

Let's Do This By The Numbers, Shall We?
#21
Posted 02 December 2012 - 03:54 PM
#22
Posted 02 December 2012 - 04:10 PM
The only "nerf" to jenners needs to be collisions.
Streak cats are OP in both their streak ability's and their LRM boating ability's.
#23
Posted 02 December 2012 - 04:17 PM
they are NOT op.
#24
Posted 02 December 2012 - 04:22 PM

#25
Posted 02 December 2012 - 04:23 PM
Roland, on 02 December 2012 - 03:29 PM, said:
A typical Jenner takes 5-6 alpha strikes to kill, that's 14 seconds assuming that I can keep lock the entire time. Then I have to switch targets, regain lock, and do it all over again.
Roland, on 02 December 2012 - 03:29 PM, said:
I'll be keeping an eye out for you and your L33T SK!LLZ then.
Roland, on 02 December 2012 - 03:29 PM, said:
No dude, it's really not tough to get a lock on a jenner. If you can't hold the reticle over a moving target for the 2 seconds it takes to get a lock, then again, the problem is you.
You are seriously the first person I have ever seen, EVER, that suggested that they were being beaten by Jenners in their streak cat.
With the jerky turning, matching up torso and legs, and the Jenner jumping all over the place? And that's without even mentioning the teleportation problem; how can I hold a reticule over something that instantly changes place? That's not including enemy fire, either.
Guess what? I PUG exclusively, but my win/loss ratio is >1. I have no doubts about MY skill.
Zero Neutral, on 02 December 2012 - 03:54 PM, said:
If that's all they do, then I'm fine; I don't normally chain-fire, anyway; it shakes them more, but also spreads out the damage.
#26
Posted 02 December 2012 - 04:53 PM
#28
Posted 02 December 2012 - 04:56 PM
Codejack, on 02 December 2012 - 04:54 PM, said:
That didn't stop me from killing you the other night.
In your ezmode streak A1. Were you one of the 4xA1 lances I encountered? I'm unfortunately stuck grinding lights at the moment for XP so I take a lot of bad beats in my Commandos. I'm pretty sure my team has dominated you hard on multiple occasions so I'm not too worried, hell even if I lose 100% of my games in a Commando I wouldn't be too worried.
Edited by Captain Midnight, 02 December 2012 - 04:56 PM.
#29
Posted 02 December 2012 - 05:00 PM
Captain Midnight, on 02 December 2012 - 04:56 PM, said:
In your ezmode streak A1. Were you one of the 4xA1 lances I encountered? I'm unfortunately stuck grinding lights at the moment for XP so I take a lot of bad beats in my Commandos. I'm pretty sure my team has dominated you hard on multiple occasions so I'm not too worried, hell even if I lose 100% of my games in a Commando I wouldn't be too worried.
Nope; I gaussed your butt.
#30
Posted 02 December 2012 - 05:04 PM
I just have a problem with the Streak A1 being the best mech, so I advocate nerfs on the forums. I have a very different ingame personality compared to my forum personality. Ingame I play the game we have, on the forums I advocate the game I want to have.
I am kinda snarky though sometimes and I ask streak A1s what they plan to do on the 4th. :-)
Edited by Captain Midnight, 02 December 2012 - 05:08 PM.
#31
Posted 02 December 2012 - 05:07 PM
#32
Posted 02 December 2012 - 05:13 PM
Captain Midnight, on 02 December 2012 - 05:04 PM, said:
I just have a problem with the Streak A1 being the best mech, so I advocate nerfs on the forums. I have a very different ingame personality compared to my forum personality. Ingame I play the game we have, on the forums I advocate the game I want to have.
Oh, please don't take anything as an insult; you were tough.
But so am I. Again, I only PUG, but my win rate is over 50%

