meeper
1901
Nothing sad about that. It’s been a pain in the ass mech to fight against.
pg1
1902
Sad for me as I just got it up to the elite level. :-) I didn’t get to enjoy it fully!
It’s still going to be an excellent mech. Probably still the top of the heap for light mechs.
pg1
1904
RVN-3L hit box isn’t that changed much as far as I can tell. Something is still up, not sure what. I’ve been shooting ER PPCs and Gauss literally through them without damage. In other news, my LRMs are averaging ~2.74 a hit. About 50% more than they should be. If you aren’t LRMing you should be before it’s hot fixed. Air and artillery strikes didn’t make it into the patch which I’m not overly sad about. I’ve played the new map a bunch, probably more than any other map since the patch. I hope they set it to come up more on purpose after Alpine being so rare when it was new. However it isn’t in map stats so I don’t know just how much I’ve played it exactly. Going by screenshots, it’s 9 times out of 24 which is significant.
Stats are broken right now, which is too bad. Been having good success with the Jagermech: Dual AC/20, Dual Gauss, Quad AC/2 all setups that work quite well. Quad UAC/5 is do-able if you are a gambling man and is theoretically able to produce monstrous DPS. Six AC/2 is also in the realm of possibility (and LOOKS badass) but sadly not that practical.
The A variant with 2x AC/2, 4x SRM6 is also pretty interesting.
LRMs feel even more overpowered than usual, though i dont think anything has actually changed. Maybe just a psychological effect of the splash damage bug reveal. Or maybe the Jagermech’s geometry is particularly vulnerable to that bug.
meeper
1906
There’s no question that the Jagermech’s head is insanely vulnerable to LRMs right now. My personal stats don’t show me ever being headcapped by LRMs before Tuesday and yet 66% of my JM deaths have been due to LRM headcapping. Maybe it’s not JM-specific, but I suspect it is. I was hoping for a hotfix today, but that’s beginning to look less likely.
I spent the first night running the -S with quad AC2s. Through 16 matches, my average damage was 287, with 0.6 kills per game and KD ratio of 1.0. I love the range that the AC2s provide, but I just can’t seem to do enough damage at the right time to score the kills. I’ve been loving the sniper role though, so I’m toying with a GR/UAC5 build and a 2xAC5/2xAC2 build that I hope to try in the next few days.
Looks like they will be rolling out a missile damage hotfix and possibly a jagermech head hitbox hotfix this afternoon sometime.
pg1
1908
I think they did. They are even going to hotfix them today supposedly. Some matches I was averaging over 4 damage per LRM last night. I was just using 2xLRM15 and got over 1000 damage and a bunch of kills. I was one shot killing mechs like Stalkers from the front! You can currently cockpit mechs very easily with LRMs especially if you use height and jump jets to fire them so they come down from above the target. I went 20-4 K:D in a CPLT-A1 using 2xLRM15 and 2xSRM6. Some of the guys I was playing with who were using larger LRM boats were regularly hitting ~1500 damage.
http://youtu.be/VjBaJRajktc - SRMs broken too.
I also enjoy sniping a lot in MWO. It’s quite hard because of the extreme distances on the new maps and projectile travel times. I mainly like it a lot since you can always engage the enemy instead of sitting around waiting for most the match in a short range brawler. Arm lock was helped sniping a lot, especially on the CTF-3D so you can match your Gauss and PPCs to the same point. It’s set to LShift by default I think. Rest of the new control settings seem bad. They also seem to have fixed the draw distances for me. I can now see mechs over 1000m physically where as before they’d be invisible.
MASSIVE nerf to missiles. LRM damage dropped from 1.8 to 0.7, SRM damage dropped from 2.5 to 1.5. Splash damage is still in but radius massively dropped and max damage 40% of missile damage.
This effectively scales missile damage back to almost tabletop values. Very interesting!
meeper
1910
Very interesting about the reversion to near-table top values, indeed.
Link to the patch notes for those interested.
Playing my JM6-A tonight, 4xSRM6 + artemis is still a very powerful punch. I think that the balance is feeling a lot better though. Also I am not getting utterly annihilated by LRMS so that’s a good sign ;)
pg1
1912
http://mwomercs.com/tournaments?t=201303heavy
It’s like they don’t want to run a serious tournament. This one is for all heavy mechs but kills and assists count for 30 points while narc, tag, and capture assists count for 40 points. Go figure…
EDIT: Wow, now that Tourmaline Desert is being tracked in stats I can see it’s already my most played map! I’ve played it 33 times already more any than other map in my stats (shows how often it comes up considering it’s only been out a few days).
