Incinerator B3-AR: MAMA Problems
#21
Posted February 19 2014 - 09:35 AM
#22
Posted February 19 2014 - 11:19 AM
The updated the game to buff PPA (the one I didn't buy) and the only change to M4MA was to add MORE HEAT than it already had.
So disappointing on so many levels.
"Yeah, I think I might got me a stick."
"Loan me some will you, I'll pay you back later"
- Cpt. Chuck Yeager / Lt. Jack Ridley, The Right Stuff
#23
Posted February 19 2014 - 10:14 PM
Edit: I now fit this requirement. I main M4MA now that I finally figured out how to use it. I am still not as effective as I am with BBY yet, but I finally figured out what I was missing.
It still needs a little buff to it's capability as an actual weapon
Edited by CptCoy, February 20 2014 - 02:53 PM.
"Yeah, I think I might got me a stick."
"Loan me some will you, I'll pay you back later"
- Cpt. Chuck Yeager / Lt. Jack Ridley, The Right Stuff
#24
Posted February 19 2014 - 10:40 PM
I still want to know why the ingame stats make no sense, don't match the actual performance, along with the description that also doesn't apply. The retarded stat preview led me to waste my money on a weapon that doesn't do anything it says it does.
Edited by CptCoy, February 20 2014 - 02:54 PM.
"Yeah, I think I might got me a stick."
"Loan me some will you, I'll pay you back later"
- Cpt. Chuck Yeager / Lt. Jack Ridley, The Right Stuff
#25
Posted February 20 2014 - 12:02 AM
The devs need to sit down and actually use this mech cause the choices they have used till now are ludicrous, and plain unproductive for the incinerator pilots...
Oh and the patch made things worse if you didn't know... Good old devs never a step forward, always two steps behind.
#26
Posted February 20 2014 - 12:07 AM
I did not know about the utility fire, because I never tried it and was never told about it.
It takes more heat and has more AOE (read: easier to hit with) and with M4MA disperses enough heat if you exclusively use that mode. I finally figured out how to use this weapon and keep it spun up without overheating, but you should add the utility fire to the tutorial, because I had to learn the hard way.
"Yeah, I think I might got me a stick."
"Loan me some will you, I'll pay you back later"
- Cpt. Chuck Yeager / Lt. Jack Ridley, The Right Stuff
#27
Posted February 20 2014 - 12:20 AM
PUNISHER88, on February 20 2014 - 12:02 AM, said:
The devs need to sit down and actually use this mech cause the choices they have used till now are ludicrous, and plain unproductive for the incinerator pilots...
Oh and the patch made things worse if you didn't know... Good old devs never a step forward, always two steps behind.
Try using the alternate fire mode I just found out about. I am again seeing the ever-increasing glory of the Incinerator. Increased AOE and sustained fire with the increased heat rate of Mama Bear. Papa Bear overheats way to fast, it doesn't even make sense with that damage and fire rate why it needs to overheat. I can't disperse that much heat to keep it spun up in combat, even though I finally figured out how to do so with M4MA.
Still, Mama I only like for the heat generation and remains useless and too easy to dodge as an actual weapon.
Edit: I have since found out that even with this method, the PPA overheats way too fast. It is as Punisher said, unusable.
Edited by CptCoy, February 21 2014 - 08:32 AM.
"Yeah, I think I might got me a stick."
"Loan me some will you, I'll pay you back later"
- Cpt. Chuck Yeager / Lt. Jack Ridley, The Right Stuff
#28
Posted February 20 2014 - 08:36 AM
Edited by Bea5t, February 20 2014 - 08:41 AM.
#29
Posted February 20 2014 - 08:56 AM
Both unlocks apparently have a long way to go in terms of balancing.
Edited by Stingz, February 20 2014 - 08:57 AM.
Someone elses data of Hawken gear/mechs | and another one
#30
Posted February 20 2014 - 09:54 AM
Bea5t, on February 20 2014 - 08:36 AM, said:
I have been testing all 3 guns in Training and Co-op mainly to try and get the mechanics down pat. So far the Baby is easiest to use but has an effectiveness ceiling due to not generating as much heat as the other two, which limits DPS on the SAAR. Momma is the sweet spot for me - by using big-ball mode I can keep the heat coming and string fireballs in a steady stream until I lose mental focus / timing or have to boost. Poppa generates heat so fast that combined with passive heat getting pulled from teammates I overheat way too often and at the worst possible times.
In unorganized team PvP game modes I don't do very well but I can imagine doing well with a team that knows how to play around an Incinerator. (If they would not block my shots / stay near my sides so I can leech off thier heat, protect my flanks and not all run away at once the Incinerator would be viable. Tech + Incinerator should be an insane heat dynamic also.)
In Co-op the Incinerator is my new go-to mech. The ability to fire non-stop and do so much damage is insane vs. AI.
Edited by Wasabi_Wei, February 20 2014 - 09:55 AM.
Just Saying: "If an officer of the law expects to be treated as such, then they had better act as one and uphold our laws and Rights in the pursuit of Justice."
#31
Posted February 20 2014 - 02:55 PM
PUNISHER88, on February 20 2014 - 12:02 AM, said:
The devs need to sit down and actually use this mech cause the choices they have used till now are ludicrous, and plain unproductive for the incinerator pilots...
Oh and the patch made things worse if you didn't know... Good old devs never a step forward, always two steps behind.
I recently unlocked and tried the PPA and it overheats even faster than M4MA, just way too fast.
"Yeah, I think I might got me a stick."
