Culex, on February 23 2013 - 07:31 PM, said:
First of all, that video is testing a very specific instance of the SS doing damage fully optimized with offensive tree points and internals. The video was made to show the most damage the SS can achieve. AJK has essentially cut out all the sacrifices the SS had to make by foregoing mobility/defensive tech tree points as well as other internal drawbacks. The video doesn't show the strength of the A-mech. It doesn't display the A-mech's ability to get away, come back, and refire on the SS. It doesn't display the increased walk speed. No, all we're looking at is a perfect scenario for the SS (drawbacks being hidden).
The strength of the A mech is being able to dodge and lengthening the TTK to 1.5 seconds
Huge difference eh_
Culex, on February 23 2013 - 07:31 PM, said:
That being said, the math you posted is skewed in favor of the SS. Using the data from the SK spreadsheet, without any internal/tech tree points, the Flak + TOW = 305. The Sabot and Slug powered shot = 337, not 381. If you're going to compare numbers, compare them on the same level. The SS would need need two slug shots, not one. A normal double shot = 246, for when the SS doesn't have the ability available and the primary and secondary is off cooldown.
So we should balance around LESS than what the SS should do, and not the MOST they can do_
And this isn't about the base damage of the Slug+Sabot, the issue is with what you can stack your damage up to when using PS, which is what the subject of this thread is
Culex, on February 23 2013 - 07:31 PM, said:
You're also not factoring in the following: ease of hitting the Flak from close range, the scout's fuel special ability (since this is an A-mech that has flak/tow), ease of landing direct tow shots when compared to fighting other mechs, ease of manually detonating tows that are going to miss and giving aoe splash damage, increased ease of circling around the SS while peppering it with damage, ease of the scout to run behind line of sight and not attempt to fight a battle not in it's favor followed by a repair.
Manual detonation = less damage, hitscan shots are easier to direct hit with than projectiles, and 1:1 accuracy weapons are easier to do max damage with than weapons with spread
And if someone is thrown off by you circle strafing them, then they're not the balance standard player
Culex, on February 23 2013 - 07:31 PM, said:
You can only afford to rush your opponent if you're at advantage in terms of a good amount of health, their secondary is on cooldown, face hug them to get a guaranteed sabot, and don't have other enemies present near the scene. Doing this on a point in a team game with enemy players present is suicide. In most cases you have to let them get away and hope they are going to appear in LoS (which they shouldn't) or look for a new target. It's much easier for an A-mech to dip out and get a reset than you're letting on.
..so against an A mech then_ And if you rush them and they fire their secondary, they take damage too, so ultimately if you can take full damage away from your opponent, or you can take full damage and cause damage to your opponent at the same time, why would you ever pick the former_
And why are you trying to change this to a situation where an SS is fighting a whole team_ That's nonsense
Culex, on February 23 2013 - 07:31 PM, said:
If you have regret to go and chase and finish an SS, chances are they were probably far away from the objective. So your team technically has advantage in that you should have one extra body on the point than theirs. This sets the SS's team back in terms of opportunities to regain the point; once an SS's position is known they are called out and they would have to spend precious time of their to find a new attack angle (a much greater waste of time). If you do take a SS from the back, you're most likely also in a great position to flank his allies and catch them by surprise. You've effectively made them the meat of a sandwich, and now they have to decide to let off the point and put their attention into fighting you (while your allies pound them from the back) or continue fighting your allies while you pelt them from the back, hard.
So the people they killed or maimed before you spotted and marked them magically reappear_ The ability for an SS to peg targets before the point in question means nothing_ Additionally, you suggesting that the SS is okay based on maps that are not balanced_
Culex, on February 23 2013 - 07:31 PM, said:
So you can retaliate. If you choose not to, shooting TOWS or Hellfires at the SS will result in damage the SS will eventually be likely to take, and force them off their perch and repair, while your team has a numbers advantage on the point. Or your team can be more aware of the SS's positioning and render them almost useless by choosing to fight out of LoS. It's also incredibly easy for your allies and you to off-tank the shots when you do need to get in LoS, switch out and pick apart the SS's allies that are actually fighting to regain the point, and repair orb up out of LoS. This way you've basically taken the strength of the SS out of the equation, and made the allies of the SS rage for lack of support.
So we're now basing balance on sharpshooters who stand perfectly still and take incoming fire like a champ_ Okay
Culex, on February 23 2013 - 07:31 PM, said:
It's 2 additional slugs, 2 seconds (I am not buying into that offensive tree garbage at the cost of mobility). This is assuming the A-class sticks in LoS for 2 seconds, the SS isn't getting fired upon, the SS lands all 3
rounds (one double plus two single slugs). With dodges and ping differences and terrain LoS blockers, 2 seconds is a sufficient amount of time to boost out of LoS. I also find it extremely useful how an A-mech can repair out of LoS, relay this information to their team, and make the threat of the SS minimal. For the A-classes small amount of health, it has a smaller hitbox and greater speed.
So we base balance on your personal loadout_
That doesn't seem very smart
Culex, on February 23 2013 - 07:31 PM, said:
Direct hits on an SS in scope are far more likely. 185 damage for direct, 145 damage from within 10 meters. This is basically free damage to the SS. Many experienced A-class users know the best way to fight is either to catch the SS by surprise, or whittle down their hp with direct hits (again, much easier to hit on SS's than other classes due to scope mechanic) or splash. After 2 easy to land ToW shots onto the SS (detonated or direct), they can risk staying in LoS long enough to net them the kill.
More likely != guaranteed. More likely != guaranteed damage
Additionally, time you spend firing is time you spend exposed, which is time you spend taking over 100 damage/second from slug shots, and over 200 damage from sabot shots every 5 seconds of fight time
Culex, on February 23 2013 - 07:31 PM, said:
As far as dodging a hitscan shot, it's mind games.
It's prediction, which I already mentioned. However it's prediction on the part of the target, whereas projectile weapons require prediction on the part of the shooter as well