Catapults Make Me Feel Dirty
#41
Posted 21 January 2013 - 06:15 AM
#42
Posted 21 January 2013 - 06:23 AM
#43
Posted 21 January 2013 - 06:27 AM
Tennex, on 20 January 2013 - 07:44 PM, said:
There is nothing wrong with the above builds. What's wrong is they restricted the Atlas to 2 Ballistic in the same torso instead of spreading them out like what is done with MGs. Had the Ballistic HPs been in the same torso as they are in the much bigger Atlas it would be no problem. I'm cautious around the above builds but I stalk them as they need to die right away.
Six PPC Stalkers are controlled by not having 60+ heat sinks. AC20Pults Long Range weapons, GaussPults I battle at long range and thanks to more armor I normally still beat them. Not as well as I did in my Missileboat captain days but I am still looking to be able to put 2 Gauss and 2 LRMs(or PPCs) on an Assault Mech.
#44
Posted 21 January 2013 - 06:37 AM
XWorldEaterX, on 20 January 2013 - 07:38 PM, said:
Most players ignore them because they are "only" 50t. I once fought an atlas at a distance of 100-150m. At my side was a Stalker. He had the choice to shoot the unharmed LRM Stalker with 2Mlasers. Or me. Huch SP. Only 340 max armor. With battledamage, 2MPL, 2ML and 2SRM4. The stalker died while I was shredding the rear armor of the atlas. Then the atlas died.
Never ignore the hunch in your back.
#45
Posted 21 January 2013 - 06:41 AM
Lyrik, on 21 January 2013 - 06:37 AM, said:
Most players ignore them because they are "only" 50t. I once fought an atlas at a distance of 100-150m. At my side was a Stalker. He had the choice to shoot the unharmed LRM Stalker with 2Mlasers. Or me. Huch SP. Only 340 max armor. With battledamage, 2MPL, 2ML and 2SRM4. The stalker died while I was shredding the rear armor of the atlas. Then the atlas died.
Never ignore the hunch in your back.
Its a tactical choice. The Stalker is assumed to be the bigger threat. More guns and armor harder to kill. I drove an SP very respectable ride, but its not got the knock out power of a Stalker.
#46
Posted 21 January 2013 - 06:45 AM
XWorldEaterX, on 20 January 2013 - 07:38 PM, said:
lol its funny I have the exact same problem with mechs that use arms. And yes, the catapult needs to be looked at, it is way too strong. Even if they nerf srms the ac/20 cat is just as strong and harder to take out, just a bit slower. It's my favorite mech so far though so I hope they don't do anything that will destroy it.
I also feel horrible when I run up to a base on conquest and some poor light or cicada is just chilling there and I one shot him, sorta ruins the game for them but I could just hear my team if I let him get away.
on a side note I bought the hunchback 4sp this weekend and that thing is ridiculous. A medium should not be able to score top of the board with 700+ damage so often. I think I will be watching the hunchbacks more often from now on, I think people ignore them too much
I have to agree with your little bit on the Hunchback. I never thought much of the little things until I decided to hop in a SP. Once I installed a standard 255 engine, 5 ML and 2 SRM6's with artemis I'm getting 400+ damage each match and a kill regardless of how bad my team does.
I still think other hunchies are easy prey whenever I see one though
Edited by Termius, 21 January 2013 - 06:45 AM.
#47
Posted 21 January 2013 - 06:57 AM
#48
Posted 21 January 2013 - 07:00 AM
#49
Posted 21 January 2013 - 07:01 AM
interdasting.
#50
Posted 21 January 2013 - 07:46 AM
Colonel Pada Vinson, on 20 January 2013 - 10:06 PM, said:
#51
Posted 21 January 2013 - 07:48 AM
#52
Posted 21 January 2013 - 09:00 AM
Tennex, on 20 January 2013 - 07:44 PM, said:
For example, a K2 torso would 2 Ballistics medium, 2energy medium and 2 large energy hardpoint. or something like that
I actually would be OK with this, not to nerf current builds that are advantageous, but to create some more variety between chassis. The completely customizable loadouts restricted only by hardpoints, plus the number of variants for each chassis with different sets of hardpoints, plus adjustable engine ratings, means I should be able to build a TBT-5N Trebuchet on a Hunchback-4J (or -4SP) chassis, with the only difference being the location of my weapons. So why buy a Treb when they become available?
Of course, since it would immediately and significantly alter a lot of designs already owned and used by players and would no doubt cause a massive public outcry, it'll never happen. But it's nice to dream.
#53
Posted 21 January 2013 - 09:05 AM
Uite Dauphni, on 21 January 2013 - 07:46 AM, said:
Id like to know how PGI decides torso twist rotations, because right now it seems on a whim to me rather than per btech rulebooks, but I dont know TT enough to really know if this is in there or not.
In general though support mechs like the catapult would seem to need more Stalker type twist, while brawlers like the cataphract should have the higher twist rate.
