Scout overpowered_
#41
Posted January 31 2013 - 02:27 AM
Base weapon damage by class. C class does most damage, then B, then A. Simple and easier to balance.
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#42
Posted January 31 2013 - 02:28 AM
When I lose in such fight, it's:
1, me having a really damaged armor
2, me being out of fuel
3, me being peppered by someone else from a distance - my most likely cause of death btw
4, me being drunk and not giving a damn about my performance
It's always me. Not my weapons. Not my choice of mech. Me.
[font=play, helvetica, arial, sans-serif]If we spread out, we die.[/font]
[font=play, helvetica, arial, sans-serif]If we stick together, we die together. (in memory of f_error, gone, but not forgotten)[/font]
#43
Posted January 31 2013 - 02:38 AM
davek1979, on January 31 2013 - 02:28 AM, said:
When I lose in such fight, it's:
1, me having a really damaged armor
2, me being out of fuel
3, me being peppered by someone else from a distance - my most likely cause of death btw
4, me being drunk and not giving a damn about my performance
It's always me. Not my weapons. Not my choice of mech. Me.
Wait until you become a level 25 recruit, and see yourself defenseless against a level 10 scout.
-
And what about high level sharpshooters_
Not long ago I realized why sometimes I kickass in a match, and other times I'm completely helpless.
Scouts aside. I've noticed there's not a chance in hell I can take on a level 25 sharpshooter with a level 25 recruit, even less a berserker.
Sharpshooter weapon makes as much damage as the TOW missile, think, maybe more, one shot takes like 200 damage on my recruit. I see my health go from 709 to 400something, 200something, boom I'm dead.
When with my minigun I need a constant flow of hits at close range for a total 6 seconds aprox. to make a full kill (and I'm optimized for full damage). Which is very difficult to do. And at long range it's almost useless.
Why is sniper's fire rate so much faster than tow missiles, much more accurate, instant hit, and make as much damage if not more_ Is it me or this is crazy_
Why even bother getting to level 25 if I'll never be able to take on some mechs unless we outnumber them_
Edited by Dogzer, January 31 2013 - 02:40 AM.
Team DM - Strength is in numbers.
Missile Assault - Hiding behind missile silos doesn't work against grenadiers.
Siege - No AA, no glory.
DM-They WILL get you from behind while fighting someone else.
#44
Posted January 31 2013 - 03:25 AM
Or to quote Eminem, former master of the Sharpshooter:
Quote
To seize everything you ever wanted
in one moment
Can you capture it
Or just let it slip_
Yo.
Playing a Scout with TOW is Hawken: Easy Mode.
Edited by RisorialScion, January 31 2013 - 03:27 AM.
It'll take a lot more than rage and muscle
The hands of the many must join as one
And together we'll cross the river...
#45
Posted January 31 2013 - 04:58 AM
#46
Posted January 31 2013 - 05:56 AM
The minigun is useless at mid and long range. Description says it "shreds" enemies at close range, but it's hardly the case.
Team DM - Strength is in numbers.
Missile Assault - Hiding behind missile silos doesn't work against grenadiers.
Siege - No AA, no glory.
DM-They WILL get you from behind while fighting someone else.
#47
Posted January 31 2013 - 06:19 AM
Dogzer, on January 31 2013 - 05:56 AM, said:
On a long enough timeline, the survival rate for everyone drops to zero.
#48
Posted January 31 2013 - 07:23 AM
Coldbound, on January 31 2013 - 02:14 AM, said:
defekt, on January 30 2013 - 09:10 AM, said:
Class restricted weapons would propably change the game in a better direction
#49
Posted January 31 2013 - 07:41 AM
Dogzer, on January 31 2013 - 02:38 AM, said:
davek1979, on January 31 2013 - 02:28 AM, said:
When I lose in such fight, it's:
1, me having a really damaged armor
2, me being out of fuel
3, me being peppered by someone else from a distance - my most likely cause of death btw
4, me being drunk and not giving a damn about my performance
It's always me. Not my weapons. Not my choice of mech. Me.
