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Awesome Vs. Stalker... Really? This Is Balanced?

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#301 Lerzpftz

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Posted 19 December 2012 - 02:33 PM

I played a 4 PPC stalker with 2 backup med lasers and it was fine, as long as i stayed a bit in the background. On longer ranges it was even better. Then i played a 4 Large Laser stalker with some Streaks as backup and it was fine at long and great at medium range. After that i refitted it to 2 Large, 4 Med laser combined with 1 srm6 and 2 srm4 and it was fine at medium and great at close range. They all had standard 280 or 300 engines and where pretty slow and deadly against heavies/assaults. At the same time, with every build, i had a lot of trouble when lights or faster mediums were running around me.

But regarding all those nice and devastating loadouts you can pack into that thing, the torso twist range is completely ok.

Edited by Lerzpftz, 19 December 2012 - 02:34 PM.


#302 RadioKies

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Posted 19 December 2012 - 03:16 PM

Slow turn rate my ***.. I can't outcircle (run around) a Stalker with a Raven outfitted with a 210 engine.

#303 Stingz

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Posted 19 December 2012 - 03:42 PM

View PostRadioKies, on 19 December 2012 - 03:16 PM, said:

Slow turn rate my ***.. I can't outcircle (run around) a Stalker with a Raven outfitted with a 210 engine.


Slow turn as in the torso weapons can't hit you at all, I only have about 2-3 seconds fire time with stock engine. Seeing you doesn't mean I can hit you.

#304 Suko

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Posted 19 December 2012 - 03:57 PM

I would like to know how many of these comments are from people who have piloted the Stalker and from those who are on the other end of it.

#305 Aegis Kleais

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Posted 19 December 2012 - 04:00 PM

View PostShadowVFX, on 18 December 2012 - 09:56 PM, said:

Is anyone else deeply bothered by it? Not even being able to look 90 degrees to the left or right in a mech that doesn't have any arms seems extreme. Maybe a bit too much? Thoughts and opinions?

For it's jaw-droppingly amazing loadout capabilities, I'm more than fine with the Stalker being known as a Lumbering, limited mobility platform. It sure as heck can deliver a devastating punch. With people touting 30-50pt alphas and this thing having 2x that, I think a mobility handicap is perfect for the chassis.

#306 Noth

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Posted 19 December 2012 - 04:00 PM

View PostShadowVFX, on 19 December 2012 - 03:57 PM, said:

I would like to know how many of these comments are from people who have piloted the Stalker and from those who are on the other end of it.


Mine are from piloting the mech itself.

#307 nungunz

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Posted 19 December 2012 - 04:15 PM

View PostRadioKies, on 19 December 2012 - 03:16 PM, said:

Slow turn rate my ***.. I can't outcircle (run around) a Stalker with a Raven outfitted with a 210 engine.


Could be because you're running a 210 in a Raven......

#308 Bagheera

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Posted 19 December 2012 - 04:21 PM

Good luck with that.

I was saying the scaling was off way back when the Cent was released. Highly doubt we see much of a change in either it or the Stalker, if any. The Stalker is too small for its weight, has nothing to do with buff/nerf. It just is.

#309 Noth

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Posted 19 December 2012 - 04:25 PM

View PostBagheera, on 19 December 2012 - 04:21 PM, said:

Good luck with that.

I was saying the scaling was off way back when the Cent was released. Highly doubt we see much of a change in either it or the Stalker, if any. The Stalker is too small for its weight, has nothing to do with buff/nerf. It just is.


Well making it bigger would nerf it as it would be an easier target. Thus it is a buff/nerf issue.

#310 Bagheera

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Posted 19 December 2012 - 04:32 PM

View PostNoth, on 19 December 2012 - 04:25 PM, said:


Well making it bigger would nerf it as it would be an easier target. Thus it is a buff/nerf issue.


