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Commoners
Apr 25, 2007

Sometimes you reach a stalemate. Sometimes you get magic horses.
The meta in solaris is less about speed and longevity and more about putting out as much damage as possible in as short a period of time as possible. That means you have smaller engine sizes, bigger guns, less ammo, and more heatsinks in mechs. Most solaris mechs going into QP or FP would be useless because they'd be able to put damage out on and/or kill 2-3 mechs and then they'd be out of ammo, but in Solaris you only need that much to finish a fight.

Because of the tier system you also have a lot of otherwise trash mechs that are outstanding in their tiers. The VND1X had a moment in the spotlight by being able to completely dominate T7. It was the best turd out of all the turds. Same thing with the PHX 1K.

It's pretty fun.

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SolusLunes
Oct 10, 2011

I now have several regrets.

:barf:

Anyway, someone shoot me an invite to WoL? My ingame name is soluslunes as well.

A.o.D.
Jan 15, 2006

The Suffering of the Succotash.
So, no one ever fields a warhawk in Solaris, yeah?

Freakazoid_
Jul 5, 2013


Buglord

Skippy McPants posted:

It's essentially just that old arcade game Rampart.



I loved that game even though I was poo poo at it.

free hubcaps
Oct 12, 2009

guys don’t ask me how but I got a sneak preview of next month’s new mech reveal- it’s the legendary DRC-3 Drowned Clown

aniviron
Sep 11, 2014

A.o.D. posted:

So, no one ever fields a warhawk in Solaris, yeah?

No, they're too fragile and don't have the quirks to compete with the best in their divisions. That was true before, and it's very very true now that PGI moved them up a division for some reason.

Pornographic Memory
Dec 17, 2008
i took my vindicator 1x into solaris with a 40MRM/3HMG/2ML build to knock out the 7 match/wins/kills challenges and its kind of ridiculous how easy it is, i dont need to torso twist or anything, i just point it at the bad guy, hold down down the trigger, and my quirks do the rest~

b0lt
Apr 29, 2005

Commoners posted:

The meta in solaris is less about speed and longevity and more about putting out as much damage as possible in as short a period of time as possible.
https://www.youtube.com/watch?v=E_aXXC4gzLQ

peer
Jan 17, 2004

this is not what I wanted

TjyvTompa posted:

One of the worst mech variants in the game.
ROC if you have to.

Thanks, this is close to what I came up with. Shame it sucks!

Speaking of sucking, I picked up a Nightstar the other day after a drink or two and to make matters even worse it's the 9J, with ballistics in the arms (and actuators, which means all varieties of AC/20 and HGauss are out). Best I've come up with is 2xGauss and 4xERML, which doesn't feel great. Anything better I can do?

I know the NSR is an objectively bad mech, but what's done is done and I'd like to get the most out of it :shobon:

Commoners
Apr 25, 2007

Sometimes you reach a stalemate. Sometimes you get magic horses.

A lot of people don't know how to corner a light or trade, so you can just slowly poke them to death without taking any return fire. Running a light is more of a skill check on the other person if they aren't going 32kph with weapons that don't have more than 300m range.

TjyvTompa
Jun 1, 2001

im gay

Commoners posted:

A lot of people don't know how to corner a light or trade, so you can just slowly poke them to death without taking any return fire. Running a light is more of a skill check on the other person if they aren't going 32kph with weapons that don't have more than 300m range.

I think that's what makes them so frustrating to fight, knowing its your game to lose. A valid strat against any MG light is to just stay in the spawn with your back to the wall, force a tie if you have to.

Der Waffle Mous
Nov 27, 2009

In the grim future, there is only commerce.

peer posted:

Thanks, this is close to what I came up with. Shame it sucks!

Speaking of sucking, I picked up a Nightstar the other day after a drink or two and to make matters even worse it's the 9J, with ballistics in the arms (and actuators, which means all varieties of AC/20 and HGauss are out). Best I've come up with is 2xGauss and 4xERML, which doesn't feel great. Anything better I can do?

I know the NSR is an objectively bad mech, but what's done is done and I'd like to get the most out of it :shobon:

About the one nice thing I can say about it is that the XL engine is less of an issue than you would think because all the damage is going to go to your gigantic CT anyway.

Skippy McPants
Mar 19, 2009

I wouldn't run an XL in it, but it doesn't matter much either way. The 9J is unsalvageable. The NSR's destiny was to be the Inner Sphere's fabled Gauss/PPC carrier, something they'd lacked and lusted after for as long as the weapons existed. Unfortunately, the combo got kneecapped a couple of months before the NSR was released.

