

Awesome Vs. Stalker... Really? This Is Balanced?
#41
Posted 18 December 2012 - 01:04 PM
#42
Posted 18 December 2012 - 01:04 PM
Pugastrius, on 18 December 2012 - 12:43 PM, said:
Awesome driver slapping!
Where do we sign up for this community event? Can we get something like this for local fairs and fundraisers, like a dunking booth?
#43
Posted 18 December 2012 - 01:05 PM
Vassago Rain, on 18 December 2012 - 01:02 PM, said:
You get one assault for one assault. So if someone brings a gimped awesome, the other team can get a good atlas. Just like if they bring the horrible K atlas, the other team gets an assault that may or may not be an equally gimped K.
So yes, they're easy to compare, and you need to take your roleplaying elsewhere. Awesome is bad.
I say this as someone who has three, and Kong in general loves awesomes.
I don't even know why I'm bothering with this, because from my experience in reading these forums you're nothing more than a troll, but regardless - the fact that CURRENTLY the game balances matches based on number of Assaults in a match and doesn't consider direct tonnage is NOT a clear indication of imbalance among DIFFERENT tonnage mechs. Eventually the matches will not be balanced this way (as stated by the devs saying they are working on matchmaking improvements) and at that point ,an Awesome at 80 tons will be entirely different from a 100 ton Atlas or an 85 ton Stalker or whatever you have.
Stop comparing apples to oranges, they are different mechs. I'm not sure what you're looking for here - do you want 3 different Atlas's that only differ in appearance? Hey, it would be balanced!
#44
Posted 18 December 2012 - 01:05 PM
Such bonuses would help make Mechs and variants more unique and give a boost to some of the pointless variants. (Looking at you AS7-K)
#45
Posted 18 December 2012 - 01:06 PM
#46
Posted 18 December 2012 - 01:06 PM
stalkers have very small profiles for their weight head on, and a lot of potential firepower due to their large array of hardpoints.
However, the key to killing stalkers is to not face them head on.
Between average speed for an assault, no lower arm actuators, and almost half the twist range of a catapult, and that it's small head on profile turns into giant barn sized hitboxes when turned to the side, the key here is to flank and strafe like your life depends on it.
By no means are they necessarily easy kills, but just pointing out hardpoints aren't everything.
i.e. If you are a stalker pilot, keep in mind that you are more vulnerable to being out-maneuvered by pretty much anything but anything unlucky enough to face you head on is gonna have a real hard time
#47
Posted 18 December 2012 - 01:07 PM
I can see the lights mech pilots giggling with glee already.
#48
Posted 18 December 2012 - 01:08 PM
#49
Posted 18 December 2012 - 01:08 PM
Whether you see it as an upgrade or something you want to play is up to you.
I do have to laugh though... It's OP before it's even playable. Hilarious.
#51
Posted 18 December 2012 - 01:09 PM
Quote
This is balanced?
Awesome 9M can go like 80kph. So the real question is why would you ever take the Stalker? Sure it has 10 hardpoints but you cant use more than 7-8 weapons reasonably without overheating. And the Stalker is slow. While the Awesome 9M gives 7 hardpoints and is extremely fast for an assault.
Edited by Khobai, 18 December 2012 - 01:12 PM.
#52
Posted 18 December 2012 - 01:09 PM
Zyfe, on 18 December 2012 - 01:05 PM, said:
Stop comparing apples to oranges, they are different mechs. I'm not sure what you're looking for here - do you want 3 different Atlas's that only differ in appearance? Hey, it would be balanced!
But if he did that the only way he could up his post count would be doing bump all day:)
#53
Posted 18 December 2012 - 01:10 PM
#54
Posted 18 December 2012 - 01:11 PM
Pugastrius, on 18 December 2012 - 12:43 PM, said:
.
Wait a minute, you put up with the "ENORMOUS" hit box for the head until they fixed that, and said "It will be good now".??
.
Then you ran a (BROAD SIDE OF A BARN), I mean Awesome, and thought they would get better some how against it's direct couterpart?
.
From the start the "AWESOME" has been a "WASTE" of an Assault Mech slot for a team.. PERIOD..