I don’t think these are really tournaments, just “events” they are trying to be creative with.
Tourmaline desert definitely seems to be weighted higher than the other map. Very curious to see what my stats look like!
JM6-DD 23:18 win/loss
JM6-A 25:24 win/loss (but 50 matches played??? what?)
JM6-S 19:12 win/loss
DD and A are Elited, 6-S I have Speed Tweak. The Jagermech seems like the most popular new mech in awhile. Every match I play has 4 or 5 of them. One match our team was made up of 6 JM6-S, and there were 4 assorted JMs on the other team. Certainly the trebuchet and spider were not nearly this common after their introduction.
Despite the boosted incidence of Tourmaline Desert, Frozen City Night is my most played map BY FAR, 46 matches compared to 30ish for the rest. Weirder, my win/loss on that map is 17:29.
Weapon wise, it seems that all my projectile weapon (including PPC) stats are approaching 60% and my laser stats are all between 90 and 95%. LRMs sit around 40%.
Bought the consumable pilot skill thingies and am still sitting on 18000 GXP.
That’s very interesting. Mine are almost exactly the same.
pg1
1916
I converted a bunch of GXP over the weekend to take advantage of the 50:1 boosted rate. I’ve tried coolant, it’s pretty OP especially when used together in specific strategies such as Splatcat rushing. I felt it let me get off 3 more alpha strikes using two basic Cbill coolants. I’ve become a fan of the brawler D-DC, something like this - http://mwo.smurfy-net.de/mechlab#i=17&l=aef6d9f0e3f56b3c93c756ef0cada5e6a45822b5 it let’s you use arms to block, then you rotate and shoot, then start blocking again. 2xUAC5 is better overall for DPS but you get CT cored quickly because you can’t turn arms to block. I played eight eight mans last night with it and didn’t die once (our group went 7-1).
I feel as if I’ve beaten the grind for the time being. I have mastered the RVN-3L, CPLT-A1/K2, CTF-3D and AS7-D-DC. Those are also the only mechs I use regularly but I own a bunch more. I’d slate those as the top tier however. Also played about an hour today grouped up with Garth Erlam (PGI community rep).
My SDR-5V winning streak continues, now at 44:20 win/loss. Drawing the attention of 3 or 4 (or 5!) enemy mechs seems to be a game winning strategy in pugs ;) additionally I have salvaged a number of otherwise losing conquest matches. The missile nerf has meaningfully increased my survivability, as has running a standard engine.
pg1
1918
I agree, the missile nerf has been amazing for light mechs. The other day I was fighting a Commando with a CN9-A (2xML, 3xSRM6) and I hit him with SRM6s at least 6-7 times full on. It registered damage on him but it seemed like he was impervious to SRMs. It was shocking. It seems like the inverse has been applied now. Where as before lights took too much damage from splash, now it seems as if they take too little. In the past I’ve one shot a healthy Commando with 3xSRM6 on occasion. It literally felt as if lag shield was back but I could hit him regularly just not do significant damage. However if lights stop they seem to take a lot more SRM damage (perhaps moving has something to do with hit registration on missiles?). Something is still off but overall I like missile balance now a lot more. It feels right for SRMs and SSRMs mostly. I never see LRMs now. Getting balance correct on those must be very tricky, they seem to flip from useless to OP very quick.
BTW, I want to thank PG and Soapyfrog for posting about the game here. I like the game, but don’t get enough time to play it. With you guys posting, I feel like I know a bit more about the current state of the game. Keep it up!
I suspect that with SRM racks even if you feel like you hit “full on” you are still missing or only getting splash hits with a number of the missiles. I have seen from certain angles numerous missiles passing between a raven’s legs, for example. In general though I would agree SRMs are probably the least reliable anti-light weapon right now. On the other hand scoring crippling autocannon hits on Ravens is much much much easier these days ;)
For LRMs I think honestly the damage is in the correct ballpark even if it probably needs tweaking. We’ll see what they do on the 2nd. I think LRMs would be more popular if ECM was more of a soft-counter; e.g. increasing lock time, decreasing decay time, increasing missile spread even… or alternately having an AMS like effect where over time individual missiles will randomly lose tracking and go flying off from the main pack. It would be more interesting/more satisfying rather than the pure hard counter that it currently is.
That said in PUGs you can still top run 600+ damage in a match with 2 LRM15s.
Dreamshadow: I am amazed there aren’t more people into this game. It get’s sooo much right. I think that the relative lack of content and the fact that it has a reasonably difficult learning curve probably work against it to some degree, but at the same time the basics are so enjoyable to me. I promise to regularly update this thread with whatever relevant info I can think of as long as I am still playing ;)