I mean to say that the reason it is brought up has nothing to do with relative power, and everything to do with aesthetics. I really doubt a small increase in model size would make it that much easier to hit. As slow and bulky as it is, a <10% change would probably only help out those with the worst aim, or hinder those with the worst stalker driving skills.

As it stands, the Centurion looks like a heavy, and the Stalker and Catapult are not really that different in physical size. it's just silly. :D

Edited by Bagheera, 19 December 2012 - 04:33 PM.


#311 El Death Smurf

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Posted 19 December 2012 - 05:32 PM

i would appreciate 2 things
1) knowing each stalker (and each mech's for that matter) full torso twist range
2) whether "twist x" has any impact on the stalker, because my 5m only has 60 degrees to each side while my 3F has 85 to each side. was it even less before i got twist x?

Stalkers have only 1 MOD slot. this is a notable limitiation for these, no drawback, tonnage free, additions that are coming down the pipe.
lacking lower arm actuators is not an advantage in a fight, maybe in filling up a loadout, but not in a fight. 6 weponslots (not that the 2 missle ones matter anyways...)in the arms isn't anything amazing. they still suffer on hilltops (can't see very far down because of cockpit placing) and quickly come eye to eye with enemy mechs if it HAD the lowground. not a valid argument.

im fine with the slower twist speed. it makes sence. but 120 degrees is very limited, and i dont think twist x affected it. the only way to use up all the crit spaces is with medium lasers... so you get 1 shot, maybe 2 before you cant keep up with an atlas who starts circling you, even if you hold still and have anhcor turn. (this with a 275 engine)

#312 Jim Dean

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Posted 19 December 2012 - 05:34 PM

I've been running a hilarious and foolish setup of quad PPC's on the arms in my 3f. Literally impossible to brawl in, but has a tendency to be formidable at a range. My only gripe is the vulnerability of the side torsos. no amount of armor can save you if a light mech waltzes by.

#313 TB Azrael

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Posted 19 December 2012 - 05:35 PM

View PostReD3y3, on 19 December 2012 - 12:33 PM, said:

It is very limited.

The torso twist and the turning radius are both horrible.


Well back in my TT days different mechs had design limitations according to canon. Some mechs have no torso twist, others are limited, some are slow to turn and so on. While the BT wiki doesn't really give any info that way and my books are all in storage, iirc the stalker had a limited torso twist canon wise compared to others due to it's legs but I may be thinking of a different mech atm and it's always described as slow and ponderous.

#314 MrPenguin

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Posted 19 December 2012 - 05:39 PM

2 PPC's, 4 SRM6, 4 medium lasers and 2 AMS.

Since I also have STD engine, you can get rid of half my side and I'd still be a force to be reckoned with.

So in short, I ******* love the stalker.

#315 Capt Cole 117

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Posted 19 December 2012 - 05:48 PM

The ingame modal just looks bad, FD has a much better sense of proportion then the other artists.

#316 Communism

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Posted 19 December 2012 - 06:21 PM

Dang, it looks like I wont be able to use the 3H like I planned then. I'm stuck on the CPLT-C4 o.o;;

(I only wanted the stalker for the 20 LRM tubes per arm [the 3H version])

