Author Topic: BA-Too hard to kill...  (Read 4191 times)

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Offline CHHš Siege

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Re: BA-Too hard to kill...
« Reply #105 on: May 12, 2011, 11:13:51 AM »
It will come with time. I'm rarely the absolute best player in terms of fast aiming, etc., on any given server in any given FPS. I like to think I'm decent at the games I enjoy, but as may be, I too had a hard time with BA at first, and trust me, you don't know "hard to kill" this late in the game; at various points in the alpha and even early beta BA were nigh ungodly.

BUT, during the Sunday play tests in early alpha (before public beta was released), every Sunday, every time we played Clearcut, I knew I could count on KitLightning being on Clan and coming down south to camp the exit of our main hangar as a BA, and oh but did epic battles ensue. Eventually, however, as I got better and more experienced, I got to the point where I could kill Kit's laggy-ass reliably at range; since then I still have a tendency to consider each mech purchase based on whether it has weapons suitable for how I play AND whether I can use them effectively against BA.

Trust me, it will come with time.



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Offline ~SJ~ Griffin

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Re: BA-Too hard to kill...
« Reply #106 on: May 12, 2011, 06:58:42 PM »
Quote from: CHHš Siege link=topic=13677.msg222792#msg222792 date=1305191631
Trust me, it will come with time.
[/quote

^this x1000. When I started MWLL back in .1 BA would rip my mech apart, and still do once in a rare occasion. But for the most part i just now approach the situation calmly, with the idea of "This thing can't hurt me too bad, and if it does I'll just run back to base or to nearest allies, it is really just an annoyance." And if the thing ticks me enough, I go grab a RAC2 parti or the warthog Bushwhacker and enjoy the free kills.

Usually if you don't panic when the BA attacks and pretend to ignore the little bugger, the pilot will immediately get cocky and play dumb, allowing for the ever so pleasurable H-gauss BA kill or LBX-20 to face kill. 

Offline =KoS= Eldragon

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Re: BA-Too hard to kill...
« Reply #107 on: May 12, 2011, 07:51:07 PM »
Depending on lag conditions, BA can get really nasty to kill. Its a small target that moves fast and a 200 ms lag translates to a ~5 meter difference between what you see and where the target is. So it can get extremely frustrating. If I'm in the mood for playing BA, joining a server where my ping is >150 is a nice edge.

The trick to dealing with BA is to simply run away for 300 meters and pick them off when they chase you. If the BA isn't that stupid, there isn't much you can do about it aside from scaring them into hiding and calling reinforcements.

(Note this isn't a complaint, this is how BA are supposed to work).

It would be interesting if we got Anti-BA pods as a weapon mount that fire short range shrapnel in all directions. But its hardly critical.

Offline Buzz_Litebeer

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Re: BA-Too hard to kill...
« Reply #108 on: May 12, 2011, 08:16:39 PM »
I didnt have any issues with BA until I got onto a laggy server.

Huntress to be exact.

When the server is maxed out, it is hard to get the lag to work with you and they can be hard to kill.

I brought a streak vulture, something I usually easily kill BA in, but none of the streaks did damage to anything, BA included.

So when I brought a laser mech, I would visibly hit the BA but they wouldn't take damage?

Chalked it up to lag, so I don't think it is really a BA problem, more of a server issue in that case.
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Offline Mattk50

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Re: BA-Too hard to kill...
« Reply #109 on: May 13, 2011, 02:24:35 AM »
Make whatever argument you want.  ;D

 Here's the root of "BA uberdamage" for you: MWLL player always plays as a point. For mechs/tanks/aeros point is a single asset. But for BA(checks TRO stats) a point is a small fireteam of 5 BAs. Hence 1 MWLL BA is roughly equal 5 BAs in terms of firepower. It is done because max player number in MWLL is severely limited by cryengine(and even more so because of all the MWLL additions, vanilla crysis/wars doesn't have) so making single BA as weak as they are described in TRO would render them useless as there would be not enough players to provide decent amount of BAs without crippling the team. 

so basically, they are overpowered on purpose. makes sense.

Offline Brainwright

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Re: BA-Too hard to kill...
« Reply #110 on: May 13, 2011, 02:28:49 AM »
so basically, they are overpowered on purpose. makes sense.

Are they overpowered?  Try killing an asset as it repairs in a repair bay.  It simply isn't happening.  As damaging as battle armor can be, they can't keep it up like other assets can.  Short range, limited speed, and ridiculous vulnerability are their weakness.
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Offline CHHš Aurailius

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Re: BA-Too hard to kill...
« Reply #111 on: May 13, 2011, 02:49:38 AM »
BA aren't overpowered, when you get good at killing them (as other devs have forced me to do), you can slaughter them 10-1 with a decent asset.

Offline Taemien

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Re: BA-Too hard to kill...
« Reply #112 on: May 13, 2011, 04:52:07 AM »
Make whatever argument you want.  ;D

 Here's the root of "BA uberdamage" for you: MWLL player always plays as a point. For mechs/tanks/aeros point is a single asset. But for BA(checks TRO stats) a point is a small fireteam of 5 BAs. Hence 1 MWLL BA is roughly equal 5 BAs in terms of firepower. It is done because max player number in MWLL is severely limited by cryengine(and even more so because of all the MWLL additions, vanilla crysis/wars doesn't have) so making single BA as weak as they are described in TRO would render them useless as there would be not enough players to provide decent amount of BAs without crippling the team. 

so basically, they are overpowered on purpose. makes sense.

Not quite. Elementals in CBT can take 2 medium lasers. MWLL BA cannot. But BA in MWLL taking 10 medium lasers (equaling a point) would make people rage.

Can you all imagine a BA taking two full salvos of dual PPCs from a Puma Prime to kill a BA? I think they are balanced pretty good.