Need A Bit Of Advice
#21
Posted 24 December 2012 - 09:10 PM
#22
Posted 24 December 2012 - 09:36 PM
Franchi, on 24 December 2012 - 09:01 PM, said:
Arm reticule
Goodnight ravens you lose.
If I had a Raven 3L, mastered, (and I had the C-Bills) I'd take you up on that challenge. Sadly all I have mastered in the 'Light' department is Jenners and Commandos.
The 3L is slightly faster, much better armored, and mounts one more ML than the 2D can, so both have a max damage of 20 with SSRM2s and MLs for weapons, but the 3L has 10 pts. of targeted damage vs. the 2D's 5 pts., and better heat management capacity. This is of course assuming both are packing ECM.
Edited by Kaijin, 24 December 2012 - 09:39 PM.
#23
Posted 24 December 2012 - 09:37 PM
I've done it before, its extremely effective. Then when the lights are gone - start going for the bigger guys.
Maybe if the system was a little random?? or potentially - those 4 man groups should be "unbalanced" - so the 8 pug group will have 4 randomly selected sizes, or maybe even a size category up from the ones chosen by the premade?
#24
Posted 24 December 2012 - 11:36 PM
3 Factors make it rampant, Netcode, No Collision and ECM, in that order I think, even though trying to keep a Tag on a light is damn near impossible.
#25
Posted 25 December 2012 - 05:57 AM
Kaijin, on 24 December 2012 - 09:36 PM, said:
If I had a Raven 3L, mastered, (and I had the C-Bills) I'd take you up on that challenge. Sadly all I have mastered in the 'Light' department is Jenners and Commandos.
The 3L is slightly faster, much better armored, and mounts one more ML than the 2D can, so both have a max damage of 20 with SSRM2s and MLs for weapons, but the 3L has 10 pts. of targeted damage vs. the 2D's 5 pts., and better heat management capacity. This is of course assuming both are packing ECM.
Well, speed is capped; the Commando can hit the same top speed as the Raven.
As for damage, the problem is that it will depend on the netcode; lasers are kind of useless against lights unless you aim in front of them and swing back and forth. I don't even mount a laser on my Commando, opting for an extra ton of streak ammo, instead. This takes care of heat, too.
I can't give you clean results from past battles, since every time I have, someone else came and helped on of us out, but I think I've got a better than even chance against one.
#26
Posted 25 December 2012 - 06:10 AM
Codejack, on 25 December 2012 - 05:57 AM, said:
Well, speed is capped; the Commando can hit the same top speed as the Raven.
As for damage, the problem is that it will depend on the netcode; lasers are kind of useless against lights unless you aim in front of them and swing back and forth. I don't even mount a laser on my Commando, opting for an extra ton of streak ammo, instead. This takes care of heat, too.
I can't give you clean results from past battles, since every time I have, someone else came and helped on of us out, but I think I've got a better than even chance against one.
I too will have throw my hat into the Raven pile. Because and this may just be my opinion, there's something wonky about the Raven hitbox that makes it much harder to land hits on it than a commando. I've SRMed commandos in the face I've never managed to connect with a Raven 3L.
#27
Posted 25 December 2012 - 06:22 AM
Edited by w0rm, 25 December 2012 - 06:22 AM.
#28
Posted 25 December 2012 - 06:25 AM
#29
Posted 25 December 2012 - 06:28 AM
#30
Posted 25 December 2012 - 06:30 AM
Alymbic, on 24 December 2012 - 06:52 PM, said:
I think the best approach would be to wait until knockdown is reintroduced. I reckon we'll be seeing a lot less hit-and-run commando/light builds, seeing as so many seem to physically hit me and then run away
I definitely want to see knockdown. So often, the little lights run right through heavy and assault mechs. Forcing them to run around, and evade other lights, wouldn't stop such tactics (and shouldn't!) but would make them more interesting and less easymode.
Also, it gives light and medium wingmen for your own larger mechs their own role, too: as tacklers. Grab the speedy light, let the heavy/assault rip it apart.
#31
Posted 25 December 2012 - 02:24 PM
Wintersdark, on 25 December 2012 - 06:30 AM, said:
Also, it gives light and medium wingmen for your own larger mechs their own role, too: as tacklers. Grab the speedy light, let the heavy/assault rip it apart.
Isn't that part of why knockdown got removed; since the Dragon could knock down whatever it pleased.
#32
Posted 25 December 2012 - 02:52 PM
darkfall13, on 25 December 2012 - 02:24 PM, said:
Isn't that part of why knockdown got removed; since the Dragon could knock down whatever it pleased.
I wasn't here when it was removed, but I'd imagine it was because of sketchy netcode issues resulting in mechs getting smacked and teleporting around, and others being knocked down when (apparently) untouched.
I'd obviously prefer knockdowns being limited to a fairly large size variance: A dragon absolutely should be able to toss around a Jenner, for example, but not an Awesome.
#33
Posted 25 December 2012 - 03:27 PM
darkfall13, on 25 December 2012 - 02:24 PM, said:
Isn't that part of why knockdown got removed; since the Dragon could knock down whatever it pleased.
It was because the code was super sketched; I think they tweaked Dragon freight-training before KD was dropped but IDrecall for sure. You'd see a knockdown, the two mechs would teleport while getting up, and then teleport/rubberband some more when moving after getting up. You want to talk impossible to shoot at, you were much more likely to annihilate your own guy firing into a knockdown due to the TP effects. It was pretty bad from a technical standpoint even though I miss the knockdowns themselves.
#34
Posted 25 December 2012 - 03:44 PM
Darian DelFord, on 24 December 2012 - 06:46 PM, said:
3 matches in a row pugging you have a premade in the Streakamando with ECM's just destroying everything with hit and run tactics. The only viable way I can see to defeat this is to have just as many if not more in your won group to disrupt theirs so others can lock on.
Good luck getting that to happen in a PUG
Any ideas?
Hard pressed to beat it. They are taking advantage of the games HORRIBLE netcode and the ability to Streaks to hit their target after obtaining a lock (ness accuracy is needed so they can concentrate on movement)
It's the current cheese build at the moment; MWO goes through a lot of them. Just put 20x their health in damage into them, die, and find another match. Until this netcode gets addressed, it's just gonna be a Light mech Golden Age.
#35
Posted 25 December 2012 - 04:14 PM
Procobator, on 24 December 2012 - 09:10 PM, said:
It's an effective build, but don't feel bad if someone awards you the Velveeta Combatant Medal of Honor award for having a cheesy build.
#36
Posted 25 December 2012 - 09:51 PM
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