capping) and that's it. They are bad designs for their lack of efficacy, not because they are too strong. If they were too strong they'd actually be used beyond trolls.

Just in case anyone was curious why that's a straw man. Or maybe Ttly actually believes those are strong mechs at which point they are delusional instead.


It's more refering to how the RL builds *aren't fun to play against (or with)* even if "balanced" because it "can only get 1:1 KDR at most" which you couldn't even conclude to apparently.

Instead going on about *guessing* that I think they're strong because apparently that's the only thing you two could go on about.

Anyway, you all could go talk about whatever to excuse it being in the game at all.
Doesn't change how it can do 80 damage pinpoint alpha with laser+midburn railgun shot.

Edited by Ttly, 24 October 2025 - 02:55 AM.


#203 Quicksilver Aberration

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Posted 24 October 2025 - 08:38 AM

View PostTtly, on 24 October 2025 - 02:44 AM, said:

It's more refering to how the RL builds *aren't fun to play against (or with)* even if "balanced" because it "can only get 1:1 KDR at most" which you couldn't even conclude to apparently.

Please quote where I've ever said RL builds are "balanced" because I'm 99% sure I've never ever written that because I hate the implementation of RL as one shots.

View PostTtly, on 24 October 2025 - 02:44 AM, said:

Doesn't change how it can do 80 damage pinpoint alpha with laser+midburn railgun shot.

Yep, again where I have I said it isn't OP? Please quote that section. I've never said Railguns aren't OP, just that people are cherry-picking it to promote their preferred conspiracy theory ("the game is dying because of it" or "cauldron bad" seem to be the top two).

Edited by Quicksilver Aberration, 24 October 2025 - 08:41 AM.


#204 Sinistrum

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Posted 24 October 2025 - 10:26 AM

If there is anything OP in this game it doesn't stay OP for long I have noticed. The Warthog for a time was a menace to society, I still recall a match where I saw four of them bring down a Dire Wolf that got caught out in the open. I'll even say (trying to play a gausshog recently) that they overly nerfed it to degree maybe? I'm not sure. Same applies with the Arctic Wolf. I thought for sure that running the platinum AW variant (which has an ECM) would make a decent replacement for my KFX-D, which while fun can be squishy. Nope, that whole chassis seems to have become very squishy.

I would rather to a degree the game move towards less squishy mechs that did less damage rather than more squishy mechs doing more damage. Yes the pace is faster, but it also promotes super risk adverse playing. If you want to do devastating damage, you need to take the risk of getting up close.

#205 Void Angel

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Posted 24 October 2025 - 12:50 PM

The Warthog's power was partly in that people were afraid of it. I mean, that's a lot of MGs or APGauss; people expected it to hit hard, and shied away from it - once it got a bit of a nerf, they realized that it wasn't able to spread damage very well, wasn't all that fast, and had to stare at you for the MG builds - it started getting smacked around once people started fighting back.

This pattern is not unique to the Warthog, and likely is the reason the Railgun wasn't instantly reduced to a 30-ton paperweight, like the screamers demand.

View PostTtly, on 24 October 2025 - 02:44 AM, said:

No, it wasn't that straw man! It was a totally different one!

It's the only thing you could possibly mean, instead of what you actually have said you mean, over and over - which I'm going to ignore because it's inconvenient for me and honesty isn't my strongest trait.

Anyway, you're all wrong, because I'm Pretty Pretty Princess Gwendolyn, Queen of the Whooole Universe*, and I say I'm right!

Translation provided for the dishonesty-impaired.

*: Still just Wendy.

Edited by Void Angel, Yesterday, 12:38 PM.


#206 Quicksilver Aberration

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Posted 24 October 2025 - 01:29 PM

View PostSinistrum, on 24 October 2025 - 10:26 AM, said:

I would rather to a degree the game move towards less squishy mechs that did less damage rather than more squishy mechs doing more damage. Yes the pace is faster, but it also promotes super risk adverse playing. If you want to do devastating damage, you need to take the risk of getting up close.

The problem is some mechs will always be squishier than the rest. There's a point where to make a mech viable you get to insane levels of health that you make it a DPS check to fight which itself is also problematic to the health of the game. Having glass cannons isn't a problem but there is definitely a threshold where it becomes gimmicky (same with tankiness, look at the HBK-4SP for an example).

Edited by Quicksilver Aberration, 24 October 2025 - 01:30 PM.


#207 Sinistrum

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Posted 24 October 2025 - 02:30 PM

View PostQuicksilver Aberration, on 24 October 2025 - 01:29 PM, said:

The problem is some mechs will always be squishier than the rest. There's a point where to make a mech viable you get to insane levels of health that you make it a DPS check to fight which itself is also problematic to the health of the game. Having glass cannons isn't a problem but there is definitely a threshold where it becomes gimmicky (same with tankiness, look at the HBK-4SP for an example).


Oh no, the point is more or less to force people to fight up close than from afar, which I do think is one of the things that starts to eat at the game play experience when it goes too far in that direction.

#208 1453 R

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Posted 24 October 2025 - 04:08 PM

View PostSinistrum, on 24 October 2025 - 02:30 PM, said:

Oh no, the point is more or less to force people to fight up close than from afar, which I do think is one of the things that starts to eat at the game play experience when it goes too far in that direction.


"I HATE SNIPERS AND WANT LONG DISTANCE COMBAT TO BE POINTLESS BECAUE IT IS NOT FUN TO GET SHOT WHEN I BRING A HUNDRED-TON BLOATBAG THAT CAN'T MOVE FASTER THAN 40KPH OR SHOOT FUTHER AWAY THAN 400M AND I THINK THAT SHOULD BE THE ONLY PLAYABLE ARCHETYPE."

Go faster, get better combat range, or suck it up. Assault Brawlers are a specialized build with a high skill floor, not the game's default. Stop it.

#209 Quicksilver Aberration

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Posted 24 October 2025 - 09:48 PM

View PostSinistrum, on 24 October 2025 - 02:30 PM, said:

Oh no, the point is more or less to force people to fight up close than from afar, which I do think is one of the things that starts to eat at the game play experience when it goes too far in that direction.

I mean ultimately you want a balance where closing to short range should be a threat that you have to be careful of, but it shouldn't be so brain dead easy such that long range is so hard to pull off that the margin of error just becomes to great to be any sort of consistent.

The biggest problem is that PUGs will always go for the middle ground due to the uncoordinated nature. Mid/Long range has almost always been more consistent than either extreme range or short range in PUGs because they typically just require more coordination to pull of well (because well, they are extreme ends of the range spectrum). People expecting QP to be brawly a majority of the time don't want a deep game, they just want the mech equivalent of CoD's shipment, a map that is maybe 50 meters by 50 meters if not smaller? Which is fine for a little bit (definitely a more enjoyable way to level up some guns during a double XP weekend), but I don't think it would be as enjoyable of a game for it to just devolve like that where speed and range no longer matter, only armor and guns.





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