I remember running with a friend (2) Atlas, we turned the corner on Forest Colony and ran into (3) Awesomes, and in less than 10 seconds destoyed them all, no contest, then proceeded on.
.
Long range fire is also a problem, yeah the Awesome can have a long range support role, but it's front is "SO" wide that I hit Awesomes with a Gauss round much easier at longe range than anything else in the game..
.
You know the old saying... "If you can't hit the broad side of a barn, you "CAN" hit an Awesome"...
#55
Posted 18 December 2012 - 01:12 PM
Alex Iglesias, on 18 December 2012 - 12:52 PM, said:
Thanks for the info, that's very interesting indeed.
Makes me feel better about my Catapult, which I feared was getting eclipsed in all areas except speed.
This is mostly still the case, but now it definitely has a clear mobility advantage.
Thank you.
#56
Posted 18 December 2012 - 01:12 PM
Alex Iglesias, on 18 December 2012 - 01:06 PM, said:
stalkers have very small profiles for their weight head on, and a lot of potential firepower due to their large array of hardpoints.
However, the key to killing stalkers is to not face them head on.
Between average speed for an assault, no lower arm actuators, and almost half the twist range of a catapult, and that it's small head on profile turns into giant barn sized hitboxes when turned to the side, the key here is to flank and strafe like your life depends on it.
By no means are they necessarily easy kills, but just pointing out hardpoints aren't everything.
i.e. If you are a stalker pilot, keep in mind that you are more vulnerable to being out-maneuvered by pretty much anything but anything unlucky enough to face you head on is gonna have a real hard time
So I am thinking back to the dozens of times I have pointed out that what a mech looks like on paper or the Mechlab does not always show how it will perform in the match. Arms and other factors are a big deal.
#57
Posted 18 December 2012 - 01:12 PM
Pugastrius, on 18 December 2012 - 12:43 PM, said:
Stalker-5S: Hard Points:
Most Comparable Awesome:
Awesome 8-R: Hard Points:
So you give up 3.5 Energy Slots and an AMS... really?
This is balanced?
-----------------------------------------------------------------------------
Option 2:
Stalker-5S: Hard Points:
Most Comparable Awesome (Still the Awesome 8-R): Hard Points:
So you give up 2.5 Energy and a Missile slot ... really?
Again, how is this is balanced?
------------------------------------------------------
So regardless of which Stalker you pick, you pick up at least 3 hard points. 3... that's an enormous amount of firepower.
What do you get in return for these 3 hard points as an awesome?
Nothing... The 8-R can't even equip a speedy engine.
Note: Since I know it's going to come up... Yes, the 9-M can equip a fast engine, but you get even fewer choices than the 8-R because the Hard Points are in the Center Torso.
New Mechs are not supposed to be upgrades to existing mechs, they are supposed to be equal but different. This is quite simply an outrageous oversight that needs to be corrected before it goes live. It's a direct slap in the face to all Awesome owners, and nobody will ever buy an Awesome again.
Uhhhh.....I reallllly hate to burst your bubble bro, but this is based on BattleTech and in BattlTech some mechs actually ARE direct upgrades to others.
Also, the stalker has 5 tons on the awesome, and as such, fulfills its "Assault" role that much better.
Edited by SpiralRazor, 18 December 2012 - 01:13 PM.
#58
Posted 18 December 2012 - 01:13 PM
You(you drop/lance leader) will have to decide to drop flea+Stalker or Awesome+commando...
Hell why you must have balanced everything?If you want balance go play Shootmania where you have one weapon with same range doing same dmg and **** of here...
#59
Posted 18 December 2012 - 01:15 PM
Pugastrius, on 18 December 2012 - 12:54 PM, said:
Yeahno.
Hardpoints are hardly the only measure of effectiveness. If so the HBK-4J and HBK-4P would be better than almost everything in game. On top of the arm issues everyone else has brought up, body divisions weight heavily on a mech's effectiveness. The Stalker has one of the easiest to hit torso's in the game right now with its arms providing almost no blocking, nor ability to react to aim faster. Also worth noting that after a certain point more hardpoints are useless beyond short range because you will run out of weight or effective heat usage long before you run out of hardpoints.
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