#54
Posted 21 January 2013 - 09:10 AM
Colonel Pada Vinson, on 21 January 2013 - 09:05 AM, said:
Id like to know how PGI decides torso twist rotations, because right now it seems on a whim to me rather than per btech rulebooks, but I dont know TT enough to really know if this is in there or not.
In general though support mechs like the catapult would seem to need more Stalker type twist, while brawlers like the cataphract should have the higher twist rate.
My Catapult is a brawler and the one Phract I have is a lr/df support. *crosses arms*
#55
Posted 21 January 2013 - 09:24 AM
The Hawk, on 21 January 2013 - 09:00 AM, said:
I actually would be OK with this, not to nerf current builds that are advantageous, but to create some more variety between chassis. The completely customizable loadouts restricted only by hardpoints, plus the number of variants for each chassis with different sets of hardpoints, plus adjustable engine ratings, means I should be able to build a TBT-5N Trebuchet on a Hunchback-4J (or -4SP) chassis, with the only difference being the location of my weapons. So why buy a Treb when they become available?
Of course, since it would immediately and significantly alter a lot of designs already owned and used by players and would no doubt cause a massive public outcry, it'll never happen. But it's nice to dream.
I would say that we should hope that one of the variants of the "Trenchbucket" is the 5J and/or 7M. That way you have one thing that sets the mech apart from all other current mediums....Jump Jets. Course maybe by then they will work in a way that more players like.
Edited by Starburster, 21 January 2013 - 09:26 AM.
#56
Posted 21 January 2013 - 09:27 AM
Colonel Pada Vinson, on 21 January 2013 - 09:05 AM, said:
Id like to know how PGI decides torso twist rotations, because right now it seems on a whim to me rather than per btech rulebooks, but I dont know TT enough to really know if this is in there or not.
In general though support mechs like the catapult would seem to need more Stalker type twist, while brawlers like the cataphract should have the higher twist rate.
as far as in know in table top all mechs had the same amount of torso twist... unless there was some provision in advanced rules that had variable torso twists i'm not aware of.
just as an aside... mechs with no lower arm actuators were allowed to flip their arms over the back to shoot in the rear firing arc... most notably the Rifleman
#57
Posted 21 January 2013 - 10:00 AM
I have 3 'pults in my mechbay: K2, C4 and A1, and the loadouts change all the time.
The K2 makes a good Gauss or AC/20 platform, but can also be fun with lighter cannon (UAC/5 or AC/2) and bigger energy loadouts (2 LLAS, 2 PPC, etc).
I have the C4 loaded as a practical streakcat atm, 4 SSRM2 and 2MPLAS, but I sometimes use 1xLRM15, 3xSRM6, and 1xLPLAS, and sometimes I use a TAG and 2xLRM15, 2xSSRM2.
The A1 is trickier, since you can't load pure streaks anymore, so I generally don't bother at all. 6xSRM6 or 4xSRM6 and 2xLRM10, both with Artemis (although that's more because I don't want to pay to remove it and then pay again if/when they ever make it do something).
I've been tempted to buy a C1; a couple of different builds I would like to try.
If only the game didn't have the annoying part where you have to go out and shoot at random strangers....
#58
Posted 21 January 2013 - 10:21 AM
Plenty of functional ways have been proposed to bring the mechlab into line and cut down on abuse, but PGI has done nothing.
So far the best was to simply assign a big / medium / small size slot to every weapon, but each hardpoint itself only counts as one "slot". So an SRM6 could be a 'medium-sized weapon', and be able to slot into anywhere there's two missile racks, but take up two hardpoint slots in the process. This would fix SRM boating and the K2 ballistic boat at the same time.
Edited by Frostiken, 21 January 2013 - 10:23 AM.
#59
Posted 21 January 2013 - 10:33 AM
#60
Posted 21 January 2013 - 10:48 AM
Mostly i play my Pult for the Money as it is a Founders Mechs, and the Damageoutputt is higher compared to my Flame.
As the Flame kills the enemy faster...
You can kill a Pult with a well build Dragon in 3 Alpha's... or 6 Secs...
On the other side you can Kill a Dragon with a Pult when you stay of it's range in about 15 Secs.
and he is helpless while you do it.
And my Phract eats both of them Easily, and i kill Phracts with both of them.
All Three Mechs are Workshorse Mechs, they are the Damage Dealers in slightly different Roles:
Dragon is the close combat Pinpoint Damage Dealer
The Pult is the DPS Spread Maschine
The Phract is the Midrange Pinpoint Damage Dealer
The Pult needs the least Skill, yes but if you are not carefull, you die totally helpless in 7-8 Seconds.
And thats the whole point: Yes you do a lot of Damage rounds with 900-1000 Damage are not uncommon for a good Pult.
But i can achive the same victory with 400 Damage in my Dragon simply because i pick a location and shot only through it.
(and i use an LBX !)
All Mechs are Heavy Mechs and are thanks to the BT rules the Best balance between Firepower/Speed and Armor.
And it comes realy good out here in MW:O only that lights are... a little overpowered thanks to netcode Problems.
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