Leonhardt, on August 10 2014 - 07:29 AM, said:
[HFC]Daronicus, on August 09 2014 - 08:33 PM, said:
It's that it shuts down aggression extremely hard
Could say the same thing with Brawler and its amazingly high amount of health when you add health orbs and a tech
Can't an Incinerator also have an amazingly high amount of armor with repair orbs and a tech that synergizes with the Incinerator far more than a Brawler does_
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you could say the same thing for a good SS which can shut down half of a map at times (depending on the map visibility of course),
At least the Sharpshooter is squishy and slow for a B-class and has actual weaknesses, such as low DPS and poor CQC ability. As long as you can flank and surprise (which might then be tricky due to map layout) the Sharpshooter in a reasonable time, it's counterable.
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and of course you could make the case that the tech also shuts down aggression the hardest since it just continuously heals anyone that gets hit when trading.
Wasn't it shown some time ago how techless games result in lower killcounts in TDM_ People playing too cautiously because there is no one to heal them. A tech forces for an offensive flanking action, or something to that effect.
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Ah and lets not forget the Gren with its ability on can get triple if not whole team kills with the splash and damage output. Even just by itself the Gren outputs enough damage and splash to push entire teams back.
Difference: the Grenadier has to take breaks and with a Rev-GL opens up a weakness to flying and mobile enemies to which you don't have a high DPS hitscan weapon to fall back on. With a Vulcan you have reliable anti-air but can't split up grounded groups behind corners as easily. Tradeoffs.
An Incinerator doesn't have to take breaks to suppress an area and has reliable anti-air as well.
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To single out the Incin as the cause of a problem of aggression is ridiculous because the mech itself requires the user to be aggressive.
Suppressing an area by spamming 14m radius fireballs at a distance (which was what mostly happened on the Incinerators on TPG) is aggressive play_
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The mech shows up on radar constantly, has a super low fuel tank and cannot trade around corners without a tech.
If you don't want to show up on radar, stop shooting. It applies to every mech, it's not uniquely an Incinerator problem. If you are worried about spinup time, you stop shooting and just tap the M1 key every now and then to spin the gun. Properly managed and you only have to wait 1 second to shoot bullets. When you no longer care if you show on radar, press M1 to shoot. Being able to shoot constantly is a boon even if you show up on radar, anyway.
As for fuel problems, fuel converters, anyone_
As for trading, C-classes tend to have bigger hitboxes and thus show up earlier on corners. That's a C-class problem in general. Isn't the point of the Incinerator to have a tech up your metallic buttocks to provide gross amounts of support, suppression and DPS anyway_
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It has the highest DPS, but to trade evenly with a TOW user it has to hit 2 saare shots directly meaning that you gotta nut up or shut up when you engage there is no super effective in between (also not to mention how slow the saare shots are so easy to dodge at range).
Actually to trade evenly to a direct hit TOW, a SAARE user has to miss the target twice only by 10.0625 meters to deal exactly 125 damage. Or you can hit one directly and miss another one by a smidgen less than 14 meters.
Most projectiles are easy to dodge at range. The only exception to this is the Heat Cannon due to its speed and big splash. SAARE's saving grace is that you can spam it more often than enemies can dodge.
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Not to mention that whenever the mech stops to heal (using papa the only one worth using) it cannot fire for ~3 seconds. That may not sound bad, but think about all the times you stop and heal around corners before your enemy comes and you will realize that it is huge.
Then don't repair near the enemy lines. Or let the tech heal you up.
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The Incin is a mech that requires the user to make far fewer mistakes than other mechs or else they will be punished hard. The tech helps mitigate this and so does team play, but players are so busy cowering behind their team they often don't see how fragile the mech really is.
How exactly is the SAARE launcher punishing with its less than dodge cooldown reload time, huge AoE, comparatively longer radius until falloff_ The entire weapon screams forgiveness. It's a Corsair KLA grenade mode on crack.
Is PAPA punishing_ Only if you let yourself overheat. How often that happens_ How often does one trip down and break a nose when strolling on the sidewalk_
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Land an EMP on it and you have not just the EMP time to kill it, but the extra ~3 seconds it takes for it to spin up and fire again. The Incin has more weaknesses then any other mech I have used (which is every singe one in the game) and claiming that it alone puts down aggression is ridiculous. People put down their own aggression when they give up trying to push and decide to sit back or think that the game is over because they don't have the lead.
There. An EMP does make an Incinerator more frustrated than other mechs given the situation. Thankfully the Incinerator has the ability to boost away at a speed of 30.08 meters per second and the armor to absorb more attacks than a Vanguard doing the same. Either way, an EMP counters C-classes like no other, if you can get close enough to hit it reliably.
Are you honestly saying an Incinerator has more weaknesses than say, an EOC Rocketeer_
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Despite all of those reasons not to be aggressive Omni (Uni, Barbie Dream Corvettes) were extremely aggressive against the same or similar line ups with Incinerators. How is it possible that a team is able to be so aggressive when a single mech/mech combo on the enemy team is able to beat back the entire team with just a few shots_ Apparently we were so why can't you or anyone else be just as aggressive_
The brawler is particularly weak to the Incinerators balls of fire that cause heat because the Brawler has a really low heat allowance. Personally I feel the Incin's ability to increase peoples heat with ballz of fire should be at the very least toned down if not removed. That being said it is not so incredible as to stop aggression from entire teams, that has not been the case throughout the entire league for our team even when we were not using an Incin and there were plenty of games we saw streamed that did not have this problem even though one or more of the teams was using an Incin.
tl;dr_ The Incin is not the root cause for a lack of aggression teams lacking coordination and confidence cause their own aggression problems. Omni never had a problem being aggressive no matter the mech line up including against Incin tech combo's.
Kudos to people who could work around the combo, but it still doesn't mean the mech is fine or that it's not a part of the lack of aggression part. I believe the root for the lack of aggression goes deeper into the game's mechanics and indeed, how confident one is to be aggressive, but a mech like the Incinerator does not certainly help it.