But even with that taken into account, the 9J was worthless. As you've already figured out, the only balistic worth running on it is Gauss, but those dumb hand actuators leave only a single crit slot after the rifles go in. This effectively leaves the mech with only 2B and 4E to work with, which isn't enough for a 90-ton assault. On top of that, three of those energy points are limited to a single critical, which would have locked it out of running even Gauss/PPC. The thing is just a mess of contradictory design.

peer
Jan 17, 2004

this is not what I wanted

Skippy McPants posted:

But even with that taken into account, the 9J was worthless.

Yeah, figured as much. Shame! Guess I'll keep it around anyway in case I want to torment or handicap myself at some point.


One more question: let's say I've got a basic variant of some Omnimech or other, and pick up the hero version of the same chassis during the sale. Is there any reason to keep the non-hero? If I want to recreate the same loadout or hardpoints, I can just switch omnipods around anyway, right? Only thing I'm losing are the quirks from the 8-piece omnipod bonus (and whatever skill points I might already have invested)?

WhiskeyJuvenile
Feb 15, 2002

by Nyc_Tattoo
Also CT hard points if any, and some CTs have their own quirks

Skippy McPants
Mar 19, 2009

peer posted:

One more question: let's say I've got a basic variant of some Omnimech or other, and pick up the hero version of the same chassis during the sale. Is there any reason to keep the non-hero? If I want to recreate the same loadout or hardpoints, I can just switch omnipods around anyway, right? Only thing I'm losing are the quirks from the 8-piece omnipod bonus (and whatever skill points I might already have invested)?

Broadly yes, but it depends on the Omni as some have unique CT hardpoints. Examples: the NTG-D has a CT energy that the other Gyrs lack and the IFR-P is the only Ferret with ECM and it's mounted in the CT. Technically, the CT can also have its own quirks that wouldn't transfer, but I don't think any current Omni has anything relevant glued to its CT. Like, some variants of the Gargoyle have a bit more CT armor than others, but that's about it.

When buying an Omnimech, it's helpful to think of your purchase as being a center torso which is the actual mech, and then along with that comes a bundle of eight constituent Omnipods. This is also useful because with heroes you can't buy their pods in the mech bay, so that single set is all you get unless you grab another complete copy of that hero.

Pornographic Memory
Dec 17, 2008

Skippy McPants posted:

Broadly yes, but it depends on the Omni as some have unique CT hardpoints. Examples: the NTG-D has a CT energy that the other Gyrs lack and the IFR-P is the only Ferret with ECM and it's mounted in the CT. Technically, the CT can also have its own quirks that wouldn't transfer, but I don't think any current Omni has anything relevant glued to its CT. Like, some variants of the Gargoyle have a bit more CT armor than others, but that's about it.

When buying an Omnimech, it's helpful to think of your purchase as being a center torso which is the actual mech, and then along with that comes a bundle of eight constituent Omnipods. This is also useful because with heroes you can't buy their pods in the mech bay, so that single set is all you get unless you grab another complete copy of that hero.

Also, jump jets are fixed equipment on omnis too. Sometimes you have cases like the Timber Wolf where only one variant has jump jets.

TheParadigm
Dec 10, 2009

Skippy McPants posted:

Broadly yes, but it depends on the Omni as some have unique CT hardpoints. Examples: the NTG-D has a CT energy that the other Gyrs lack and the IFR-P is the only Ferret with ECM and it's mounted in the CT. Technically, the CT can also have its own quirks that wouldn't transfer, but I don't think any current Omni has anything relevant glued to its CT. Like, some variants of the Gargoyle have a bit more CT armor than others, but that's about it.

As a mostly forgettable counterpoint/afterthought, the set of 8 quirks are CT dependant. There're only a few that are in the consideration for using; in addition to being MOSTLY irrelevant, they aren't listed on any of the convenient websites so aren't widely known either.

the two I've run across that are useful: the Shadowcat-B and the Warhawk-C.
In the shadowcat's case (this is the ecm model) you can get 10% missile cooldown by forgoing a shoulder missile hardpoint and just using bigger arm launchers.

The warhawk-C is superior to the warhawk prime in pmuch every way: everyone says grab the prime if you want to ppc, but the C does it better. its ALSO a ppc boat with more useful quirks: the prime has PPC velocity(20%, sure, but 10% of that's los if you swap ap od) but the C gets 12% velocity and 4% energy heat, as well as actually having arm actuators.

Its a combo of both set-of-8 quirks and omnipod individual quirks within those sets, making it doubly annoying to track. (amusingly, it used to be the 'tough version' of the model too, but I guess they normalized the structure between when i stopped playing and now. I think its still one of the last chassis to have still +turnspeed legs too, thouhg I think that's the -b.)

I'd say the summoner gets an honorable mention, but its a contrdictory mess and its all based around non-ct pod quirks.

At least smurphy lists quirks by pod on the main page so its easier to sift.