<MechDefinition Version="1" ModelPath="Objects/mechs/stalker/stalker.cdf" EffectsPath="Objects/mechs/stalker/stalker-effects.xml" SoundPath="Objects/mechs/stalker/stalker-sounds.xml" HardpointPath="Objects/mechs/stalker/stalker-hardpoints.xml">
<Mech Variant="STK-3F" MaxTons="85" BaseTons="7" MaxJumpJets="0" CanEquipECM="0" LeftArmAim="1" RightArmAim="1" MinEngineRating="80" MaxEngineRating="310"/>
<Cockpit TechSlots="1" ItemSlots="1" BoneOffset = "0,0,0" ViewOffset = "0,-0.08,0" RenderFlag="1" Damping="0.0">
<Piece><Attachment AName="cockpit"/></Piece>
</Cockpit>
<ComponentList>
<Component Name="head" Slots="6" HP="15" RenderFlag="2">
<Internal Slots="2" Name="@mdf_LifeSupport" Desc="@mdf_LifeSupportDesc"/>
<Internal Slots="2" Name="@mdf_Sensors" Desc="@mdf_SensorsDesc"/>
<Internal Slots="1" Name="@mdf_Cockpit" Desc="@mdf_CockpitDesc"/>
<Piece><Attachment AName="stk_head_cockpit"/></Piece>
</Component>
<Component Name="centre_torso" Slots="12" HP="54" RenderFlag="2">
<Internal Slots="4" Name="@mdf_Gyro" Desc="@mdf_GyroDesc"/>
<Piece><Attachment AName="stk_centre_torso_pelvis"/></Piece>
<Piece><Attachment AName="stk_centre_torso"/></Piece>
</Component>
<Component Name="right_leg" Slots="6" HP="36">
<Internal Slots="1" Name="@mdf_Hip" Desc="@mdf_HipDesc"/>
<Internal Slots="1" Name="@mdf_ULA" Desc="@mdf_ULADesc"/>
<Internal Slots="1" Name="@mdf_LLA" Desc="@mdf_LLADesc"/>
<Internal Slots="1" Name="@mdf_FA" Desc="@mdf_FADesc"/>
<Piece><Attachment AName="stk_right_leg_hip"/></Piece>
<Piece><Attachment AName="stk_right_leg_thigh"/></Piece>
<Piece><Attachment AName="stk_right_leg_calf"/></Piece>
<Piece><Attachment AName="stk_right_leg_foot"/></Piece>
<Piece><Attachment AName="stk_right_leg_talon1"/></Piece>
<Piece><Attachment AName="stk_right_leg_talon2"/></Piece>
</Component>
<Component Name="left_leg" Slots="6" HP="36">
<Internal Slots="1" Name="@mdf_Hip" Desc="@mdf_HipDesc"/>
<Internal Slots="1" Name="@mdf_ULA" Desc="@mdf_ULADesc"/>
<Internal Slots="1" Name="@mdf_LLA" Desc="@mdf_LLADesc"/>
<Internal Slots="1" Name="@mdf_FA" Desc="@mdf_FADesc"/>
<Piece><Attachment AName="stk_left_leg_hip"/></Piece>
<Piece><Attachment AName="stk_left_leg_thigh"/></Piece>
<Piece><Attachment AName="stk_left_leg_calf"/></Piece>
<Piece><Attachment AName="stk_left_leg_foot"/></Piece>
<Piece><Attachment AName="stk_left_leg_talon1"/></Piece>
<Piece><Attachment AName="stk_left_leg_talon2"/></Piece>
</Component>
<Component Name="left_torso" Slots="12" HP="36">
<Piece><Attachment AName="stk_left_torso"/></Piece>
<Hardpoint ID="12" Type="2" Slots="2" lookAim="0"/> <!-- SRM 6 -->
<Hardpoint ID="13" Type="1" Slots="2" lookAim="0"/> <!-- Large Laser -->
</Component>
<Component Name="right_torso" Slots="12" HP="36">
<Piece><Attachment AName="stk_right_torso"/></Piece>
<Hardpoint ID="10" Type="1" Slots="2" lookAim="0"/> <!-- Large Laser -->
<Hardpoint ID="11" Type="2" Slots="2" lookAim="0"/> <!-- SRM 6 -->
<Hardpoint ID="18" Type="4" Slots="1" lookAim="0"/> <!-- AMS -->
</Component>