And I agree about playing the game we have; I just see the balance problem differently: I get killed by 2 Jenners working together. That's fair. If they don't, they're meat. That's fair.
But in, say, my Gaussphract, 2xGauss, 2xMLAS, 1 Jenner will kill me. I can take an Atlas or an Awesome, if I'm good (and right now, if I'm lucky), but I can't take a light, and since I have no missile hardpoints, there is no weapon I can load that can take a light.
As a result of this, I find myself all too often as the only heavy in a group full of lights... and I'm tempted to just power down and wait it out, because I know that I will die without ever hitting a thing.
Then, of course, I find myself in my streakcat in a heavy/assault round.... not optimal.
Fix the netcode and I will change my loadout, but how varied does it get? 6xSRM6 with better hit detection sounds like an overall loser for the Jenner, if you ask me.
#33
Posted 02 December 2012 - 05:17 PM
Webber, on 02 December 2012 - 05:07 PM, said:
Isn't it interesting how my tone reflects the person I am speaking to; almost as if sometimes I have to clearly spell out the point of a comment so that a person who isn't very intelligent will understand, with perhaps an underlying amusing insult that they do not.
#34
Posted 02 December 2012 - 05:19 PM
I think a twofold fix is needed, cap speeds at a level where the lagshield does not exist (140kph is where it starts in my experience, almost EXACTLY 140kph and the hitbox starts flying around) and nerf the crap out of streaks. Perhaps every shot breaks the lock and you have to lock it up again? Maybe triple the cooldown so it's a decent alpha but zero DPS? Something.
#35
Posted 02 December 2012 - 05:20 PM
#37
Posted 02 December 2012 - 05:28 PM
Captain Midnight, on 02 December 2012 - 05:19 PM, said:
I think a twofold fix is needed, cap speeds at a level where the lagshield does not exist (140kph is where it starts in my experience, almost EXACTLY 140kph and the hitbox starts flying around) and nerf the crap out of streaks. Perhaps every shot breaks the lock and you have to lock it up again? Maybe triple the cooldown so it's a decent alpha but zero DPS? Something.
I just don't see it; the damage is no higher than boating any other set of weapons, i.e. 2xAC/20, 4xAC/2, 2xgauss, 3xPPC, whatever, except that it works at short range instead of long range and you can't concentrate your fire as well.
A good Jenner pilot will twist, turn and fly so that the damage gets spread out; I have seen them take 8 unblocked alpha strikes before dying. They can RUN out of range by then.
FYI: I just reloaded my A1 with SRM6s; I was lag missing an Atlas at 100m.
#38
Posted 02 December 2012 - 05:32 PM
Rhaegor, on 02 December 2012 - 05:20 PM, said:
See, I'm not actually after nerfing anything; I think that solving the bugs will sort most of the issues out, and if not, then they can rebalance it later. This is beta.
Yes, SSRMs are nice because they circumvent the lag problem; Jenners are nice because they exploit the lag problem. They are perfectly countering each other right now, and when the code is done, it won't matter.
Besides, Jenners are so good at killing everything else, shouldn't there be something on the field that they fear?
#39
Posted 02 December 2012 - 05:34 PM
The problem I guess is just that after 10 hours of play a streak A1 will break quadruple digit damage. After 10 hours in a gaussapult you probably still miss at least 10% of your shots even if you are a prodigal FPS player. Zero skill weapons should inherently be worse than ANY skill weapons. And dramatically worse than massive skill weapons.
Breaking quadruple digit damage with an AC2 cataphract for example is very very difficult, perhaps impossibly difficult. But in a streak A1 you get quadruple digit damage for basically no effort in comparison. That just isn't right.
The only quadruple digit damage I see on a regular basis is Jenners and LRM/SSRM boats. Nothing else can touch that. That SCREAMS imbalance. Saying "jenners are OP BS, so A1s should be OP BS too!" What if 4Ps autoaimed for Torso and were OP too? The game would suck! The less skill in the game, the more the game sucks and the more it's like call of duty.
Edited by Captain Midnight, 02 December 2012 - 05:36 PM.
#40
Posted 02 December 2012 - 05:43 PM
Codejack, on 02 December 2012 - 03:11 PM, said:
I have 4 mech that I rotate through:
Mission 1: Guncat; 1 kill, 2 assists, wound up getting killed by a pack of Jenners, there might have been a Cicada in there, I don't know because I never got a good look at them.
Mission 2: Gaussphract; 2 kills, 2 assists, win
Mission 3: C4 Catapult, LRM-boat, 1xMLAS; 0 kills, 1 assist, killed by Jenners
Mission 4: Streakcat; 3 kills, 1 assists, win
Mission 5: Guncat; 0 kills, swarmed by lights, died early
Mission 6: Gaussphract; 0 kills, 1 assist, killed by 4-man
Mission 7: LRM-boat; 0 kills, 0 assists, swarmed by lights, died early
Mission 8: Streakcat; 1 kill, 3 assists, killed by 2 Jenners working together
Mission 9: Guncat; 0 kills, 1 assist, killed by lights
Mission 10: Gaussphract, 0 kills, 0 assists, killed by lights
Mission 11: LRM-boat; 0 kills, 0 assists, killed by concentrated LRM fire
Mission 12: Streakcat; 3 kills, 3 assists, capture win
Here, I'll help you:
Guncat - screwed by aiming slow projectiles versus fast mechs; best at range against targets with no cover
Gaussafract - see above
Skillcat - all it requires is 270m range and a brief line of sight; Streak lock doesn't break due to LOS and you're fast enough to maintain Streak range against everything except the absolute fastest (and even then, they're almost completely shreded by the time they outrun you)
LRMcat - sucks within 180m and requires people helping you (ie, not in groups except for premades and the smartest of PUGs - or the dumbest of opponents)
Now, bringing Jenners into the mix, all of them are currently running the Jenner-D cause it has JJs, 2 missile hard points, and 4 energy hard points. That means a 150kph tweaked XL engine, 1 JJ to abuse the currently broken system, 4 lasers, and 2 Streaks with max ammo. Streaks are currently only hitting the torso (someone tell me why it has taken them this long to decide that the short range missiles and scatter to the legs just like LRMs) and your nose is a large enough target where it takes next to no targetting skill. So, they lance around and tear you a new one while you can do absolutely nothing because you lack the speed to escape on your gun/lrm mechs and your AMS, if you have it, doesn't do anything against it.
So, you ask why you shouldn't take your SkillCat? Your playing good mech designs in a sandbox which is too small for you to take adequate advantage. As for Jenners, yes, they're broken. But, can you imagine what the current game would be like with SkillCats running around and no Jenners to somewhat counter you?
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