Papa Bear not viable_
#21
Posted February 16 2014 - 10:34 AM
#22
Posted February 16 2014 - 11:33 AM
Hijinks_The_Turtle, on February 16 2014 - 09:22 AM, said:
For reference, Mama's projectiles travel as slowly as the SAARE projectiles.
This is extremely problematic on a sustained weapon, where you need to chain hits. But what's often happening is that the large amount of lead you need means that you lost lots of damage because you simply can't adjust fast enough. It's physically impossible, unless you are a psychic who can see into the future and lead shots to places before your opponent makes an unpredictable move there.
Again, this is a problem because it's sustained, and not burst. When it's burst, you can wait for them to make the unpredictable movement, then hit them.
Also, the projectiles are stupidly hard to see. It gets really hard to judge where you need to lead because you often can't see them. This is a problem with the redox too.
Edited by AsianJoyKiller, February 16 2014 - 11:35 AM.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#23
Posted February 16 2014 - 12:58 PM
#24
Posted February 16 2014 - 01:00 PM
#25
Posted February 16 2014 - 02:12 PM
Rasti, on February 14 2014 - 04:20 PM, said:
Papa B. apparently overheats in less than three seconds from what I've seen on his weapons, and the Mama B. fires so slowly that all it's dps vanishes into the void.
At least makes me glad I haven't spend any HC on those two weapons yet.
Precisely my experience thus far.
#26
Posted February 16 2014 - 03:41 PM
#27
Posted February 17 2014 - 03:45 AM
The long spin time and hard to control heat is not very helpful with this ttk.
Maybe in siege. But I spend so much attention to the heat generation that I cant react properly to the actual situation.
Even If play jihad mode only to pump up the heat before running into mechs. Its not use full.
Maybe there is some trick.
Good day
#28
Posted February 17 2014 - 06:06 AM
Before I do so, I should state that I don't enjoy the Mech by any meaningful measure, and that I can say with 95% confidence that -- outside of the InkTech combination, where it becomes a serviceable never-ending Grenadier alternative -- I consider the Mech to be somewhere between mediocre and a piece of fuzz.
FenixStryk, on February 16 2014 - 08:27 PM, said:
I'm fairly sure this is the best weapon for the Incinerator in terms of increasing survivability; it has the highest "burst" sustained damage, sitting at a whopping 238 DPS. This is far beyond anything the Baby can hope to do consistently (161 DPS) and even higher than what Mini-Flak Van offers (176 DPS). Can you fire it forever_ No; but who in their right mind needs that sort of thing_
Thus far I have found that the sweet spot is three SAARE rotations to maintain heat, and a range of 0.75 to 3 seconds to keep Papa revving (typically, 1.4 seconds of movement followed by a single shot to reset the timer). The pattern seems to be: Rev Papa for 3 seconds -> [Papa Active] -> SAARE x3 -> [Inactive; evasion phase here] -> repeat from [Papa Active]. A 2 SAARE rotation is what you'll rely on in peek-a-boo, while a max of ~5 SAAREs with Papa firing is possible without overheating.
The best part about Papa is that you don't need to waste item slots on Heat Mines to enter Charged SAARE mode; you have it all the time. Admittedly, you'll be forced to suck on Papa's 3s rev-up time whenever you respawn, need to repair
^*This is not the case. You can maintain partial rev during low-radar movement using audio cues, cutting it from ~4s to ~1s.
To be frank, I usually look for more than viability when I choose a Mech, but if that is the only measure you are going for then Papa will suffice.
Edited by FenixStryk, February 17 2014 - 06:16 AM.
It was fun while it lasted.
#29
Posted February 17 2014 - 06:17 AM
I tried it in offline TDM and it works but still find it awkward b/c of the spin-up.
Also when you have allies/enemies close to you, have to adjust more or you overheat!
I think the Papa can be used as a hybrid-burst/sustained option. I think a player w/ good aim can start spinning as he walks around the corner and wreck a mech w/ 130 DPS from just the Papa + 80x3 SAAR shots the last of which lands after you've dodged back into cover.
If I were to main this mech, I think I would use Papa especially for DM.
For playing w/ teammates especially in siege, it's crazy how much heat you absorb from them. I literally had to keep shooting the SAAR continuously to avoid overheating in the AA w/ my team.
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#30
Posted February 17 2014 - 06:22 AM
FenixStryk, on February 17 2014 - 06:06 AM, said:
Before I do so, I should state that I don't enjoy the Mech by any meaningful measure, and that I can say with 95% confidence that -- outside of the InkTech combination, where it becomes a serviceable never-ending Grenadier alternative -- I consider the Mech to be somewhere between mediocre and a piece of fuzz.
FenixStryk, on February 16 2014 - 08:27 PM, said:
I'm fairly sure this is the best weapon for the Incinerator in terms of increasing survivability; it has the highest "burst" sustained damage, sitting at a whopping 238 DPS. This is far beyond anything the Baby can hope to do consistently (161 DPS) and even higher than what Mini-Flak Van offers (176 DPS). Can you fire it forever_ No; but who in their right mind needs that sort of thing_
Thus far I have found that the sweet spot is three SAARE rotations to maintain heat, and a range of 0.75 to 3 seconds to keep Papa revving (typically, 1.4 seconds of movement followed by a single shot to reset the timer). The pattern seems to be: Rev Papa for 3 seconds -> [Papa Active] -> SAARE x3 -> [Inactive; evasion phase here] -> repeat from [Papa Active]. A 2 SAARE rotation is what you'll rely on in peek-a-boo, while a max of ~5 SAAREs with Papa firing is possible without overheating.
The best part about Papa is that you don't need to waste item slots on Heat Mines to enter Charged SAARE mode; you have it all the time. Admittedly, you'll be forced to suck on Papa's 3s rev-up time whenever you respawn, need to repair
^*This is not the case. You can maintain partial rev during low-radar movement using audio cues, cutting it from ~4s to ~1s.
To be frank, I usually look for more than viability when I choose a Mech, but if that is the only measure you are going for then Papa will suffice.
Man, you must have done a lot of testing to figure all of that out. o.o I'll try out that combo, but it feels a bit too much to have on mind while trying to defend choke points or trying to survive a really desperate fight.
Edited by Hijinks_The_Turtle, February 17 2014 - 06:24 AM.
#31
Posted February 18 2014 - 12:43 AM
And the incinerator mech, too. It is very effective in destroying little flying targets with it's abiity.
Taking 4-5 heat upgrades (heat reduction 20-25%) make PPA vialbe: it doesn't overheat and let spam saare big projectiles.
Anyway, PPA is ok against B and C mechs, especially in cqc, and it's worst feature - 2,5 seconds delay.
Without delay, this weapon could be good in tdm.
#32
Posted February 18 2014 - 09:04 AM
Any one of the following would make a world of difference:
1) Shorter spin up
2) Constant speed once spun up
3) Less heat
4) No heat absorb once you're past a certain heat threshold (80%_)
Edited by Frenotx, February 18 2014 - 09:04 AM.
To pronounce my name correctly, just pretend the 't' isn't there. You can also think of it as "Freno - [sodacan opening sound]"
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