TheParadigm fucked around with this message at 20:35 on Jul 25, 2018

aniviron
Sep 11, 2014

TheParadigm posted:

as well as actually having arm actuators.

If you equip PPCs on the arms it removes the actuators. Clan mechs aren't allowed to have lower arm actuators with PPC or gauss.

TheParadigm
Dec 10, 2009

Yes, but this matters if you want to make use of HLL or LPL. The C can snag 10%pod+8set+10% tree off clan LPL duration.

Running 4lpl or 2ppc/2lpl 2lpl+2hll is pretty dope too.

Its about flexibility. This is a thing the prime can't do while keeping bonuses.

Psykmoe
Oct 28, 2008
https://mwomercs.com/news/2018/07/2111-alpha-balance-pts-11-friday-july-27th

Next PTS phase for laser nerf testing coming up soon. Final values for the test may differ because PGI doesn't proofread their poo poo.

quote:

C-ER Medium Laser:

Damage increased to 6.25 (from 5.25)
Duration increased to 1.38 (from 1.25)
Cooldown increased to 4.25 (from 4)
Range decreased to 370 (from 400)


C-ER Large Laser

Durration increased to 1.6 (from 1.1)

C- Heavy Medium Laser

Damage returned to 10 (from 8)
Duration increased to 1.6 (from 1.45)


C- Heavy Large Laser

Damage returned to 18 (from 16)
Duration increased to 1.75 (from 1.55)



Those large laser durations.

Also

quote:

The following Inner Sphere designs have seen a reduction to their current defensive quirks:

Bushwacker: all varients
Cyclops: Sliphnir
Annihilator: all varients
Fafnir: all varients

I knew they were going to start shaving off defensive quirks once clan weapons were nerfed enough.

Psykmoe fucked around with this message at 06:12 on Jul 26, 2018

TjyvTompa
Jun 1, 2001

im gay

Psykmoe posted:

https://mwomercs.com/news/2018/07/2111-alpha-balance-pts-11-friday-july-27th

Next PTS phase for laser nerf testing coming up soon.


Those large laser durations.

Also


I knew they were going to start shaving off defensive quirks once clan weapons were nerfed enough.

They nerfing the Sleipnir? Goodbye friends.
Edit: The large laser nerfs are due to people discovering that instead of 2xHLL you can just run 3xERLL and have better heat and range but still same damage, or close to it. Just shows how well thought out these changes were to begin with.

TjyvTompa fucked around with this message at 06:14 on Jul 26, 2018

Skippy McPants
Mar 19, 2009

So now they're just nerfing the duration again. I mean, it's better than gutting the damage values, but this is starting to feel cyclical. This is better than the first pass but still feels wrongheaded. My biggest gripe is there's no mention of removing the Clan Gauss recoil. That change absolutely should not go live.

Quirk trimming on overperforming IS mechs was bound to happen, but it'll probably take a few passes to get all of them as people rotate to the second and third best choices when the front runners get picked off.

Skippy McPants fucked around with this message at 06:26 on Jul 26, 2018

TjyvTompa
Jun 1, 2001

im gay

Skippy McPants posted:

So now they're just nerfing the duration again. I mean, it's better than gutting the damage values, but this is starting to feel cyclical. This is better than the first pass but still feels wrongheaded. My biggest gripe is there's no mention of removing the Clan Gauss recoil. That change absolutely should not go live.

Quirk trimming on overperforming IS mechs was bound to happen, but it'll probably take a few passes to get all of them as people rotate to the second and third best choices when the front runners get picked off.

I'm not a gauss user but doesn't the gauss recoil make no impact since you fire the lasers first and only release the gauss at the last second of the burn?

Skippy McPants
Mar 19, 2009

On paper, yes, but in-game the timing windows are never that clear-cut. There are a lot of situations where you might want to pre-charge or release the shot mid-burn. Changing it so you can only fire at the tail end of a burn sound minor, but in practice, it's a pretty big knock.

TjyvTompa
Jun 1, 2001

im gay

Skippy McPants posted:

On paper, yes, but in-game the timing windows are never that clear-cut. There are a lot of situations where you might want to pre-charge or release the shot mid-burn. Changing it so you can only fire at the tail end of a burn sound minor, but in practice, it's a pretty big knock.

Well, I know someone who likes the survival tree "on paper" so I don't see why this is any different :smug:
Im just loving with ya, I understand, thanks!

aniviron
Sep 11, 2014

My favourite change is that the cER ML now has a range of 370 vs the IS ER ML at 360; but with the IS skill tree and quirks, the cER ML now has effectively shorter range. This despite the fact that PGI has spent literal years going 'nooo but we want to preserve the flavour of clans and if they lose their range advantage can you even call it Mechwarrior anymore?'