<Component Name="right_arm" Slots="12" HP="28" destroyedMeshSuffix="_damaged">
<Internal Slots="1" Name="@mdf_Shoulder" Desc="@mdf_ShoulderDesc"/>
<Internal Slots="1" Name="@mdf_UAA" Desc="@mdf_UAADesc"/>
<Piece><Attachment AName="stk_right_arm_upperarm" permanentPiece="1"/></Piece>
<Piece><Attachment AName="stk_right_arm_forearm"/></Piece>
<Hardpoint ID="15" Type="2" Slots="2" lookAim="1"/> <!-- LRM 10 -->
<WeaponDoor><Attachment HardpointID="15" AName="stk_right_arm_forearm_flap" firingdelay="0.5" closedDamageFactor="0.9" cockpitattachment="Objects/mechs/catapult/cockpit_standard/catapult_a_cockpit_buttonweapondoor.cga" cockpitattachmentmaterial="Textures/mechs/cockpit/cockpit_weapondoor.mtl" cockpitattachmentbone="buttonweapondoor02"/></WeaponDoor>
<Hardpoint ID="14" Type="1" Slots="2" lookAim="1"/> <!-- Medium Lasers -->
</Component>
<Component Name="left_arm" Slots="12" HP="28" destroyedMeshSuffix="_damaged">>
<Internal Slots="1" Name="@mdf_Shoulder" Desc="@mdf_ShoulderDesc"/>
<Internal Slots="1" Name="@mdf_UAA" Desc="@mdf_UAADesc"/>
<Piece><Attachment AName="stk_left_arm_upperarm" permanentPiece="1"/></Piece>
<Piece><Attachment AName="stk_left_arm_forearm"/></Piece>
<Hardpoint ID="17" Type="2" Slots="2" lookAim="1"/> <!-- LRM 10 -->
<WeaponDoor><Attachment HardpointID="17" AName="stk_left_arm_forearm_flap" firingdelay="0.5" closedDamageFactor="0.9" cockpitattachment="Objects/mechs/catapult/cockpit_standard/catapult_a_cockpit_buttonweapondoor.cga" cockpitattachmentmaterial="Textures/mechs/cockpit/cockpit_weapondoor.mtl" cockpitattachmentbone="buttonweapondoor01"/></WeaponDoor>
<Hardpoint ID="16" Type="1" Slots="2" lookAim="1"/> <!-- Medium Lasers -->
</Component>
<Component Name="left_torso_rear" Slots="0" HP="0">
<Piece><Attachment AName="stk_left_torso_rear"/></Piece>
</Component>
<Component Name="centre_torso_rear" Slots="0" HP="0">
<Piece><Attachment AName="stk_centre_torso_rear"/></Piece>
<Piece><Attachment AName="stk_centre_torso_pelvis_rear"/></Piece>
</Component>
<Component Name="right_torso_rear" Slots="0" HP="0">
<Piece><Attachment AName="stk_right_torso_rear"/></Piece>
</Component>
</ComponentList>
<DefaultWeaponGroups>
<DWG hardpointId="10" itemId="1008" wg="4"/> <!-- Large Laser -->
<DWG hardpointId="11" itemId="1031" wg="3"/> <!-- SRM 6 -->
<DWG hardpointId="12" itemId="1031" wg="3"/> <!-- SRM 6 -->
<DWG hardpointId="13" itemId="1008" wg="4"/> <!-- Large Laser -->
<DWG hardpointId="14" itemId="1001" wg="2"/> <!-- Medium Laser -->
<DWG hardpointId="14" itemId="1001" wg="2"/> <!-- Medium Laser -->
<DWG hardpointId="15" itemId="1027" wg="5"/> <!-- LRM 10 -->
<DWG hardpointId="16" itemId="1001" wg="1"/> <!-- Medium Laser -->
<DWG hardpointId="16" itemId="1001" wg="1"/> <!-- Medium Laser -->
<DWG hardpointId="17" itemId="1027" wg="5"/> <!-- LRM 10 -->
</DefaultWeaponGroups>
<MovementTuningConfiguration
MaxMovementSpeed="16.2"
TorsoTurnSpeedYaw="20"
TorsoTurnSpeedPitch="11.25"
ArmTurnSpeedYaw="45"
ArmTurnSpeedPitch="45"