Wait until you become a level 25 recruit, and see yourself defenseless against a level 10 scout.
-
And what about high level sharpshooters_
Not long ago I realized why sometimes I kickass in a match, and other times I'm completely helpless.
Scouts aside. I've noticed there's not a chance in hell I can take on a level 25 sharpshooter with a level 25 recruit, even less a berserker.
Sharpshooter weapon makes as much damage as the TOW missile, think, maybe more, one shot takes like 200 damage on my recruit. I see my health go from 709 to 400something, 200something, boom I'm dead.
When with my minigun I need a constant flow of hits at close range for a total 6 seconds aprox. to make a full kill (and I'm optimized for full damage). Which is very difficult to do. And at long range it's almost useless.
Why is sniper's fire rate so much faster than tow missiles, much more accurate, instant hit, and make as much damage if not more_ Is it me or this is crazy_
Why even bother getting to level 25 if I'll never be able to take on some mechs unless we outnumber them_
Do you still think that the SS is overpowered_
#50
Posted January 31 2013 - 07:43 AM
RisorialScion, on January 31 2013 - 03:25 AM, said:
Or to quote Eminem, former master of the Sharpshooter:
Quote
To seize everything you ever wanted
in one moment
Can you capture it
Or just let it slip_
Yo.
Playing a Scout with TOW is Hawken: Easy Mode.
#51
Posted January 31 2013 - 08:02 AM
Gree, on January 31 2013 - 07:43 AM, said:
RisorialScion, on January 31 2013 - 03:25 AM, said:
Or to quote Eminem, former master of the Sharpshooter:
Quote
To seize everything you ever wanted
in one moment
Can you capture it
Or just let it slip_
Yo.
Playing a Scout with TOW is Hawken: Easy Mode.
*sigh*
#52
Posted January 31 2013 - 10:02 AM
Gree, on January 31 2013 - 07:41 AM, said:
Do you still think that the SS is overpowered_
You have a point. Actually lower level sharpshooters aren't every effective. But the level 25 ss that I ran against, was undefeatable with my level 25 recruit, there was no way around it.
When two mechs at level 25 go against each other, each should *ideally* be able to use their features to have a fair fight, but I swear there was nothing I could do! It was pointless.
This is how my health look'd as soon as I got in ss's range: 709.. 400... 300...50.. 0 (aprox). In a matter of 3-4 seconds.
When it takes a short but precious time to get the minigun start shooting, and bullets spreads all around the place, not hitting the enemy (unless standing real close).
But for minigun to to make a full kill, I kid you not, it takes some good 5 or 6 seconds of effective hits from close range.
To be fair, in a 1 vs 1 fight, a level 25 recruit is not underpowered. Minigun in combination with TOW can do great damage in close quarters. It's great for deathmatch. But the mode I like is Siege! (to me it's the real game).
To me other modes are just to practice, and Siege is the real mission.
And you gotta be effective at mid-range in Siege, otherwise you can't do anything when AA is crowded. You can't even help, you're more of a burden to your team, and that can't happen when you're level 25.
Edited by Dogzer, January 31 2013 - 10:12 AM.
Team DM - Strength is in numbers.
Missile Assault - Hiding behind missile silos doesn't work against grenadiers.
Siege - No AA, no glory.
DM-They WILL get you from behind while fighting someone else.
#53
Posted January 31 2013 - 10:19 AM
#54
Posted January 31 2013 - 04:50 PM
I also have a level 21 bruiser. I definitely find that mech harder to play, but it is fun in a different way: area denial, cool looking/sounding rockets, a lot more health (inc the special ability), taking hellfire pot shots at fliers, supporting team mates more... But it is certainly more difficult to win 1v1s, at least against skilled opponents (anything is viable vs new players)
On the other hand, my scout tends to have great difficulty with snipers, but my bruiser not so much. Overall my impression is A classes tend to fare better against most opponents - and so you get lots of them in a match. The SS just got a major boost however - that should help curb A class domination as folks get better with a now more viable sniper.