Anyway can't wait for every mech reliant on the ML to become garbage on both sides now.

Crazyeyes24
Sep 14, 2014

Your good vision is your fatal weakness!
Does the fafnir really need nerfs?

TheKingslayer
Sep 3, 2008

When I play this game I always think, "Man, these mechs just survive way too long."

peer
Jan 17, 2004

this is not what I wanted
they should revert whatever balance mechanic that turns assault mechs into paper whenever I play as one

edit: thanks for the advice/clarification re: omnis

peer fucked around with this message at 15:42 on Jul 26, 2018

TjyvTompa
Jun 1, 2001

im gay

Crazyeyes24 posted:

Does the fafnir really need nerfs?

They are just swinging wildly now. I would guess they are trying to do something about dual heavy gauss since they nerf the 3 main carriers. Annihilator, Fafnir and specifically the Sleipnir. I think it's really bad because it kills other builds that aren't as good as DHG, for example the 4xUAC/5s CP-S....

Corn Burst
Jun 18, 2004

Blammo!
Fafnirs were fine, they needed some survivability quirks with it’s barn-door front.

I think Bushwhackers could probably use a slight nerf, nothing huge though.

Willfrey
Jul 20, 2007

Why don't the poors simply buy more money?
Fun Shoe
Shrink thr griffin 2n again :cry:

Crazyeyes24
Sep 14, 2014

Your good vision is your fatal weakness!

TjyvTompa posted:

They are just swinging wildly now. I would guess they are trying to do something about dual heavy gauss since they nerf the 3 main carriers. Annihilator, Fafnir and specifically the Sleipnir. I think it's really bad because it kills other builds that aren't as good as DHG, for example the 4xUAC/5s CP-S....

Exactly. The fafnir, running DHG, was in a good place (the quad UAC5 fafnir leaves just a bit to be desired). It wasn't OP, and it wasn't trash tier. It just sounds like they are swinging the nerf bat at anything that can fit a particular weapon loadout just for the fact that it can. It's nonsense. I just cannot believe they have been around this long and still think that is a viable balance approach.

aniviron
Sep 11, 2014

This is too loving good. They cite the Deathstrike as being OP so they instead nerf all clan lasers and gauss to deal with the Deathstrike, but then they say double HG is too good so instead of nerfing HG they nerf the mechs that can take HG.

What the fffffuuuuuuuuck.

Pornographic Memory
Dec 17, 2008
having your team nascar away from your lumbering forced STD engine mech so you could get shot in the rear end with impunity by a piranha with 50 machineguns that crits the poo poo out of your DHGs was too powerful

Skippy McPants
Mar 19, 2009

Crazyeyes24 posted:

Exactly. The fafnir, running DHG, was in a good place (the quad UAC5 fafnir leaves just a bit to be desired). It wasn't OP, and it wasn't trash tier. It just sounds like they are swinging the nerf bat at anything that can fit a particular weapon loadout just for the fact that it can. It's nonsense. I just cannot believe they have been around this long and still think that is a viable balance approach.

aniviron posted:

This is too loving good. They cite the Deathstrike as being OP so they instead nerf all clan lasers and gauss to deal with the Deathstrike, but then they say double HG is too good so instead of nerfing HG they nerf the mechs that can take HG.

What the fffffuuuuuuuuck.

I can't comment on the Fafnir—I haven't played much since it came out—but the Anni, Sleipnir, and Bushwhacker are all over-quirked and well deserving of nerfs.

Skippy McPants fucked around with this message at 22:36 on Jul 26, 2018

Cage Kicker
Feb 20, 2009

End of the fiscal year, bitch.
MP's got time to order pens for year year, hooah?


SKILCRAFT KREW Reppin' Quality Blind Made



Lipstick Apathy
Posted in the discord but in case it isn't seen, could I have a WoL invite? IGN is Splint Chesthair

Slayerjerman
Nov 27, 2005

by sebmojo
DHG has always been crazy and so they aim to turn those mechs into glass cannons so they have less survivability thus lowered damage output over the coarse of a match.

Is this stupid? Yes, yes it is as those mechs shouldn't be made of paper, they need to lower the damage on what the hvy gauss can do and bring it in line with an AC20 that just has better critical chance. The crit chance and punch through are brutal on it already, but it should only spit out a 20dmg slug, not 25 and have a slightly longer cool down/recoil.

I swear the last few games ppl are using them effectively at 400-500m when that should not be viable. The max range with heavy gauss should be 300m then full daamage drop off at 350m...

Don't get me ranting about machine gun crits, that poo poo is insanely bad...

Slayerjerman fucked around with this message at 07:02 on Jul 27, 2018

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WhiskeyJuvenile
Feb 15, 2002

by Nyc_Tattoo
you should only be able to charge one hgr at a time

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