TurnLerpLowRate="0.2"
TurnLerpMidRate="0.15"
TurnLerpHighRate="0.1333"
AccelLerpLowRate="0.1875"
AccelLerpMidRate="0.0425"
AccelLerpHighRate="0.025"
DecelLerpLowRate="0.15"
DecelLerpMidRate="22.5"
DecelLerpHighRate="22.5"

ReverseSpeedMultiplier="0.666"

MaxTorsoAngleYaw="85"
MaxTorsoAnglePitch="20"

MaxArmRotationYaw="0"
MaxArmRotationPitch="30"

TurnLerpLowSpeed="0"
TurnLerpMidSpeed="0.666"
TurnLerpHighSpeed="1.0"
DecelLerpLowSpeed="0"
DecelLerpMidSpeed="0.666"
DecelLerpHighSpeed="1.0"
AccelLerpLowSpeed="0"
AccelLerpMidSpeed="0.666"
AccelLerpHighSpeed="1.0"

MaxFreeLookYaw="55"
MaxFreeLookPitch="40"
/>
<EntityTuningConfiguration
MechMass = "85000"
MechMinSlideAngle = "89.0"
MechMinFallAngle = "89.5"
MechMaxClimbAngle = "50.0"
BoundingBoxDimensions="5.5,5.5,2.5"
BBHeightFromGround="10.0"
/>
</MechDefinition>

Edited by Communism, 19 December 2012 - 06:26 PM.


#317 HitmannD

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Posted 19 December 2012 - 06:41 PM

Honestly, I wouldn't know what to do with all of those hardpoints. To utilize them all, you need to use small, low weight weapons, which means short range in most cases, which means brawling. The stalker isn't exactly a brawling mech with its slow speed, lack of arms, and torso twist range. I'll keep piloting my Awesome 9m and running circles around those silly walking guns known as Stalkers. Only complaint I have about the stalkers is their size. For an 85 ton mech, one would think they would be larger than a Catapult.



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#318 HitmannD

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Posted 19 December 2012 - 07:02 PM

View PostXenok, on 19 December 2012 - 07:34 AM, said:


This is where you went wrong. New Mechs are supposed to be upgrades to existing mechs. When we put the F22 in service it was an upgrade to the F15E that it replaced. When we put the F16 in to service it was in upgrade to the F4.



Kind of off topic, but tell this to the F22 pilots that are asphyxiated in flight lol. Don't even get me started with the F35.

New mechs should not always be "upgrades" to old mechs, they should certainly fill a battlefield role well, but every new mech should not be superior to every other past mech of its class. With this in mind, the stalker is perfect. It has a very powerful spot on the battlefield right now, but is not a clear "upgrade" for anyone piloting an assault mech due to chassis limitations. I am not against "upgrades" being made available from time to time, but every new mech should definitely not make all past mechs obsolete, otherwise we'll see 4 or less different types of mechs on the battlefield at any given time.

Now, when a new tier of tech is released, THAT should be a clear upgrade to the previous tier.

#319 Corvus Antaka

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Posted 19 December 2012 - 07:56 PM

on thermal vision its so small I took a double take a few times thinking it was a raven. This thing needs a good 25% size boost, should be bigger than a cataphract, comparable to an Awesome in size at the very least.

#320 Mechrophilia

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Posted 19 December 2012 - 07:56 PM

The Stalker has been penalized with a terribly tiny angle of available torso-twisting. And its twisting is slow, and its turn speed is slow, and its arm weapons have autonomous vertical pivot, but no autonomous horizontal pivot (they are glued to the torsos when it comes to targetting along the horizontal). The mech is much more vulnerable than I thought it would be. (Oh, btw, never use an XL. You'll pop like a grape).

The stalker has a couple more weapon slots, but I think the AWS can be far more agile and resilient (but that's just my opinion).





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