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You are asking humans not to be human.
If you do not like it, you can always go back to CoD.
I wanna do 5 now. Just to really Karen it home.
Next few matches I tried playing as a more supportive role, joining the team and staying mid range, using the weapon more as a finisher and AOE spam to stop enemies from retreating from our front liners/pushers. It worked reasonably well but it still felt like I wasn't really doing as much compared to using any other of my mechs.
I guess it just isn't a playstyle I enjoy.
Playing one for a while did showcase their weakness however and now I find them less of an issue when fighting against them.
Things to consider when the enemy team is using Arty spam:
Positioning - The noricum needs line of sight to your near position, use the maps features and structures to deny this and they can't do anything to you (also consider any overhead cover like tunnels or support structures/beams).
Time to hit - after firing off a salvo there is a short time before the rounds hit the intended position. Keep this in mind, if you're in an engagement with some mechs and you spot enemy artillery on the horizon, expect an incoming barrage on your position.
There will be no alert and no warning before the arty hits your position, but you know it's going to hit where you are and cover a wide area. With that in mind, and if you have the ability to do so - boost backwards away from your current position, the arty fire will rain down in front of you and won't hit you, allowing you to continue your push/flank. Keep moving and use cover to block as much line of sight as poss.
The more you move, the less effective enemy artillery is going to be, start a new push on the other side of the map.
Extremely weak mid range and close quarters -
Where possible have at least 1 pref 2 ppl flank and close the gap with the arty, a co-ordinated attack will destroy them very quickly. Get in, get out, don't stick around to fight behind enemy lines as you'll quickly be heavily targeted, outnumbered and destroyed. Use Stalker or Phantom to aid in executing this easily and preferably unseen.
But yeah just rush ahead of missile boats. Most aren't even working math to ensure the radius of damage is good.
The problem is like all artillery the moment you stop you get hammered. That's why they used push ahead under barrage of actual death.
Rush me and I gotta deal with you clearly gunning for me. I can see you rushing me and now gotta plan around that that. If you stop I win the pressure game. If you run. I will for sure win it out. That's how archery works.
I'm there for one thing. To try and cause a min of 2 mil damage. I really like credits.
Like the pilot says heroes don't get paid anymore than the rest of us.
That pilot is right. But actual villains do get paid more. Because of 2 mil dmg.
You can't miss seeing the missiles. They are so cool looking you just gotta look and if they are coming at you? Move forward. It's an attempt to push you back. Don't react to pushing back. You will die anyhow. Ima predict you will take cover so I'm going to spread the next salvo near cover. It works like magic. Because I would duck for cover after watching my homie go from full shields to full red torso in a second.
I will be comparing Noricum vs Vortex vs Rampant.
You can hide, but its not easy vs Noricum, while vs Vortex you just need to make sure enemy does not get line of sight for long enough to prevent lock and rampant have quite limited range.
You can evade most weapons including all those three. It helps to jump vs Norcium or Rampant, but quite important question is how often do you need to evade attacks - Rampant have "shotgun style" clip, which means its not very spammable. Vortex requires lock on, which can be reasonably prevented so also not very spammable. Noricum? feel free to fire at will all the time.
Medium range - all 3 weapons viable at 300-ish range
Close range - Rampant still viable, mostly limited by its "shotgun style" clip. Vortex sucks at close range but Noricum is still semi-viable (it just needs brain to use at close range)
Just ambush them with phantom flamer - well good luck with this vs decent enemy team. Please note that if you do get a jump on enemy arty it does not mean kill. Especially Noricum robots often have some escape mechanics like blink, spped boost or just lot of fuel. And some allies nearby if team is competent.
While I do think that Vortex and Rampant can be tuned down a bit Noricum needs fat nerf, currently its by far most oppressive of those three.
Btw Vortex is "fun" with infinite ammo, but still needs lock-on.
It’s literally impossible at the moment. You have to do some really tight squeezing to even get 4 on a mech and you’re limited to using only Orochi or Tyr torso.
My build: Orochi Torso, Pursuit Chassis, x2 Tyr Shoulders, x4 Noricum, Blast Supply gear.
Why would anyone play that crap last robot standing mode? it just promotes camping and abusing artilery.
We need more warp point capture maps and similar game modes.....the deathmatches promote camping and pay 2 win stuff.
On the map with the big structure on the hill all i read is Incoming missle, this needs to stop because me and probably many people will quit the game if there is literally only 1 way to play the game
it's gotten so bad that i just alt f4, there are literally 100% teams made up of artilery, i don't want to be matched against a team that abuses artilery.