Ultra Fast Lightmechs Need To Be Balanced
#1
Posted 20 September 2013 - 02:18 AM
They accelerate way too quickly and due to their insane speed and if the terrain is not 100% flat then mech jumping around like randomly and pretty much impossible to aim them. If they are closer you cant even keep them in target enough to get a lock for ssrm ,that just says all , when the weapon which should counter these little mechs are just impossilbe to fire.
This is clearly a physics problem , they just move irrealistically, handle turns what a sport car couldnt do,and the vertical movement is just completly broken.
And you can clearly see the problem when these light mech just run off lrm-s ... why?
The game engine clearly cant handle those ultra fast mechs--> lower their speed to manageable lvl.
Yeah you want to make light mech viable , but they shouldnt have insane survivablity due to broken speed and support pretty good dps like 6 lasers at the same time...
Make them scouts ,what they should be not fighters.
#2
Posted 20 September 2013 - 02:23 AM
#3
Posted 20 September 2013 - 02:25 AM
I also think that we need a training area to teach people how to kill lights effectively
also to teach players team discipline
fire discipline
and not all go after that spider with you assault mech, there is a reason light and medium mechs exist
to kill light mechs
#4
Posted 20 September 2013 - 02:30 AM
#5
Posted 20 September 2013 - 02:33 AM
Edited by Strayed, 20 September 2013 - 02:34 AM.
#6
Posted 20 September 2013 - 02:40 AM
gavilatius, on 20 September 2013 - 02:25 AM, said:
I also think that we need a training area to teach people how to kill lights effectively
also to teach players team discipline
fire discipline
and not all go after that spider with you assault mech, there is a reason light and medium mechs exist
to kill light mechs
yeah I agree , especially with chasing light mechs , it is said to see that 6-7 players go after a jenner/spider runby all turning their backs vs main enemy force and sometimes even leave a good defensive position just to chase the lights
but i cant see why meds are good at killing lights ,they are far easier to hit especially at specific body parts , doesnt support more weapons usually , and only have slight armor advantage, and ofcourse cant do driveby-s except cica
#7
Posted 20 September 2013 - 02:41 AM
Strayed, on 20 September 2013 - 02:33 AM, said:
They could eliminate, or change the way mech efficiencies work. That would slow everything down quite a bit.
Edit: Could make it so you have to choose between efficiencies in different categories. Such as movement, tracking, heat management, etc. Instead of just grinding to upgrade everything your much can do.
Edited by Brilig, 20 September 2013 - 02:51 AM.
#8
Posted 20 September 2013 - 02:46 AM
Orkhepaj, on 20 September 2013 - 02:18 AM, said:
And you can clearly see the problem when these light mech just run off lrm-s ... why?
Make them scouts ,what they should be not fighters.
No. Hit registration needs to be fixed. But aside from that, lights need to be even faster than they are now, particularly ones like the Commando, Flea, and Locust.
Because LRMs aren't meant to kill lights and mediums. They're for engaging slow targets in the open and keeping everyone else's head down. It would be terrible if LRMs could track lights accurately.
I don't really think they're overly effective at fighting, either. If hit registration worked, I'm fine with how effective builds like the 5/6xML Jenner are.
#9
Posted 20 September 2013 - 02:47 AM
Orkhepaj, on 20 September 2013 - 02:40 AM, said:
Streak Kintaro's are frankly evil against lights and usually have the speed to keep in their sight to do a fair bit of damage or even kill it before a fast light can leg it!
Brilig, on 20 September 2013 - 02:41 AM, said:
To be honest I think they should, or at least remove and replace a fair few of them. I reckon this game could actually play a lot better with them disabled at times.
#10
Posted 20 September 2013 - 02:48 AM
Strayed, on 20 September 2013 - 02:33 AM, said:
exactly
lights going not ultra fast are pretty easy to kill due to nearly insta turns by heavies/assasults,they cant realy outmanouver assaults , and the pilot skills makes them just absurd, those should be removed
also lights should be harder to spot especially with radar, and they should have better spotting too + could have some special lights only features, like extra tag range or auto tag or could send more targets to other mates , so scouting would be viable
there are many things which could make them better at that job
#11
Posted 20 September 2013 - 02:50 AM
Strayed, on 20 September 2013 - 02:33 AM, said:
Yeah, let's make it so that Heavies and Assaults can literally never bring their guns to bear on a Light because it's fast enough to stay behind them permanently, no matter what they do.
#12
Posted 20 September 2013 - 02:51 AM
OneEyed Jack, on 20 September 2013 - 02:50 AM, said:
yup maybe they would need teamplay/medium mechs to eliminate light mechs, that would totally ruin mwo
btw a soloing assault shouldnt have much chance vs 2+ lights
Edited by Orkhepaj, 20 September 2013 - 02:52 AM.
#13
Posted 20 September 2013 - 02:55 AM
Homeless Bill, on 20 September 2013 - 02:46 AM, said:
These guys will definitely need to have a speed advantage over the heavier light mechs. If they can't run significantly faster they will be nothing but Jenner food.
#14
Posted 20 September 2013 - 02:58 AM
#15
Posted 20 September 2013 - 03:30 AM
Orkhepaj, on 20 September 2013 - 02:18 AM, said:
They accelerate way too quickly and due to their insane speed and if the terrain is not 100% flat then mech jumping around like randomly and pretty much impossible to aim them. If they are closer you cant even keep them in target enough to get a lock for ssrm ,that just says all , when the weapon which should counter these little mechs are just impossilbe to fire.
This is clearly a physics problem , they just move irrealistically, handle turns what a sport car couldnt do,and the vertical movement is just completly broken.
And you can clearly see the problem when these light mech just run off lrm-s ... why?
The game engine clearly cant handle those ultra fast mechs--> lower their speed to manageable lvl.
Yeah you want to make light mech viable , but they shouldnt have insane survivablity due to broken speed and support pretty good dps like 6 lasers at the same time...
Make them scouts ,what they should be not fighters.
Do you ever stop complaining about lights? Nor is speed 'broken'...quit expecting them to act/operate like 21st century tech. Want to tag em with streaks, then use a mech that that can give something of a chase...
#16
Posted 20 September 2013 - 04:06 AM
Livewyr, on 20 September 2013 - 02:58 AM, said:
As long as lights running into other mechs can knock them down then I'm all for bringing back knock downs, so a 30 ton mech at 151 kph hitting an atlas should be able to knock it over.
#17
Posted 20 September 2013 - 04:29 AM
Brilig, on 20 September 2013 - 02:55 AM, said:
The commando doesn't go much faster, it forgoes speed in exchange for a medium mech loadout.
The spider is the opposite, and is currently gimped from 200kph speed ! o.O
The locust/flea is supposed to have masc giving it the option for warp speed
#18
Posted 20 September 2013 - 05:08 AM
<facepalm>
Edited by Specterr, 20 September 2013 - 05:09 AM.
#19
Posted 20 September 2013 - 05:09 AM
#20
Posted 20 September 2013 - 05:23 AM
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