#55
Posted January 31 2013 - 05:20 PM
dEd101, on January 31 2013 - 02:27 AM, said:
Base weapon damage by class. C class does most damage, then B, then A. Simple and easier to balance.
Australian_ Like Hawken_ Then join the Drop Bears! Or actually maybe don't, since it's kind of dead.
#56
Posted January 31 2013 - 05:22 PM
In DM I find that it's easier to handle as you don't depend on your team's skills/mech. So when I play DM I'm satisfied, I don't feel cheated, if I die I realize I wasn't fast enough.
But in siege, things become hard, especially because you gotta take AA. If enemy team are a bunch of friends or are actually doing teamwork, then you're in big problem. Rarely both teams work as teams, and you get a satisfying balanced match. Aprox 2 out of 3 times, you got 1 team IMPOSSIBLE to win, and the other team is scattered, sending ships to their deaths, and insantly dying when they get close to AA. All you can do is either rush to AA, die, repeat... shoot the ship until your team loses, or try to kill someone to get exp (and team still loses). The ideal thing is to try be a teamplayer, and go WITH someone to AA, but usually it's hardly enough, you and your temporary buddy die together, and enemy has enough time to repair.
Maybe siege needs a few gameplay tweaks, but it's still alpha, so yeah!
I say at encourage more somehow that everyone actually secures AA BEFORE sending the ship to its death. Also give more exp for being at AA, give double exp for KILLING enemy in AA. I don't know, I'm just brainstorming.
But tweaking mech's balance bit more would also help. Right now scout's being too advantageous, with extra fuel and flak cannon. Maybe since they're scouts, and they're most suited to scout the area, rather than hard combat, they usually have less armor_ Just saying.
Edited by Dogzer, January 31 2013 - 05:32 PM.
Team DM - Strength is in numbers.
Missile Assault - Hiding behind missile silos doesn't work against grenadiers.
Siege - No AA, no glory.
DM-They WILL get you from behind while fighting someone else.
#57
Posted February 01 2013 - 02:29 AM
SirCannonFodder, on January 31 2013 - 05:20 PM, said:
dEd101, on January 31 2013 - 02:27 AM, said:
Wolfyftw videos: http://www.youtube.com/user/wolfyFTW (click on the 'Mindgamer' episodes)
Promo Codes (free money): https://community.pl...90-promo-codes/
Stats (all credit to AsianJoyKiller and the other contributors): https://docs.google....lrQjM5Tmc#gid=0 (don't forget to scroll right)
#58
Posted February 01 2013 - 07:37 AM
A SCOUT can kill an A-class mech before they even know they're being hit, and they literally run circles around a C-class. Mini-Flak/TOW is just too potent of a combination, currently. The Mini-Flak can out-damage an AR at medium range if the player paces their shots, and at close-range it chews through armor like a fat kid eating a cookie. Couple that with the Fuel Reserve ability, which ensures that you can outlast your opponent in a dodging match, outrun your opponent in a retreat and overtake your opponent if they flee, and you've got a recipe for being OP. And from what I hear, the HEAT/TOW combo is even more deadly, although most of the SCOUTs I've seen have been pre-25 so I haven't had to deal with it much so far.
The Mini-Flak/TOW SCOUT could easily be brought in line, in my opinion, by simply reducing the range/increasing the spread of the Mini-Flak. Currently, it's just too d&#n accurate.
#59
Posted February 01 2013 - 10:23 AM
Quote
I wait until the enemy dodge and immediately shoot TOW + detonator to the place where the scout will. Combo TOW + Detonator + Flak = 100% dead scout in 1 second
Quote
Edited by nepacaka, February 01 2013 - 10:24 AM.
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