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right now TTK is a bit lower because of all the new viable weapons. Planned mobility/quirk/rescale passes should fix this in the coming months however
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| # ? Apr 26, 2021 06:50 |
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Artificer posted:The mauler mx90 has similar problems to the Krab but it can boat 2 rac5s and 4 ac2s for a whopping 32 dps. Krab cant do that. KGC-000 The KGC can run 2xRAC5 4xAC2 just fine, though XL engine is something you have to live with if you want speed and ammo.
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Zernach posted:KGC-000 I used to run my king crab with XL's anyway so I could stuff some lasers in so will give this a try.
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XL Krabs noooo
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Artificer posted:Nerfing feels bad. Don't think of it as nerfing guns, think of it as buffing survivability. I don't think the gulag group has a good idea of where they want TTK to be yet, and I hope it's less than now. I know competitive players have a higher tolerance/preference for low TTK than less-experienced players, but I think the gulag group also has some outspoken casual players too? I wonder where things are going to land after they make all the changes they want, or even if they'll get to make all the changes they want.
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Cease to Hope posted:Don't think of it as nerfing guns, think of it as buffing survivability. on their discord the intent is to increase ttk, and they're looking at toning down overperformers alongside the mobility/quirk changes
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They will never be able to make TTK lower while also making the weapons feel good and impactful. Not without decoupling them from instant weapon convergence and pinpoint accuracy.
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My pulselaserboat Warhammer just got tore to bits by a King Crab with Ultras, can confirm they are hekking nasty. Man y'all were not kidding about how fast TTK is now, it's bonanas. I am actually enjoying my 2LPL/6MPL Warhammer a lot but he does run a bit hot. My next goal is to get myself a Marauder.
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The update has been a great time so far. Mechs I've had gathering dust actually see use and I have to be a little more careful putting pressure on with my assault mechs.
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I'll repeat what I said about quad LBX10 not feeling all that great on the fafnir. It just doesn't feel like it hits that hard.
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Plek posted:They will never be able to make TTK lower while also making the weapons feel good and impactful. Not without decoupling them from instant weapon convergence and pinpoint accuracy. This is ultimately true; or at least the first part. I don't have strong feelings on the latter, but having guns not go where you shoot them might feel lovely. Well, I know it feels bad, I played before they fixed the netcode. Here's the thing though, I see people say they want a weapon buff and oppose a nerf, but then argue TTK is too fast. You don't get to have it both ways. You're arguing that having guns do 10 damage per shot against 100 armor will feel better than 1 damage per shot against ten armor. What matters with TTK and weapon balance is not the absolute values but the ratios. This is why I said pages and pages ago that it would make more sense to adjust the overperformers down and some of the extreme underperformers upwards instead of buffing every weapon. Incidentally, this is also how MWO arrived at a place where every mech has armor quirks, and any mech that doesn't have HP quirks is considered to be very fragile. Some mechs got armor because they felt squishy, which made weapons feel bad when used against these mechs so the weapons were bumped up again, which in turn made other mechs feel fragile, so they got armor, ad nauseum. With every mech except a handful of exceptional chassis like the PIR, VGL, etc stuffed with armor, we ended up with the DPS focused meta that UAC5s & 10s provide.
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Simultaneously high dps guns are counters to poptarts because you gotta push into them.
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ilkhan posted:I'll repeat what I said about quad LBX10 not feeling all that great on the fafnir. It just doesn't feel like it hits that hard. Do you have the one with the ECM? Because that thing does work.
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TheKingslayer posted:Do you have the one with the ECM? Because that thing does work. It's completely opposite of the stock dual heavy gauss which does *work* so quickly. Low damage numbers but lots of kills because it does tear through CT or side torso sections so quickly.
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I like the changes so far, but the meta is still moving pretty fast. The matches are a lot faster and less onesided. Brawling seems to be possible again due to the speed of the games. The mobility pass will be interesting.
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aniviron posted:This is ultimately true; or at least the first part. I don't have strong feelings on the latter, but having guns not go where you shoot them might feel lovely. Well, I know it feels bad, I played before they fixed the netcode. I don't mean by adding random misses and shots that go off on some oddball direction. But maybe torso mounted weapons only fire forward, or with less (or much slower) convergence, so that hit won't all land on the one point in center. Same with the arms, allow them to converge but you can add a bit of wobble on each arm depending on how the chassis moves and maybe just quirks of the mech. Don't rely on just the two reticules, have them tied to a group or per weapon. It won't feel like you're randomly missing when you can still see where your shots will land. Hell, just having torso weapons locked forward would break shot patterns enough to spread damage, give lights a bit of an edge in shot groupings, and unironically strengthen bracket builds more readily if they tied weapon convergence to range. Plek fucked around with this message at 22:40 on Apr 25, 2021 |
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Within 300 meters lbx10s still should have very tight grouping.
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Artificer posted:Within 300 meters lbx10s still should have very tight grouping. Also they get a critical hit bonus against exposed structure. I mean it's hard to argue with dual heavy gauss rifles generally but LBX loadouts are pretty strong after everybody's worn each other out a bit.
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ilkhan posted:I'll repeat what I said about quad LBX10 not feeling all that great on the fafnir. It just doesn't feel like it hits that hard. A single volley doesn't. 4x LBX10 builds aren't about high pin-point or big alphas, they're about sustained pressure. They have a short cooldown and very low heat per point of damage. The loadout is designed for spearheading a push and punishing hotter mechs that want time to cool off between trades. If you're going alpha for alpha against a Laser Vomit mech you're going to lose. The goal is to get in their face and keep shooting while they're stuck at 90% heat. That said, the FNR is probably one of the weaker platforms for the build. It's quirks are okay, but the giant hitboxes make it very easy to drill down components. The SLEIPNIR is usually the mech folks will recommend for 4xLB10 since it's more nimble and has better geometry for spreading damage.
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Skippy McPants posted:A single volley doesn't. 4x LBX10 builds aren't about high pin-point or big alphas, they're about sustained pressure. They have a short cooldown and very low heat per point of damage. The loadout is designed for spearheading a push and punishing hotter mechs that want time to cool off between trades. If you're going alpha for alpha against a Laser Vomit mech you're going to lose. The goal is to get in their face and keep shooting while they're stuck at 90% heat. Good points with the how to play it notes. I'll keep those in mind.
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just use a kdk3 with goofy eyes/lips decals
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| # ? Apr 26, 2021 06:50 |
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just cracked 1100 damage in a cor-7a. mcii here i come
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