"Loan me some will you, I'll pay you back later"
- Cpt. Chuck Yeager / Lt. Jack Ridley, The Right Stuff
#32
Posted February 20 2014 - 02:58 PM
Wasabi_Wei, on February 20 2014 - 09:54 AM, said:
Bea5t, on February 20 2014 - 08:36 AM, said:
I have been testing all 3 guns in Training and Co-op mainly to try and get the mechanics down pat. So far the Baby is easiest to use but has an effectiveness ceiling due to not generating as much heat as the other two, which limits DPS on the SAAR. Momma is the sweet spot for me - by using big-ball mode I can keep the heat coming and string fireballs in a steady stream until I lose mental focus / timing or have to boost. Poppa generates heat so fast that combined with passive heat getting pulled from teammates I overheat way too often and at the worst possible times.
In unorganized team PvP game modes I don't do very well but I can imagine doing well with a team that knows how to play around an Incinerator. (If they would not block my shots / stay near my sides so I can leech off thier heat, protect my flanks and not all run away at once the Incinerator would be viable. Tech + Incinerator should be an insane heat dynamic also.)
In Co-op the Incinerator is my new go-to mech. The ability to fire non-stop and do so much damage is insane vs. AI.
That's my primary problem at the moment, now that I figured out how to fire the alternate SAARE. Teammates are constantly dodging right in front of me while I am spun up with M4MA, blocking my shot and if they are close enough, causing myself a little bit of splash damage. I do have Failsafe for that reason though. When it happens with the mega AOE SAARE it's even worse.
The M4MA needs reworking, like a faster travel time, or faster rate of fire.
"Yeah, I think I might got me a stick."
"Loan me some will you, I'll pay you back later"
- Cpt. Chuck Yeager / Lt. Jack Ridley, The Right Stuff
#33
Posted February 20 2014 - 03:15 PM
CptCoy, on February 20 2014 - 12:07 AM, said:
I did not know about the utility fire, because I never tried it and was never told about it.
It takes more heat and has more AOE (read: easier to hit with) and with M4MA disperses enough heat if you exclusively use that mode. I finally figured out how to use this weapon and keep it spun up without overheating, but you should add the utility fire to the tutorial, because I had to learn the hard way.
Can you please explain what do I need to do, because I just bought Incinerator and equipped it with that largest cannon, but it just overheats too quickly and I'm first to die in coop mode, let alone any other. I don't understand.
Also, what is that red area triggered by some kind of grenade that launches when I press "R" _
#34
Posted February 20 2014 - 03:22 PM
Bea5t, on February 20 2014 - 08:36 AM, said:
When firing the M4MA and 1st SAAR at the same time, you are guaranteed to overheat. I didn't even know the different modes arced differently.
"Yeah, I think I might got me a stick."
"Loan me some will you, I'll pay you back later"
- Cpt. Chuck Yeager / Lt. Jack Ridley, The Right Stuff
#35
Posted February 20 2014 - 03:28 PM
Neo_ST, on February 20 2014 - 03:15 PM, said:
CptCoy, on February 20 2014 - 12:07 AM, said:
I did not know about the utility fire, because I never tried it and was never told about it.
It takes more heat and has more AOE (read: easier to hit with) and with M4MA disperses enough heat if you exclusively use that mode. I finally figured out how to use this weapon and keep it spun up without overheating, but you should add the utility fire to the tutorial, because I had to learn the hard way.
Can you please explain what do I need to do, because I just bought Incinerator and equipped it with that largest cannon, but it just overheats too quickly and I'm first to die in coop mode, let alone any other. I don't understand.
Also, what is that red area triggered by some kind of grenade that launches when I press "R" _
First, the red area is your equipped item. It can be fired by pressing "1" or also "R" by default (I have rebound this as I keep hitting it out of reflex in an attempt to vent heat).
It is a heat charge, and causes anybody (even you) to gain heat rapidly when in it's AOE (the red stuff). Use it to overheat heavies or throw it on top the AA or energy stations to deny enemy access.
Second, press Middle Mouse Button (I also rebound this) to toggle the alternate SAARE, which consumes more heat, enough to keep M4MA cool, and has a larger AOE. I have heard varying opinions it also has more damage, I haven't confirmed.
Last tip, if you keep right clicking, you can fire your next SAARE before the reloading animation has even finished. Spam those salvos, never stop firing. M4MA has to stay spun up to be useful, which means you can't stop firing your SAARE either. I release my SAARE in bursts of 2-3 usually. One shot on either side of cover to keep them suppressed.
"Yeah, I think I might got me a stick."
"Loan me some will you, I'll pay you back later"
- Cpt. Chuck Yeager / Lt. Jack Ridley, The Right Stuff
#36
Posted February 21 2014 - 11:08 AM
#37
Posted February 21 2014 - 12:50 PM
SAARE = The secondary weapon in the mech's right arm. If the center bar of your cross-hair is vertical | then you shoot larger balls of fire from the SAARE that dump more heat than the smaller fireballs if the cross-hair is horizontal -- . By default Middle Mouse Button (pressing down on the scroll wheel of the mouse) toggles between these two modes on the SAARE launcher. The Raider Mech has the same mechanic with its' Corsair KLA / MIRV toggling between fireball 'nades and explosive Flechette rounds.
AA = Anti-Artillery missile battery in Siege modes. They are the central reference point on any map, although on Siege you must control it to win.
Edited by Wasabi_Wei, February 21 2014 - 12:50 PM.
Just Saying: "If an officer of the law expects to be treated as such, then they had better act as one and uphold our laws and Rights in the pursuit of Justice."
#38
Posted February 21 2014 - 01:56 PM
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