#Fire and forget weapons...

9 messages · Page 1 of 1 (latest)

slim quartz
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Noricum, Vortex mainly. Allow players to poke their Mechs out, fire, and be back behind cover. This trivializes weapons that need to aim. There's a time lag in aiming and firing the Noricum and Vortex just do not need. Because of this, one using Noricum and/or Vortex can send most of their time behind cover. They're safe behind cover meanwhile anything that has to aim must make themselves vulnerable to take a shot that might miss. Vortex is particular just fire, forget while they home in, bypassing the whole "aiming phase"

The dynamic on the battlefield this has created is that Vortex mainly and partially Noricum has become the easy way to get kills. "Oh, enemy is that way?"

Chuck noricum that way and back to safety. You don't even have to wait for them to finish firing. Orochi core emp wave? Oh look, vortex can DPS from the safety of cover!

Literally every other weapon must aim and fire to do damage and in doing so be vulnerable while the vortex/ is just waiting to aim. "Oh he is aiming to shoot? Have some missiles. Have some mortars"

Only other option aiming weapons have is to risk it, fire, maybe hit, and trade damage. But if the missiles do more damage...it's a trade you loose. Snipers loose this fight or are forced to stay in cover, rendering then useless. Everything else is out ranged, forcing them to rush, taking damage all the while, leaving themselves to be picked of as they approach.

Look, I don't know how you devs can/will balance this but something must be done otherwise you will have entire classes of weapon unused while most people use the "easy win" weapons. I played a guy and THREE of his six Mechs were some combination of missiles and/or artillery.

THREE OF THEM.

wooden oasis
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I find vortex to not be a problem. The dmg output can be a bit lacking in certain scenarios, and they tend to have long moments of downtime in their gameplay. Plus both vortex and noricum are very susceptible to dives, and flamers are still very strong up close. I would hazard to call them “easy win” weapons

slim quartz
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It is true. Flamers ARE powerful. But I have experienced the dynamic I spoke of within the last hour. They're a problem, especially when there's multiple people on a team using them.

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Soon the game be 80% Flamers, missiles and mortars.

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Those are the easy win weapons. Two of the three need little to no aiming. The third, you're so close, how do you miss?

delicate jewel
wooden oasis
# slim quartz It is true. Flamers ARE powerful. But I have experienced the dynamic I spoke of ...

The more people have them on a team, the more I find something is lacking that I can exploit. Too many backliners? Easy dive targets. Too many fast flamers? get some heavy firepower and play to cover and corners. I wouldn’t say there’s entire classes of weapons sitting unused, plenty of weapons strong or can keep up. I find people running many different types of weapons and not just flamers and artillery

serene saffron
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I'm also of the opinion vortex are not a problem. They function like tracking missiles in every mech game in existence. There is significant travel time, our HUD warns us they're coming, and there's plenty of time to find cover and close in. They're also limited to lock, making close quarters fighting harder.

One of the biggest issues with Noricums is that we have far less of that same kind of counterplay, which is why people find it frustrating. In other games, artillery weapons have a minimum firing range and reduced close range damage. Not so here.

mystic harness